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Title: Week 3 Sp05


1
IT-101
Introduction to Information Technology
  • Week 3Sp05

2
Overview
  • Calculating Bits vs. Bytes
  • Ch 5 From the Real World to Images Video
  • Introduction to Visual Representation and Display
  • Digitizing Gray Scale Images
  • Digitizing Color Images
  • Digital Video
  • Chapter 8 Image Compression
  • Chapter 9 Digital Video

3
Bits vs. Bytes
1 Byte 8 Bits
Transmission Rates Measured in Bits Per Second
  • Bits are often used in terms of a data rate, or
    speed of information flow
  • 56 Kilobit per second modem (56 Kbps)
  • A T-1 is 1.544 Megabits per second (1.544 Mbps or
    1544 Kbps)
  • Bytes are often used in terms of storage or
    capacity--computer memories are organized in
    terms of 8 bits
  • 256 Megabyte (MB) RAM
  • 40 Gigabyte (GB) Hard disk

Computer Storage and Memory Measured in Bytes
4
Note! The Multipliers for Storage and
Transmission are Slightly Different.
Kilo or Mega have slightly different values
when used with bits per second or with bytes.
  • When Referring to Bytes (as in computer memory
    i.e. storage)
  • Kilobyte (KB) 210 1,024 bytes
  • Megabyte (MB) 220 1,048,576 bytes
  • Gigabyte (GB) 230 1,073,741,824 bytes
  • When Referring to Bits Per Second (as in
    transmission rates)
  • Kilobit per second (Kbps) 1000 bps (thousand)
  • Megabit per second (Mbps) 1,000,000 bps
    (million)
  • Gigabit per second (Gbps) 1,000,000,000 bps
    (billion)

5
More Multipliers for Measuring Bytes
  • Kilobyte (K) 210 1,024 bytes
  • Megabyte (M) 220 1,048,576 bytes
  • Gigabyte (G) 230 1,073,741,824 bytes
  • Terabytes (T) 240 1,099,511,627,776 bytes
  • Petabytes (P) 250 1,125,899,906,842,624 bytes
  • Exabytes (E) 260 1,152,921,504,606,846,976
    bytes
  • Zettabytes (Z) 270 1,180,591,620,717,411,303,424
    bytes
  • Yottabytes (Y) 280 1,208,925,819,614,629,174,706
    ,176 bytes

6
Bits vs. Bytes Some Examples
  • Calculate how many bits per second are
    transmitted over a bluetooth connection with a
    data transfer rate of 721Kbps
  • 1Kbps 1000 bits per second
  • So, 721Kbps 721 x 1000 721,000 bits per
    second
  • Calculate the number of bits that can be stored
    on an Apple iPod with a 40GB hard drive
  • 1 GB 230 bytes 1,073,741,824 bytes
  • 40 GB 40 x 1,073,741,824 bytes 42,949,672,960
    bytes
  • 1 byte 8 bits . So,
  • 42,949,672,960 Bytes 8 x 42,949,672,960
    343,597,383,680 bits

7
More Exercises
  • Transmission
  • Calculate how many bits per second are
    transmitted with a 56Kbps modem
  • Calculate how many bits per second are
    transmitted over a fiber optic cable that can
    carry 1.25Gbps of data
  • Storage
  • Calculate the number of bits that can be stored
    on a 700MB CD
  • Calculate the number of bits in a 4.6KB word
    document stored on your hard disk
  • Calculate the number of Bytes in a 2MB image you
    received through email

8
Introduction to Visual Representation and Display
  • In the previous chapters, you learned how to
    represent information that was in the form of
    numbers and text
  • In this chapter, you will learn how to represent
    still and time varying images with binary digits
  • Images play a fundamental role in the
    representation, storage and transmission of
    information.

