具体描述
本书从多媒体部件、系统和应用三个主要方面来阐述,内容系统、丰富、全面,从操作系统和硬件到用户界面、应用和编程采样,覆盖了包括新领域在内的许多重要的主题。本书由18章构成:前5章介绍了多媒体、媒体等概念及数据流的特点,具体讲述了声音/音频、图像和图形、视频和动画的基本概念、构成和表示方法;第6章概括了对音频和视频数据的存储,进行数据压缩的原因及实现数据压缩的编码方法(如DCT等);第7、8章介绍了光存储介质和计算机技术;第9章详细讲述了资源和进程管理,给出了大量实时处理的主要算法;第10章概述了网络系统的层、协议、服务及网络的分类,也介绍了局域网、广域网和城域网的特点、分类和组成;第11章论述了在应用层子系统和传输层子系统中如何实现多媒体通信,如何实现QoS和资源管理;第12章简单描述了多媒体数据库的组成和管理;第13章通过利用ODA、SGML、超文本和超媒体及MHEG对文档体系结构进行了分析;第14章引入了多媒体的一个重要内容,即多媒体交互界面的设计;第15章较为详细地描述了多媒体系统的核心——多媒体同步问题,包括同步的构想、要求以及一个多媒体同步的参考模型等;第16章的内容是编程抽象,详细概述了诸如库、系统软件、高级过程编程语言和面向对象方法的抽象层次;最后在第17、18章,讲述了多媒体在媒体成分制作与合成、媒体通信及娱乐等方面的应用和多媒体未来的发展方向。
本书既可作为高校相关专业多媒体课程的教材,又可作为在此领域工作的各类人员的参考资料。
作者简介
目录信息
1.1 branch-overlapping aspects of multimedia
1.2 content
1.3 global structure
1.4 multimedia literature
2 multimedia:media and data streams
2.1 medium
2.1.1 the perception medium
2.1.2 the representation medium
2.1.3 the presentation medium
2.1.4 the storage medium
2.1.5 the transmission medium
2.1.6 the information exchange medium
2.1.7 representation values and representation spaces
2.1.8 representation dimensions
2.2 main properties of a multimedia system
2.2.1 multimedia system definition
2.2.2 combination of media
2.2.3 independence
2.2.4 computer-supported integration
2.2.5 communication systems
2.3 multimedia
2.4 traditional data streams characteristics
2.4.1 asynchronous transmission mode
2.4.2 synchronous transmission mode
2.4.3 isochronous transmission mode
2.5 data stream characteristics for continuous media
2.5.1 the time interval between a complete transmission of consecutive packets
2.5.2 variation of consecutive packet amount
2.5.3 contiguous packets
2.6 information units
3 sound/audio
3.1 basic sound concepts
3.1.1 computer representation of sound
3.1.2 audio formats
3.2 music
3.2.1 midi basic concepts
3.2.2 midi devices
3.2.3 midi messages
3.2.4 midi and smpte timing standards
3.2.5 midi software
3.3 speech
3.3.1 speech generation
3.3.2 speech analysis
3.3.3 speech transmission
4 images and graphics
4.1 basic concepts
4.1.1 digital image representation
4.1.2 image format
4.2 computer image processing
4.2.1 image synthesis
4.2.2 image analysis
4.2.3 image transmission
4.3 comments
5 video and animation
5.1 basic concepts
5.1.1 video signal representation
5.1.2 computer video format
5.2 television
5.2.1 conventional systems
5.2.2 enhanced definition systems
5.2.3 high-definition systems
5.2.4 transmission
5.3 computer-based animation
5.3.1 basic concepts
5.3.2 animation languages
5.3.3 methods of controlling animation
5.3.4 display of animation
5.3.5 transmission of animation
5.3.6 comments
6 data compression
6.1 storage space
6.2 coding requirements
6.3 source,entropy and hybrid coding
6.4 some basic compression techniques
6.5 jpeg
6.5.1 image preparation
