Graphics
Show understanding of how data for a bitmapped image are encoded
Use and understand the terms: pixel, file header, image resolution, screen resolution, colour depth, bit depth
Perform calculations to estimate the file size for a bitmap image
Show understanding of the effects of changing elements of a bitmap image on the image quality and file size
Use the terms: image resolution, colour depth
Show understanding of how data for a vector graphic are encoded
Use the terms: drawing object, property, drawing list
Justify the use of a bitmap image or a vector graphic for a given task
Sound
Show understanding of how sound is represented and encoded
Use the terms: sampling, sampling rate, sampling resolution, analogue and digital data
Show understanding of the impact of changing the sampling rate and resolution
Impact on file size and accuracy
There are a number of terms you must know for the exam:
Pixel
The word pixel stands for picture element. it is the smallest amount of detail represented in an image.
Pixellation
Pixellation is caused by displaying a bitmap or a section of a bitmap at such a large size that individual pixels, small single-coloured square display elements that comprise the bitmap, are visible. Such an image is said to be pixellated.
File header
A file header is information that goes in front of the main information. In a bitmap image, before the individual pixel information is metadata such as image resolution, the x and y co-ordinates of the image, etc. The file header also contains, depending on the file format, the ability to store other meta data such as where a picture was taken, who took it, the equipment used, etc. However, bitmap (MBP) file format does not allow as much metadata as a JPEG image, for example. A bitmap will have the file header (width, height, colour palette) and resolution only.
Image resolution
How many pixels an image contains per inch/cm. See video on the right for a much more detailed explanation.
Screen resolution
The number of pixels which make up a display. It is often given as the the number of pixels per row by the number of pixels per column (X by Y). Sometimes this is measured using pixels per inch. There is much more information on this below.
Encoding
The video on the left will introduce you to types of image file, which will then fit in with the content listed below.
(The following is an extract from TheTeacher website.)
Bitmap files
If you have ever used the application called Paint in Windows (in Accessories), this application can save any picture you create as a bitmap file (amongst other file types) and it has the file extension bmp. That means that when you save the file, Windows automatically adds .bmp to the end of your file name.
JPG, GIF and other 'codecs'
There is problem with bitmap files. They are very large. That means they take up a lot of storage space, take a while to open and also take a long time to transmit across networks. This is very important with the Internet. You don't want to be waiting for your computer to download and open large bitmap files.
For this reason, image files are usually stored as a different file type. Two common ones are GIF and JPG. These are known as 'codecs' (short for 'coder / decoder') and you can think of each codec as a clever Maths formula. If you take a bitmap and apply the GIF codec to it, it becomes a GIF file and is much smaller than the original bitmap. You can do the same thing using the JPG, or TIFF formats or any of the other image codecs. GIFs are great for icons and drawings that use up to 256 colours and are widely used for icons in software and for pictures on web sites. For more detail such as in photos, JPGs are used. They can use millions of colours so you get a lot of detail. So, when you draw a picture on a computer and save it as a particular file type, you are telling the computer to take the raw bitmap file and apply a particular Maths formula or codec to it, and add the correct file extension - .gif or .jpg or whatever it is you saved it as.
To calculate an bitmap image file size you need to know:
Total number of pixels (X * Y)
The image's colour depth (in bits). E.g. 24-bit
You then multiply the number of pixels by the colour depth (that represents each pixel). In the exam, you are not expected to take into account compression factors or file header information. Should this ever be asked, it will be explained to you.
When dealing with bitmaps, it is important to understand resolution. This great article explains resolution very well and an extract appears below. If the preceding article gives too much information, a much pithier article can be found here, that explains the basics very well.
Camera resolution is measured in megapixels (meaning millions of pixels); both image file resolution and monitor resolution are measured in either pixels per inch (ppi) or pixel dimensions (such as 1024 by 768 pixels); and printer resolution is measured in dots per inch (dpi) (see below). In each of these circumstances, different numbers are used to describe the same image, making it challenging to translate from one system of measurement to another. This in turn can make it difficult to understand how the numbers relate to real-world factors such as the image detail and quality or file size and print size.