9
Image Issues
  • The world we live in is analog, or continuously
    varying.
  • We lose information while digitizing, so we make
    approximations and determine the tradeoffs
    involved.
  • While digitizing, we need to consider the
    following facts
  • We are producing information for human use
  • Take advantage of the fact that human vision has
    limitations
  • Produce displays that are good enough for the
    particular application

10
Digital Information for Humans
  • Many digital systems take advantage of human
    limitations (visual, aural, etc)
  • Most people can detect at most 50 different
    shades of gray
  • The human eye can resolve about 60 lines per
    degree of visual arc- a measure of the ability
    of the eye to resolve fine detail
  • When we look at a 8.5 x 11 sheet of paper at 1
    foot (landscape) the viewing angles are 49.25
    degrees for the horizontal dimension, and 39
    degrees for the vertical dimension
  • We can therefore distinguish
  • 49.25 degrees x 60 2955 horizontal lines
  • 39 degrees x 60 2340 vertical lines
  • These numbers give us a clue about the length of
    the code needed to encode images

11
  • To form a black line, you need two rows of pixels
    (one black and one white) to give a visual clue
    of the transition from black to white
  • For our paper example
  • Number of pixels needed to represent total image
    on a page (2 x 2955) x (2 x 2340) 27,658,800
    pixels per page
  • This number of pixels would be sufficient to
    represent any image on the page with no visible
    degradation compared to a perfect analog
    (unpixelized) image at a distance of one foot

12
  • lines per degree of visual arc
  • Image brought closer to the eye, we can resolve
    more detail

Visual Arc
13
Pixels
  • A pixel is the smallest unit of representation
    for visual information
  • Each pixel in a digitized image represents one
    intensity (brightness) level (gray scale or
    color)

13 x 13 grid 169 pixels
Gray scale
Color
14
How many pixels should be used?
  • The number of pixels used in an image depends on
    the desired spatial resolution.
  • High spatial resolution means that the image
    contains a large number of pixels.
  • As the number of pixels that form an image
    (spatial resolution) increases when the size of
    the image is held constant, the amount of data
    that needs to be transmitted, stored or processed
    increases as well. However, the image is high in
    quality as a result.
  • So, an artist would most probably want a high
    resolution image, and an Internet user would
    settle for low resolution to minimize download
    time.

15
How many pixels should be used?
While keeping the image at a fixed size, if too
few pixels used, image appears coarse
16 x16 (256 pixels)

64 x 64 (4096 pixels)
16
A note about device resolution
  • When dealing with printers, we often quote the
    resolution (spatial) in terms of dots per inch
    (dpi), which corresponds to pixels per inch in
    our example

17
Printer Resolution
  • DPI
  • It is popular to set laser or ink-jet printer
    settings to 600 dpi of resolution
  • However, if we hold the paper closer, we would
    need a greater resolution printer for example
    720 dpi, 1200 dpi or greater

18
Camera Resolution
  • Megapixel
  • When buying a digital camera, we are primarily
    concerned with its spatial resolution
  • Digital cameras nowadays come with a range of
    spatial resolutions, from less than 1 megapixels
    to more than 10 megapixels

19
Digitizing Gray Scale Images
  • The first step to digitize a black and white
    (gray scale) image composed of an array of gray
    shades, is to divide the image into pixels, the
    number depending on the required spatial
    resolution.
  • The next step is to determine the number of
    brightness levels (shades of gray, from black to
    white) that we wish to represent, depending on
    the desired brightness resolution.
  • If, for example we want 64 brightness levels,
    then we need to assign a 6 bit code for each
    pixel.
  • Each pixel is examined, and its brightness level
    is rounded off to the closest brightness level
    out of the 64 levels that we have available
  • As a result of this operation, each pixel now has
    a 6-bit number associated with it, representing
    the brightness level that is closest to the
    actual brightness level at that pixel.

20
  • This process is known as quantization - (we will
    learn more about this later in the course) - it
    is the process of rounding off actual continuous
    values so that you end up with discrete
    information that can be represented by a finite
    number of bits.
  • As a result of the operations just described, the
    analog image is digitized and represented by a
    string of binary digits

1010010101010101010
21
6-bit image (64 gray levels)
The effect of reducing the brightness resolution.
  • In the figures below, each pixel in the image is
    represented by
  • 6 bits, 3 bits and 1 bit. The spatial resolution
    is the same for
  • all 3 pictures.