6.5.2 lossy sequential dct-based mode
6.5.3 expanded lossy dct-based mode
6.5.4 lossless mode
6.5.5 hierarchical mode
6.6 h.261(px64)
6.6.1 image preparation
6.6.2 coding algorithms
6.6.3 data stream
6.7 mpeg
6.7.1 video encoding
6.7.2 audio encoding
6.7.3 data stream
6.7.4 mpeg-2
6.7.5 mpeg-4
6.8 dvi
6.8.1 video encoding
6.8.3 data stream
6.9 comments
7 optical storage media
7.1 history
7.2 basic technology
7.3 video disks and other worms
7.4 compact disk digital audio
7.4.1 preliminary technical background
7.4.2 eight-to-fourteen modulation
7.4.3 error handling
7.4.4 frames,tracks,areas and blocks of a cd-da
7.4.5 advantages of digital cd-da technology
7.5 compact disk read only memory
7.5.1 blocks
7.5.2 modes
7.5.3 logical data format
7.5.4 limitations of the cd-rom technology
7.6 cd-rom extended architecture
7.6.1 form 1 and form 2
7.6.2 compressed data of different media
7.7 further cd-rom-based developments
7.7.1 compact disk interactive
7.7.2 compact disk interactive ready format
7.7.3 compact disk bridge disk
7.7.5 digital video interactive
7.8 compact disk write once
7.8.1 principle of the cd-wo
7.8.2 sessions
7.9 compact disk magneto optical
7.9.1 principle of the magnetic-optical method
7.9.2 areas of the cd-mo
8 computer technology
8.1 communication architecture
8.1.1 hybrid systems
8.1.2 digital systems
8.2 multimedia workstation
8.3 comments
9 multimedia operating systems
9.1 introduction
9.2 real time
9.2.1 the notion of “real-time”
9.2.2 real time and multimedia
9.3 resource management
9.3.1 resources
9.3.2 requirements
9.3.3 components and phases
9.3.4 allocation scheme
9.3.5 continuous media resource model
9.4 process management
9.4.1 real time process management in conventional operating systems:an example
9.4.2 real-time processing requirements
9.4.3 traditional real-time scheduling
9.4.4 real-time scheduling:systim model
9.4.5 earliest deadline first algorithm
9.4.6 rate monotonic algorithm
9.4.7 edf and rate monotonic:context switches
9.4.8 edf and rate monotonic:processor utilizations
9.4.9 extensions to rate monotonic scheduling
9.4.10 other approaches for in-time scheduling
9.4.11 preemptive versus non-preemptive task scheduling
9.4.12 scheduling of continuous media tasks:prototype operating systems
9.5 file systems
9.5.1 traditional file systems
9.5.2 multimedia file systems
9.6 additional operating system issues
9.6.1 additional operating system issues
9.6.2 memory management
9.6.3 device management
9.7 system architecture
9.7.1 unix-based systems
9.7.2 quicktime
9.7.3 windows multimedia extensions
9.7.4 os/2 multimedia presentation manager/2
9.8 concluding remarks
10 networking systems
10.1 layers,protocols and services
10.2 networks
10.3 local area networks(lans)
10.3.1 high-speed ethernet
10.3.2 token ring