The bottom line is that resolution equals information. The higher the resolution, the more image information you have. If we’re talking about resolution in terms of total pixel count, such as the number of mega-pixels captured by a digital camera, we are referring to the total amount of information the camera sensor can capture, with the caveat that more isn't automatically better. If we’re talking about the density of pixels, such as the number of dots per inch for a print, we’re talking about the number of pixels in a given area. The more pixels you have in your image, the larger that image can be reproduced. The higher the density of the pixels in the image, the greater the likelihood that the image will exhibit more detail or quality.
The biggest question to consider when it comes to resolution is—How much do I really need? More resolution is generally a good thing, but that doesn't mean you always need the highest resolution available to get the job done. Instead, you should match the capabilities of the digital tools you’re using to your specific needs. For example, if you are a real estate agent who is using a digital camera only for posting photos of houses on a Web site and printing those images at 4 by 6 inches on flyers, you really don’t need a multi-thousand- dollar, 22-megapixel digital camera to achieve excellent results. In fact, a 4–6-megapixel point and shoot camera would handle this particular need, although having more image information would be beneficial in the event you needed to crop an image or periodically produce larger output.
The following is a video which gives you a background on how digital cameras work
Camera resolution defines how many individual pixels are available to record the actual scene. This resolution is generally defined in megapixels, which indicates how many millions of pixels are on the camera sensor that is used to record the scene. The more megapixels the camera offers, the more information is being recorded in the image.
Many photographers think of camera resolution as a measure of the detail captured in an image. This is generally true, but a more appropriate way to think of it is that resolution relates to how large an image can ultimately be reproduced. The table below shows the relationship between a camera’s resolution and the images the camera can eventually produce. If sensor size was the only thing that defined image quality and detail, it would be child’s play to pick out a camera—with bigger being better—but sadly this simple formula will not serve you well. In addition to sensor size, image detail and quality are affected by such factors as lens quality, file formats, image processing, and photographic essentials such as proper exposure.
The primary factor in monitor resolution is the actual number of pixels the monitor is able to display. For desktop or laptop LCD displays there is a “native resolution” that represents the actual number of physical light-emitting pixels on the display, and this is the optimal resolution to use for the display. Any other setting will cause degradation in image quality.
The actual resolution is often described not just as the number of pixels across and down, but also with a term that names that resolution. For example, XGA (Extended Graphics Array) is defined as 1024 pixels horizontally by 768 pixels vertically. SXGA (Super Extended Graphics Array) is 1280 by 1024 pixels. There are a variety of such standard resolution settings. In general it’s best to choose a monitor with the highest resolution available so you can see as much of your image as possible at once. However, keep in mind that the higher the resolution, the smaller the screen’s interface elements will appear on your monitor.
The monitor resolution you use determines how much information can be displayed. A high-resolution display of 1920x1200 (left) shows more information than a lower-resolution display of 1024x768 (right).
Most monitors these days display at a range between about 85 ppi and 125 ppi. The exact number depends on the pixel dimension resolution and the physical size of the monitor. Again, this number is a measure of pixel density, so it relates to the overall image quality of the display. The higher the ppi value, the crisper the display and the more capable the monitor is of showing fine detail without as much magnification.
For most bitmap images, the digital image’s defining moment is when ink meets paper. The quality is partly determined by the printer resolution. Once again, just to keep things confusing there are two numbers that are often labelled “print resolution”—output resolution and print resolution, and this is a major source of confusion. The marketing efforts of printer manufacturers only contribute to this confusion.
Output resolution in the image file is simply a matter of how the pixels are spread out in the image, which in turn determines how large the image will print and to a certain extent the quality you can obtain in the print.
Printer resolution is the measure of how closely the printer places the dots on paper. This is a major factor in the amount of detail the printer can render—and therefore the ultimate quality of the print. Note that the printer’s resolution is determined by the number of ink droplets being placed in a given area, not by the number of pixels in your image. Therefore, there won’t necessarily be a direct correlation between output and printer resolutions, because multiple ink droplets are used to generate the individual pixels in the image.
Each type of printer, and in fact each printer model, is capable of a different resolution.
