Monday, May 30, 2011

TASK 4; RESEARCH

Analog recording versus digital recording compares the two ways in which sound is recorded and stored. Actual sound waves consist of continuous variations in air pressure. Representations of these signals can be recorded using either digital or analog techniques.


An analog recording is one where a property or characteristic of a physical recording medium is made to vary in a manner analogous to the variations in air pressure of the original sound. A digital recording is produced by converting the physical properties of the original sound into a sequence of numbers, which can then be stored and read back for reproduction. Normally, the sound is transduced (as by a microphone) to an analog signal in the same way as for analog recording, and then the analog signal is digitized, or converted to a digital signal, through an analog-to-digital converter and then recorded onto a digital storage medium such as a compact disc or hard disk.


High-definition television (or HDTV) is video that has resolution substantially higher than that of traditional television systems (standard-definition TV, or SDTV, or SD). HDTV has one or two million pixels per frame, roughly five times that of SD. Early HDTV broadcasting used analog techniques, but today HDTV is digitally broadcast using video compression.


Low-definition television or LDTV refers to television systems that have a lower screen resolution than standard-definition television systems. The term is usually used in reference to digital television, in particular when broadcasting at the same (or similar) resolution as low-definition analog TV systems. Mobile DTV systems usually transmit in low definition, as do all slow-scan TV systems.


The most common source of LDTV programming is the Internet, where mass distribution of higher-resolution video files could overwhelm computer servers and take too long to download. Motion capture, motion tracking, or mocap are terms used to describe the process of recording movement and translating that movement on to a digital model. It is used in military, entertainment, sports, and medical applications, and for validation of computer vision and robotics. In filmmaking it refers to recording actions of human actors, and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.


In motion capture sessions, movements of one or more actors are sampled many times per second, although with most techniques (recent developments from Weta use images for 2D motion capture and project into 3D), motion capture records only the movements of the actor, not his or her visual appearance. This animation data is mapped to a 3D model so that the model performs the same actions as the actor. This is comparable to the older technique of rotoscope, such as the 1978 The Lord of the Rings animated film where the visual appearance of the motion of an actor was filmed, then the film used as a guide for the frame-by-frame motion of a hand-drawn animated character.


Camera movements can also be motion captured so that a virtual camera in the scene will pan, tilt, or dolly around the stage driven by a camera operator while the actor is performing, and the motion capture system can capture the camera and props as well as the actor's performance. This allows the computer-generated characters, images and sets to have the same perspective as the video images from the camera. A computer processes the data and displays the movements of the actor, providing the desired camera positions in terms of objects in the set. Retroactively obtaining camera movement data from the captured footage is known as match moving or camera tracking.


Motion capture offers several advantages over traditional computer animation of a 3D model:


More rapid, even real time results can be obtained. In entertainment applications this can reduce the costs of keyframe-based animation. For example: Hand Over.
The amount of work does not vary with the complexity or length of the performance to the same degree as when using traditional techniques. This allows many tests to be done with different styles or deliveries.
Complex movement and realistic physical interactions such as secondary motions, weight and exchange of forces can be easily recreated in a physically accurate manner.
The amount of animation data that can be produced within a given time is extremely large when compared to traditional animation techniques. This contributes to both cost effectiveness and meeting production deadlines.
Information technology (IT) is the acquisition, processing, storage and dissemination of vocal, pictorial, textual and numerical information by a microelectronics-based combination of computing and telecommunications.
IT is the area of managing technology and spans wide variety of areas that include but are not limited to things such as processes, computer software, information systems, computer hardware, programming languages, and data constructs. In short, anything that renders data, information or perceived knowledge in any visual format whatsoever, via any multimedia distribution mechanism, is considered part of the domain space known as Information Technology (IT).


The Industrial Revolution was a period from the 18th to the 19th century where major changes in agriculture, manufacturing, mining, transportation, and technology had a profound effect on the socioeconomic and cultural conditions of the times. The Industrial Revolution marks a major turning point in human history; almost every aspect of daily life was influenced in some way. Most notably, average income and population began to exhibit unprecedented sustained growth.


Most traditional communications media including telephone, music, film, and television are reshaped or redefined by the Internet, giving birth to new services such as Voice over Internet Protocol (VoIP) and IPTV. Newspaper, book and other print publishing are adapting to Web site technology, or are reshaped into blogging and web feeds. The Internet has enabled or accelerated new forms of human interactions through instant messaging, Internet forums, and social networking. Online shopping has boomed both for major retail outlets and small artisans and traders. Business-to-business and financial services on the Internet affect supply chains across entire industries.


Globalization (or globalisation) describes the process by which regional economies, societies, and cultures have become integrated through communication, transportation, and trade. The term is most closely associated with the term economic globalization: the integration of national economies into the international economy through trade, foreign direct investment, capital flows, migration, the spread of technology, and military presence. However, globalization is usually recognized as being driven by a combination of economic, technological, socio cultural, political, and biological factors. The term can also refer to the transnational circulation of ideas, languages, or popular culture through acculturation. An aspect of the world which has gone through the process can be said to be globalized.

NOW, ALL THIS RESEARCH IS NEEDED TO HELP US WITH THE 3 MINUTE VIDEO EDIT OF TASK 4, UNIT 8.

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