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Multimedia technologies: features and application. Characteristic features of multimedia technologies Well-known multimedia product

2.2 Multimedia features

Multimedia technologies are one of the most promising and popular areas of computer science. They aim to create a product containing "collections of images, text and data, accompanied by sound, video, animation and other visual effects, including an interactive interface and other control mechanisms."

The undoubted advantage and feature of the technology are the following multimedia capabilities, which are actively used in the presentation of information:

· the ability to enlarge (detail) the image or its most interesting fragments on the screen, sometimes by a factor of twenty (magnifying glass mode) while maintaining image quality. This is especially important for the presentation of works of art and unique historical documents;

· the ability to compare images and process them with a variety of software tools for research or educational purposes;

· the ability to highlight “hot words” in the text or other visual material accompanying the image, which can be used to immediately obtain reference or any other explanatory (including visual) information (hypertext and hypermedia technologies);

· the ability to provide continuous musical or any other audio accompaniment corresponding to static or dynamic visuals;

· the ability to use video fragments from films, video recordings, etc., the “freeze frame” function, frame-by-frame “scrolling” of video recordings;

· ability to connect to global Internet networks;

· ability to work with various applications (text, graphic and sound editors, cartographic information);

· the ability to create your own “galleries” (selections) from the information presented in the product;

· the ability to automatically view the entire content of a product (“slide show”) or create an animated and voiced “guide” for the product (“talking and showing user instructions”); inclusion of game components with information components into the product;

· the ability to “freely” navigate through information and exit to the main menu (enlarged content), to the full table of contents, or even from the program at any point in the product.

There are several concepts related to multimedia and the use of related information tools. In particular, when using multimedia, the role of illustrations increases significantly.

Illustration is also a multi-valued term. There are two main interpretations of this term.

Illustration (illustration) is:

· introduction into the text of explanatory or supplementary information of another type (image and sound),

· giving examples (possibly without using other types of information) for a clear and convincing explanation.

In multimedia media, illustrations can be presented in the form of examples (including text), two-dimensional and three-dimensional graphic images (drawings, photographs, diagrams, graphs, diagrams), sound fragments, animation, video fragments.

Currently, multimedia encyclopedias have been created in many school disciplines and educational areas. Game situational simulators and multimedia training systems have been developed to organize the educational process.

Multimedia is an effective educational technology due to its inherent qualities of interactivity, flexibility and integration. various types educational information, and also thanks to the ability to take into account individual characteristics students and help increase their motivation.

Providing interactivity is one of the most significant benefits of multimedia. Interactivity allows you to control the presentation of information within certain limits: the user can individually change settings, study the results, and also respond to program requests for specific preferences, set the feed rate, the number of repetitions and other parameters that meet individual needs. This allows us to conclude about the flexibility of multimedia technologies.

Multimedia technologies make it possible to integrate many types of information in a meaningful and harmonious way. This allows information to be presented using a computer various forms, such as:

· images, including scanned photographs, drawings, maps and slides;

· video, complex video effects;

· animations and animation simulation.

Many consider the most interesting use of multimedia to be the formal participation of the amateur in the spectacular modernization of works of art. Already today, with the help of a computer, a beginner can correct in his own style a painting by a classic of the Renaissance or the music of a famous author, as well as change the plot of a video film by a famous director. Already today, a computer can sing a modern song in the voice and manner of a long-dead singer. Naturally, all this causes a lot of controversy among specialists, ordinary people and media fans.

A very fashionable direction in the development of multimedia technologies is virtual reality. Virtual reality is a person receiving almost real sensations from an unreal world. Simulation of such an unreal world is well done using a modern computer. Computer tools create such complete visual, sound and other sensations that the user forgets about the real world around him and is enthusiastically immersed in a fictional world. A special effect of presence is achieved by the possibilities of free movement in virtual reality, as well as the possibilities of influencing this reality.

The simplest and least tedious entry into virtual reality carried out through a computer screen on which this reality can be observed. In this case, movement and influence on the virtual world is usually carried out using a mouse, joystick and keyboard.