Vector graphics an image is composed from a toolbox of different shapes. These shapes are called drawing objects. The properties of these objects are stored as a set of mathematical equations, co-ordinates, etc. The most useful aspect of vector graphics is that images can be easily scaled as each property can be recalculated.
TheTeacher website has more information on vector graphics.
Drawing Object
The drawing object is the geometric shape which contributes towards the overall image.
Property
A property is information about a given thing. In vector graphics, different drawing objects have different properties. E.g. a circle would have information such as position (x,y), radius, line colour, etc..
Drawing List
The drawing list is the data that is saved to a particular vector file. A drawing list is simply the set of properties that defines the drawing. These properties allow the image to be reconstructed later in any program that supports that file type. The order of the drawing list dictates which objects appear "on top" of other objects.
Vector images scale without file size increase / decrease
Bitmap images scale resulting in file size increase / decrease
Vector images scale without distortion to the image
Bitmap images distort (pixellate) when scaling
Bitmaps are better for photo editing
Bitmaps require less processing power to display
Vector graphics are often used with simple images, text, etc. Because they scale without distorting they are ideal for large image applications. However, vector graphics cannot handle photorealism without an inextricable amount of work, therefore bitmap images are used when needing photorealism. Additionally, monitors and printers ONLY work with raster (bitmap) images, so vector graphics must be converted to bitmap when displaying or printing onto paper.
The following is a list and brief comments of some specific file formats that are widely used for saving bitmaps, aside from JPEG.
Format: TIFF (Tagged Image File Format)
Platforms: Commonly supported on Mac/DOS-WINDOWS/Unix
Owner: Aldus
Notes: TIFF is an international standard for storing and interchanging bitmaps between applications and hardware platforms. It is almost always supported by major applications that provide bitmap manipulation. The format consists of items called tags which are defined by the standard. Each tag is followed by a tag dependent data structure. Supports most colour spaces and compression methods.
Format: PCX
Platforms: Primarily DOS-WINDOWS
Owner: ZSoft Corp
Notes: The oldest and most commonly supported format on DOS machines. Can support indexed or full 24 bit colour. Run length encoding only.
Format: GIF
Platforms: Commonly supported on Mac/DOS-WINDOWS/Unix
Owner: CompuServe
Notes: GIF is a rather under featured but quite popular format. It is used the most on the Internet. It is limited to 8 bit indexed colour and uses LZW compression. Can include multiple images and text overlays. Also contains support for layers and animation.
Format: PICT
Platforms: Exclusively Mac
Owner: Apple
Notes: PICT is a Macintosh only format, indeed it is virtually impossible for it to exist on any machine but the Macintosh. The interpretation of a PICT is handled by the Macintosh operating system and thus is supported by almost all Macintosh applications. This format is responsible for the successful transfer of image data on the Macintosh and is used in cut/copy/paste operations. Supports most colour spaces and compression methods including JPEG.
Format: PNG (Portable Network Graphics)
Platforms: Commonly supported on Mac/DOS-WINDOWS/Unix
Owner: None, patent free
Notes: Very powerful format which slowly seems to be adopted for the WWW. Supports colour up to 48 bits, grey up to 16 bits. Supports multiple compression schemes and bit depths including user defined ones.
Format: RAW
Platforms: Any
Owner: None
Notes: This is the simplest of all ways to store images, just as "raw" bytes. For example one byte per pixel for grey scale or 3 bytes per pixel for RGB color. There is no standard header and so even the size of the image needs to be specified for programs that might read the image.
Format: PPM (Portable PixMap)
Platforms: Any, originally UNIX
Owner: None
Notes: This is little more than the raw format with a few semi-agreed upon header fields. Typically used for 8 bit grey or 24 bit RGB colour. images.
Format: BMP/DIB
Platforms: Primarily DOS-Windows
Owner: Microsoft
In an analogue system, sound is captured by a transducer (perhaps a microphone) that produces an electrical signal that varies in proportion to the pressure created by the sound. That electrical signal can be transmitted or stored on a suitable medium (eg magnetic tape).