3-bit image (8 gray levels)
22
1-bit image (black and white)
23
How much storage is needed?
  • Total number of bits required for storage total
    number of pixels number of bits used per pixel
  • For example Black and white photo
  • 64 x 64 pixels
  • Use 32 gray levels (5 bits)
  • 64 x 64 x 5 20,480 bits
  • 20, 480 / 8 2,560 / 1024 bytes 2.5KB
  • Remember data storage is in bytes
  • KB represents 210 or 1024 bytes

24
Another example
  • Black and White photo
  • 256 x 256 pixel
  • 6 bits (64 gray levels)
  • How much storage is needed?
  • 256 x 256 x 6 393,216 bits
  • 393,216 / 8 49,152 bytes
  • 49,152 / 1024 48 KB

25
Image Resolution - Summary
  • Since the total number of bits required for
    storage total number of pixels number of bits
    used per pixel, there are two ways to reduce the
    number of bits needed to represent an image
  • Reduce total number of pixels
  • Reduce number of bits used per pixel
  • Applying these however, reduces the quality of
    the image. The first results in low spatial
    resolution (image appears coarse). The second
    results in poor brightness resolution, as seen by
    the previous couple of slides.
  • The amount of storage can, however be reduced by
    applying Image Compression techniques (discussed
    later).

26
Next Topic
Introduction to Information Technology
  • Week 3

27
Overview
  • Chapter 5 From the real world to Images and
    Video
  • Digitizing Color Images
  • Digital Video
  • Chapter 8 Image Compression
  • Lossless compression
  • Lossy compression
  • Chapter 9 Digital Video
  • MPEG video compression

28
Digitizing Color Images
  • Recall that any color can be created by adding
    the right proportions of red, green and blue
    light.
  • If we wish to digitize a color image, we must
    first divide the image into pixels, again
    depending on the required spatial resolution.
  • We must then examine each pixel, and determine
    the amount of red, green and blue (RGB) that is
    used to form the color at each pixel location.
  • We must then round off these values to achieve
    the closest color on our color palette from among
    the different colors whose number depends on the
    desired brightness resolution.

29
  • Finally, we must convert these three levels to a
    binary number of a predefined length.
  • For example
  • If we use 3 bits for each color value, we would
    be able to represent 8 intensity levels each of
    red, green and blue
  • This representation would require 9 bits per
    pixel
  • This would give us 512 different colors per pixel

30
Example how much storage
  • Color photo
  • 256 x 256 pixel
  • 9 bits per pixel (3 bits each for red, green and
    blue)
  • 256 x 256 x 9 589,826 bits
  • 589,826/8 73,728 bytes
  • 73,728/1024 72 KB of storage needed
    to store this color photo

31
Hue Luminance Saturation
  • Another approach to color representation of
    images is Hue, Luminance and Saturation (HLS)
  • This system does not represent colors by
    combinations of other colors, but it still uses 3
    numerical values
  • Hue where the pure color component falls on a
    scale that extends across the visible light
    spectrum
  • Luminance how light or dark a pixel is
  • Saturation how pure the color is, i.e. how
    much it is diluted by the addition of white (100
    saturation means no dilution with white)

32
Video
  • Human perception of movement is slow
  • Studies show that humans can only take in 20
    different images (frames) per second before they
    begin to blur together
  • If these images are sufficiently similar, then
    the blurring which takes place appears to the eye
    to resemble motion, in the same way we discern it
    when an object moves smoothly in the real world.
  • We can detect higher rates of flicker, but only
    to about 50 per second
  • This phenomenon has been used since the beginning
    of the 20th century to produce moving pictures,
    or movies.
  • Movies show 24 frames (images) per second, but
    flash at 48 per second

33
  • TV works similarly, but instead of a frame, TV
    refreshes in lines across the tube
  • This same phenomenon can be used to create
    digitized video--a video signal stored in binary
    form
  • We have already discussed how individual images
    are digitized digital video simply consists of a
    sequence of digitized still images, displayed at
    a rate sufficiently high to appear as continuous
    motion to the human visual system. The individual
    images are obtained by a digital camera that
    acquires a new image at a fast enough rate (say,
    60 times per second), to create a time-sampled
    version of the scene in motion
  • Because of human visual latency, these samples at
    certain instants in time are sufficient to
    capture all of the information that we are
    capable of taking in!