10.3.3 fddi
10.3.4 local atm networks
10.4 metropolitan area networks(mans)
10.4.1 distributed queue dual bus(dqdb)
10.4.2 orwell
10.4.3 man connectivity to atm networks
10.5 wide area networks(wans)
10.5.1 traditional wan's
10.5.2 b-isdn:atm
10.6 conclusion
11 multimedia communication systems
11.1 application subsystem
11.1.1 collaborative computing
11.1.2 session management
11.2 transport subsystem
11.2.1 requirements
11.2.2 transport layer
11.2.3 network layer
11.3 quality of service and resource management
11.3.1 basic concepts
11.3.2 establishment and closing of the multimedia call
11.3.3 managing resources during multimedia transmission
11.3.4 architectural issues
11.4 comments
11.4.1 trends in collaborative computing
11.4.2 trends in transport systems
12 database systems
12.1 multimedia database management system
12.2 characteristics of an mdbms
12.3 data analysis
12.4 data structure
12.4.1 raw data
12.4.2 registering data
12.4.3 descriptive data
12.4.4 examples of multimedia structures
12.4.5 comments on data analysis
12.5 operations on data
12.6 integration in a database model
12.6.1 relational database model
12.6.2 object-oriented database model
12.7 comments
13 documents,hypertext and mheg
13.1 documents
13.1.1 document architecture
13.1.2 manipulation of multimedia data
13.2 hypertext and hypermedia
13.2.1 hypertext,hypermedia and multimedia
13.2.2 hypermedia systems:an example
13.2.3 history
13.2.4 systems:architecture,nodes and pointers
13.2.5 some final comments about hypertext systems
13.3 document architecture sgml
13.3.1 some details
13.3.2 sgml and multimedia
13.3.3 closing comments about sgml
13.4 document architecture oda
13.4.1 some details on oda
13.4.2 oda and multimedia
13.5 mheg
13.5.1 example of an interactive multimedia presentation
13.5.2 derivation of a class hierarchy
13.5.3 contents
13.5.4 behavior
13.5.5 user interaction
13.5.6 container
13.5.7 closing comments
14 user interfaces
14.1 general design issues
14.1.1 architectural issues
14.1.2 information characteristics for presentation
14.1.3 presentation function
14.1.4 presentation design knowledge
14.1.5 effective human-computer interaction
14.2 current work
14.3 extension through video and audio
14.4 video at the user interface
14.4.1 hardware for visualization of motion pictures
14.4.2 example:remote camera control application
14.5 audio at the user interface
14.6 user-friendliness as the primary goal
14.6.1 easy to learn instructions
14.6.2 context-sensitive help functions
14.6.3 easy to remember instructions
14.6.4 effective instructions
14.6.5 aesthetics
14.6.6 effective implementation support
14.6.7 entry elements
14.6.8 meaningful location of functions
14.6.9 presentation
14.6.10 dialogue boxes
14.6.11 additional design criteria