For the sound to be heard, the electrical signal must be used to recreate the original sound by vibrating a mechanical surface in a speaker. The term fidelity refers to the precision with which the original sound wave is recreated.
To help draw a real-world analogy, I have written a document that compares sound to measuring a cup of tea. It can be found at the bottom of the page in the files section.
On vinyl LPs, sound was encoded into the shape of a spiral groove that ran across the surface of the record. To play the record, a fine needle followed the tiny changes in this groove, reading the changes in sound.
Playing vinyl produced a warm, rich sound that you don't get with a CD. Vinyl was no less reliable than CD. Album covers were much more impressive and the music lover's experience was richer for it.
As with many changes in format, the public were seriously ripped off when CDs were introduced.
Physical quantities such as temperature and pressure vary continuously over time.
Digital data is discontinuous. It varies in discrete steps. Imagine that the temperature shown in the graph is measured at regular intervals and recorded as a series of discrete values. That is digital.
An analogue signal is an electrical signal that varies continuously over time. A digital signal is an electrical signal that changes in discrete steps.
An Analogue To Digital Converter samples sound at regular intervals and records each value as a digital value.
PCM is a process for coding sampled analogue signals by recording the height of each sample in a binary electrical equivalent.
Samples are taken of the analogue signal at fixed and regular intervals of time. The samples are represented as narrow voltage pulses, proportional in height to the original signal. This is called Pulse Amplitude Modulation (PAM)
PCM data is produced by quantising the PAM samples. That means that the height of each sample is approximated using an integer value of n bits.
The height of each PCM pulse is encoded using n bits to produce the output in binary signal form.
In order to play the digital sound, the process of conversion is reversed. The DAC produces a signal which is an approximation of the original signal.
The entire encoding and decoding process is represented in the diagram on the right.
An analogue frequency of 1000Hz is converted to a PCM signal by sampling at a frequency of 2000Hz (2000 samples per second). Each sample is encoded in 8 bits using PCM coding.
How many bytes of storage are required to encode 10 seconds of the analogue signal?
2000 samples taken each second.
10 x 2000 = 20 000 samples.
1 byte (8 bits) for each sample.
20 000 x 1 byte = 20 000 bytes.
Sampling Rate = The number of samples taken per unit time (usually seconds when measured in Hz).
Measured in Hz or KHz.
Sampling Resolution = The number of bits used to store each sample.
Measured in Kbps
Nyquist's theorem states that we must sample at twice the frequency of the highest signal in order not to miss meaningful changes in the original signal.
The bandwidth of an analogue signal is the difference between the highest frequency and the lowest frequency of the signal. This is the maximum frequency range of the signal. The Nyquist interval is one over twice the bandwidth.
For a signal with a frequency range of 3000Hz, sampling intervals should be no more than 1/6000 seconds apart.
The higher the rate, the more often samples are taken, the more accurate the representation of the sound.
Sample rate is the number of samples of audio carried per second, measured in Hz or kHz (one kHz being 1 000 Hz). For example, 44 100 samples per second can be expressed as either 44 100 Hz, or 44.1 kHz.
Bandwidth is the difference between the highest and lowest frequencies carried in an audio stream. The sample rate of playback or recording determines the maximum audio frequency that can be reproduced, as shown on the right.
44.1 kHz
44.1 kHz (44100 Hz) is the sampling rate of audio CDs giving a 20 kHz maximum frequency. 20 kHz is the highest frequency generally audible by humans, so making 44.1 kHz the logical choice for most audio material. High quality tape decks using metal tape, and medium quality LP equipment can reproduce 20 kHz (higher for top quality LP equipment, though some of this is harmonic distortion inherent in the medium). Note that the upper limit of human hearing falls rapidly with age. While people in their teens can hear 20 kHz, many older people cannot hear above 14.5kHz.
48 kHz
48 kHz (48000 Hz) is the sample rate used for DVDs so if you are creating DVD audio discs from your Audacity projects you may prefer to work with this setting.
32 kHz / 14.5 kHz
14.5 kHz is above the frequency limit of many medium quality sources, such as ferric cassette tape. On good tape decks, chrome tape can reproduce 18 kHz.