34
Adding up the bits
  • Assume a screen that is 512 x 512 pixels --
    about the same resolution as a good TV set.
  • Assume 3 bits per color per pixel, for a total of
    9 bits per pixel
  • Let's say we want the scene to change 60 times
    per second, so that we don't see any flicker or
    choppiness. This means we will need 512 x 512
    pixels x 9 bits per pixel x 60 frames per second
    x 3600 seconds 500 billion bits per hour --
    just for the video. Francis Ford Coppola's The
    Godfather, at over 3 hours, would require nearly
    178 GB of memory using this approach.
  • But, do films actually require this much storage?
    No..
  • The reason we can represent video with
    significantly fewer bits than in this example is
    due to compression techniques, which take
    advantage of certain predictabilities and
    redundancies in video information to reduce the
    amount of information to be stored.

35
Image Compression
  • Near Photographic Quality Image
  • 1,280 x 800 pixels, with 24 bits of color
    information per pixel
  • Total 1280 x 800 x 24 24,576,000 bits
  • 56 Kbps modem
  • 56,000 bits/sec
  • How long does it take to download? 24,576,000 /
    56,000 439 seconds/60 7.31 minutes

Obviously image compression is essential.
36
Image Compression
  • Images are well suited for compression
  • Images have more redundancy than other types of
    data.
  • Images contain a large amount of structure.
  • Human eye is very tolerant of approximation
    error.
  • 2 types of image compression
  • Lossless image compression
  • Lossy image compression
  • There is a tradeoff between image quality and
    degree of compression
  • In lossless image compression, all the original
    data is restored upon decompression, but the
    amount of compression which can be achieved is
    not very high.
  • In lossy image compression, some of the original
    data is lost, but a high degree of image
    compression can be achieved.
  • Generally, the higher the degree of compression,
    the higher the data loss.
  • A high degree of image compression is essential
    to reduce both download time and storage space

37
Lossless Image Compression
  • Every detail of original data is restored upon
    decompression
  • Examples Run Length Encoding, JPEG, GIF
  • Run Length Encoding
  • Used in an image format called PCX, commonly used
    in PCs
  • Provides a small amount of compression
  • Idea behind it is that if a long string of pixels
    are identical, then compression can be achieved
    by only sending a special code that represents
    that string of pixels
  • e.g Instead of sending 111111111111111111111111,
    we can send the same information as 24 1s
  • GIF
  • Short for Graphics Interchange Format
  • A commonly encountered compressed image format
  • Provides a moderate amount of compression
  • Developed by CompuServe, one of the first
    companies to provide telephone based computer
    network access
  • Uses the Lempel-Ziv-Welch algorithm to compress
    data

38
Lossless Image Compression
  • JPEG - Joint Photographic Experts Group
  • One of the most commonly used image compression
    technique/standard
  • Can provide high compression
  • 29 distinct coding systems for compression, of
    which 2 are for Lossless compression
  • Lossless JPEG uses a technique called predictive
    coding to attempt to identify pixels later in the
    image in terms of previous pixels in that same
    image

JPEG and GIF are the standard image formats on
the Web.
39
Lossy Image Compression
  • Portion of original data is lost
  • Degree of data loss depends on the degree of
    compression
  • Good for images and audio
  • Example JPEG
  • Lossy JPEG relies on image simplification by
    removing image complexity at some loss of
    fidelity

40
Digital Video Compression (MPEG)
Motion Picture Expert Group (MPEG) standard for
video compression.
  • MPEG is a series of techniques for compressing
    streaming digital information
  • DVDs use MPEG coding
  • MPEG achieves compression results on the order of
    1/35 of original
  • If we examine two still images from a video
    sequence of images, we will almost always find
    that they are similar
  • This fact can be exploited by transmitting only
    the changes from one image to the next. This is
    called Image Difference Coding
  • Many pixels will not change from one image to the
    next.

41
Example
  • Recall Godfather example - it required 178 GB of
    storage.
  • With MPEG, this can be reduced to only a few GB,
    and stored in at most 2 DVDs.

42
Comments for next class
  • Go over todays lecture notes
  • Go over todays examples
  • Read chapters 7, 6 (94-98), 3 error coding, and 4
  • HW2 due next class
  • Bring questions for discussion during review
    session
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