14.6.12 design-specific criteria
14.7 comments
15 synchronization
15.1 introduction
15.2 notion of synchronization
15.2.1 multimedia systems
15.2.2 basic synchronization issues
15.2.3 intra-and inter-object synchronization
15.2.4 live and synthetic synchronization
15.2.5 comment
15.3 presentation requirements
15.3.1 lip synchronization requirements
15.3.3 elementary media synchronization
15.4 a reference model for multimedia synchronization
15.4.1 existing classification approaches
15.4.2 the synchronization reference model
15.4.3 synchronization in a distributed environment
15.4.4 aggregate characteristics of the synchronization reference model
15.5 synchronization specification
15.5.1 quality of service
15.5.2 multimedia synchronization specification methods
15.5.3 interval-based specifications
15.5.4 axes-based synchronization
15.5.5 control flow-based specification
15.5.6 event-based synchronization
15.5.7 scripts
15.5.8 comment
15.6 case studies
15.6.1 synchronization in mheg
15.6.2 hytime
15.6.3 firefly system
15.6.4 mode
15.6.5 multimedia tele-orchestra
15.6.6 littles framework
15.6.7 acme
15.6.8 further synchronization-related systems
15.6.9 comment
15.7 summary and outlook
15.7.1 summary
15.7.2 future topics
15.7.3 conclusion
16 abstractions for programming
16.1 abstraction levels
16.2 libraries
16.3 system software
16.3.1 data as time capsules
16.3.2 data as streams
16.4 toolkits
16.5 higher programming languages
16.5.1 media as types
16.5.2 media as files
16.5.3 media as processes
16.5.4 programming language requirements
16.6 object-oriented approaches
16.6.1 application-specific metaphors as classes
16.6.2 application-generic metaphors as classes
16.6.3 devices as classes
16.6.4 processing units as classes
16.6.5 media as classes
16.6.6 communication-specific metaphors as classes
16.7 comments
17 multimedia applications
17.1 introduction
17.1.1 programs
17.1.2 structure
17.2 media preparation
17.2.2 remarks on the current status
17.3 media composition
17.3.1 text and graphics editors
17.3.2 image editors
17.3.3 animation editors
17.3.4 sound editors
17.3.5 video editors
17.4 media integration
17.4.1 multimedia editors
17.4.2 hypermedia/hypertext editors
17.4.3 authoring tools
17.5 media communication
17.5.1 tele-services
17.5.2 implementation of conversational services
17.5.3 implementation of messaging services
17.5.4 implementation of retrieval services
17.5.5 implementation of tele-action services
17.5.6 implementation of tele-operation services
17.5.7 applications of tele-services
17.6 media consumption
17.6.1 viewing multimedia documents
17.6.2 books:proceedings and newspapers
17.6.3 kiosks
17.6.4 tele-shopping
17.7 media entertainment
17.7.1 virtual reality
17.7.2 interactive video
17.7.3 interactive audio
17.7.4 games