14.5 kHz cutoff also has a slight effect on speech, so 32k will give good quality speech recording, though not the best.
14.5 kHz is a little below FM radio bandwidth, so FM radio can be recorded with only a little quality loss.
32 kHz sample rate is thus good for:
cassette recordings from ferric stock
Speech
All other audio where smaller files than 44.1 kHz are desired with only slight compromise on sound quality.
22.05 kHz, 10 kHz
22.05 kHz (often lazily called "22 kHz") has been a reasonably popular sample rate for low bit rate MP3s such as 64 kbps in years past. Audio quality is significantly affected, with higher frequency content missing. With the general rise in the availability of large file storage space and faster data links, 22k is now of more limited use.
For speech recording where perceived quality is unimportant, but clarity must be maintained.
AM radio
To squeeze mp3 music onto floppy disk & very small mp3 players.
11.025 kHz / 5 kHz
11.025 kHz (often lazily called "11 kHz") gives 5 kHz maximum recorded frequency. Very poor sound quality.
8 kHz / 3.6 kHz
3.6 kHz matches the bandwidth of telephone sytems. Microcassette dictaphones have also used a similar bandwidth. 8 kHz sample rate is thus suitable for:
Telephone speech
Microcassette recording
To squash long speeches into small file sizes
Sound quality is terrible, with speech as clear as a mud bath. Any further drop in sample rate makes intelligibility a challenge.
A more accurate representation of the analogue signal can be achieved if more bits are used to store each sample. Measured in bits and often referred to as the bit depth, it describes how much information is captured for each sample. This is why, when calculating the file size, we multiply the sampling frequency by sample resolution. However, this calculation only gives the size per second, we then need to multiply by the length of the recording (in seconds) and finally, the number of channels (e.g. 2 for left and right).
Do not confuse bit depth (aka sampling resolution) with bitrate. Bit rate is the combination of sampling frequency and sampling resolution, often measured in kbps.
Alternative explanation (from the stereobus)
What is it that we’re measuring? Volume. Volume is represented by the height of the balls in the image. With each tick a new measurement of the volume is made. How do we describe the volume? Is it a range from 0 to 100? 0 to 2000? 0 to 1? The range of volumes that can be described is the bit rate. Now, in each of these examples, 0 means totally silent and 100, 2000, or 1, respectively, means as-loud-as-it-can-get. So the only difference between each of these ranges is not how loud the sound can be but how many different volumes can be described. We only have two choices for ‘0 to 1’, ie. is there a sound or not? But from 0 to 2000 we can have half volume (1000), quarter volume (500), or even somewhere in between (829). The higher the bitrate, the more accurately we can communicate exactly how loud the volume of the ‘real’ sound we want to describe is.
The bit rate can be thought of as how well the sound is described.
CD quality audio has 65,536 volumes to choose from for every sample that’s measured. That’s called 16-bit audio (because 2 to the 16th power is 65,536).
WAV is a very common format for storing digitised sound. The WAV format allows variation of frequency and resolution. File sizes are relatively large and fidelity is good.
MPEG audio files come in a variety of flavours and can carry extensions such as .mp2, .mpa, .mp3, .mp4.
The compression algorithms used to produce the files are based on psychoacoustic modelling - removing frequencies that the brain and ear will not miss.
File sizes are substantially reduced - some loss of quality can occur.
Data compression techniques are also used for encoding speech. These are different techniques to those used for compressing music.
Mixing sounds from different sources into a single file can be fun. Digital encoding of audio information makes this even easier than it was in the way back.
Approximating real-world sounds using electrical equipment. Things like pianos aren't too bad. Some instruments are harder to emulate. MIDI (Music Information Digital Interface) stores no sound data, simply notes, duration and instruments. Very compact.
An audio streaming client (say, RealPlayer) starts receiving audio data from a remote location. This data is stored in a buffer. Once there are a few seconds of data in the buffer, the client begins playback from the buffer. As long as the buffer does not run out of data, the sound will play without pause.
Representing sound in digital form allows for editing. This might mean removing background noise or specific frequencies. It might mean cropping or merging with other sounds.
The above section was taken from MultiWingspan's website.