17.8 trends
18 future directions
18.1 where are we today?
18.1.1 user interface
18.1.2 operating systems
18.1.3 multimedia documents
18.1.4 synchronization
18.1.5 programming
18.2 what are the next steps?
18.2.1 devices
18.2.2 visualization
18.2.3 mobility
18.2.4 interactivity
18.2.5 operating systems
18.2.6 further issues in virtual environments
18.2.7 multimedia user interface
18.2.8 hypermedia
18.2.9 multimedia applications
18.3 what are the multimedia research issues?
a abbreviations
bibliography
index
· · · · · · (收起)
读后感
用户评价
这本书的“通信”部分的处理,可以说是整本书的点睛之笔,因为它真正做到了将“计算”与“传输”这两个看似独立的领域无缝对接。我过去常遇到的问题是,教科书要么将通信讲成纯粹的信号处理,要么变成纯粹的网络工程。而这本书的妙处在于,它始终围绕着“多媒体数据特性”这个核心来讨论传输问题。例如,在讨论视频流的码率控制时,它没有简单地介绍ABR(自适应比特率)策略,而是深入剖析了不同编码帧(I帧、P帧、B帧)对网络抖动和延迟的敏感性,并据此设计了更优化的传输窗口控制机制。这种深度融合的分析,让我明白了为什么有些流媒体在网络波动时会优先丢弃P帧而非I帧,这背后的逻辑是计算效率与传输鲁棒性的复杂权衡。此外,它对边缘计算(MEC)在多媒体内容分发中的角色也进行了深入探讨,分析了将部分解码和渲染任务下沉到靠近用户的网络边缘,如何有效缓解中心服务器的压力并降低端到端的延迟。这种系统级的、跨领域的视角,是很多只关注单一技术点的书籍所不具备的宝贵财富。
这本书的排版和内容的组织结构,简直像是一位经验丰富的老工程师在为你做私人辅导,而不是冷冰冰的学术著作。我发现它在处理“应用”这部分时,展现出极大的广度和深度。它没有仅仅停留在介绍现有的应用,比如视频会议或在线教育,而是花了大量篇幅探讨了新兴的沉浸式体验背后的计算挑战。比如,关于三维重建和实时渲染的部分,作者似乎深谙实时性与准确性之间的微妙平衡艺术。我记得其中一章专门分析了点云数据的实时处理瓶颈,它没有停留在传统的网格化算法上,而是介绍了一种基于稀疏表示的学习方法,并给出了在移动GPU上实现初步加速的可行性路径。这种前瞻性让我感到这本书的价值远超其印刷成本。此外,它对多媒体安全性的讨论也相当到位,没有简单地提及水印技术,而是深入剖析了联邦学习在保护用户隐私前提下进行内容推荐模型的训练过程,这对于关注数据合规性的内容平台开发者来说,简直是量身定制的宝贵信息。读完这部分,我仿佛完成了一次对未来十年多媒体行业技术演进路线的快速预习,它提供的视角是战略性的,而非战术性的。
阅读体验上,我必须强调这本书对“直观理解”的重视程度。很多技术书籍往往把简单的问题复杂化,导致读者在翻阅过程中需要不断地停下来,上网搜索辅助材料。然而,这本《多媒体计算 通信与应用》在这方面做得非常出色。它的每一个复杂概念,无论是傅里叶变换在音频处理中的实际应用,还是卷积神经网络在视频超分辨率中的核心思想,都被配以极其精妙的类比和图解。举个例子,当讲解如何通过量化来减少比特流大小时,作者没有直接给出复杂的数学公式,而是用“挤压海绵”的比喻来形象地说明信息冗余的去除过程,这种类比立刻让原本抽象的损失函数变得可视化。更重要的是,它在涉及通信协议的部分,没有采用枯燥的流程图,而是用两条“水管”的比喻来区分面向连接和无连接的差异,这种方式极大地降低了初学者进入门槛。这种精心设计的教学语言,使得学习过程不再是一种痛苦的“啃书”,而更像是一场与知识的愉快对话。我几乎可以肯定,对于那些需要快速掌握多媒体系统核心概念的非专业人士,这本书的讲解方式是目前市场上最友好的之一。
总的来说,这本书给我留下的最深刻印象是其对“前沿工程实践”的关注度与深度。它并非一本停留在理论层面做概念炒作的“空谈”之作,而是处处体现着对当前工业界痛点的深刻洞察。例如,在涉及到AI生成内容(AIGC)的版权和真实性验证方面,书中讨论了基于区块链和零知识证明技术来跟踪多媒体内容的生成路径,这显示出作者对未来信息监管趋势的把握。同时,对于高动态范围(HDR)视频的传输,它不仅讲解了新的色域和亮度标准,还详细分析了现有网络带宽下,如何通过智能切片和场景感知编码来最大化视觉体验,而不是盲目追求高码率。这种“理论指导实践,实践反哺理论”的良性循环,贯穿了全书。阅读完毕后,我感觉自己不仅仅是学到了一堆知识点,更重要的是,获得了分析和解决复杂多媒体应用问题的“思维框架”。这本书的实用价值和前瞻视野的结合得恰到好处,强烈推荐给所有希望在多媒体技术领域深耕的工程师和研究人员。
拿到这本《多媒体计算 通信与应用》时,我原本是抱着一种略带期待又有些忐忑的心情。毕竟“多媒体计算”这个领域本身就包罗万象,从底层的图像处理、语音识别,到上层的交互设计和网络传输,任何一环的深入都足以写成一本厚厚的专著。我尤其关注它在“通信与应用”部分的处理。在我接触过的许多同类书籍中,要么是过于偏重理论推导,把通信协议讲得晦涩难懂,仿佛是写给网络工程师看的教科书;要么是应用案例陈旧,停留在十年前的Flash动画或早期的流媒体技术上,完全跟不上现在5G、VR/AR和元宇宙的步伐。这本书的开篇并没有直接一头扎进复杂的数学公式里,而是用一种非常宏大的视角,勾勒出了多媒体信息从采集、编码、传输到最终呈现的完整生态链。比如,它对感知编码的介绍,没有陷入冗长复杂的心理声学模型,而是巧妙地结合了人耳的生理特性来解释为何我们需要有损压缩,这种结合实际应用的讲解方式,让我这个非科班出身的读者也能快速抓住核心要点。更让我惊喜的是,它在谈论网络传输时,并非简单地罗列TCP/UDP的差异,而是深入分析了QUIC协议在应对实时视频流传输时的优势,并用生动的图示模拟了丢包对用户体验的影响。这种注重“为什么这样做”而非仅仅“如何这样做”的叙述风格,无疑为我理解现代多媒体系统架构提供了坚实的理论基础和清晰的实践指引。