A more complete immersion into an imaginary world is achieved with the help of a special and rather expensive display helmet placed on a person’s head. To achieve three-dimensional imaging, two small screens located inside the helmet create separate images for each eye. In this case, when the image is shown to the user, the position of the picture changes in accordance with the rotation of the head. In addition, the helmet isolates a person quite well from the effects of the real world. As an inexpensive option for multimedia immersion, you can use glasses with different lenses that provide three-dimensional image perception. For example, a three-dimensional monochrome image can be observed using glasses, one of the glasses is red and the other is blue. If at the same time two projections of the image are displayed on the screen, one red, the other blue, then the illusion of volume is created. However, this method does not allow you to convey the range of colors. Today, leading computer companies spend considerable effort on creating a computer with a human interface. This implies that the computer must have all the human senses, as well as the ability to influence all of these human organs. Modern computer systems in many cases they are quite good at analyzing and synthesizing images and sounds. A computer mouse and other devices can be considered an imitation of the sense of touch. It is expected that in the coming years a personal computer will learn to work with odors and tastes similar to odors according to the mechanism of perception. For technical reasons, it is impossible today to literally recreate the human sense of smell using artificial means.

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Keywords:

  • multimedia technology
  • multimedia products
  • audio sampling
  • sound card
  • motion effect

5.1.1. Multimedia technology concept

Working with many computer programs, the user not only sees texts and still images, but also hears sounds, watches animations and videos. At the same time, as a rule, he has the ability to work in an interactive (dialogue) mode, to move from sequential viewing of information to random viewing, in accordance with his goals and objectives. Such capabilities are provided by multimedia technology.

The term “multimedia” literally means “many environments” (multi - many, media - environment) and is interpreted as the combination of text, sound, graphics and video in one information object.

5.1.2. Areas of use of multimedia

Multimedia technology forms the basis for the creation of all kinds of multimedia products, the characteristic features of which are:

  • combining text, graphic, audio, video information, animations in one product;
  • the presence of an interactive (dialog) mode of operation;
  • the ability to quickly search for information;
  • extensive navigation options;
  • the ability to work in real time, at a slow or accelerated pace;
  • friendly user interface.

Multimedia technologies are widely used in education (electronic textbooks, multimedia encyclopedias and reference books, virtual laboratories, etc.), culture and art (computer guides, virtual tours of museums and historical places around the world, digital collections of paintings and recordings of music) , science (computer modeling systems), business (advertising and sale of goods and services), computer games and other areas of human activity.

We recommend you visit one of the best virtual museums world - State Hermitage Museum (http://www.hermitagemuseum.org/). You will be able to take virtual tours of the halls of the Hermitage, linger on the exhibits that interest you, and read about them background information, and even consider the most valuable ones in detail. Pay attention to the available search capabilities that allow you to find a museum exhibit by its author, title, style, genre, and date of creation. Images can also be searched by visual characteristics - color scheme(“50% yellow and 20% blue”) or color composition (“upper right corner is dark, middle is light”).

Graphics, sound, video and text combined in a multimedia product require large amounts of memory. Therefore, optical discs are commonly used to store and distribute multimedia products. In the presence of good channels communications ( high speed access to the Internet) you can work with multimedia products directly posted on the World Wide Web.

To work with multimedia products, the computer must be equipped with audio speakers or headphones, a microphone, a sound card, and an optical disc reader.

5.1.3. Sound and video as components of multimedia

Sound is vibrations of air or any other medium in which it travels. Sound is characterized by amplitude (strength) and frequency (number of vibrations per second) 1 .

    1 You will consider these questions in more detail in physics lessons.

The beeps are continuous. With the help of a microphone, the sound signal is converted into a continuous electrical signal. To process sound on a computer, it must be sampled - turned into a discrete signal, a sequence of zeros and ones (Fig. 5.1).

Rice. 5.1.
Convert audio between input and output

The function of converting sound from continuous to discrete form during recording and from discrete to continuous during playback is performed by a sound card (audio adapter).

The quality of conversion of a continuous audio signal into a discrete signal depends on:

  1. on how many times per second the original signal will be measured (sampling frequency);
  2. on the number of bits allocated for recording each measurement result (sampling bit).

The higher the bit depth and sampling rate, the more accurately the sound is represented in digital form and the larger the file size that stores such information. So, if you measure the amplitude of sound 44,000 times per second and allocate 16 bits to record each measurement result (this is the frequency and resolution needed for high-quality digitization of sound), then storing 1 second of sound recording will require approximately 86 KB of memory.

To form a more complete understanding of the issues under consideration, we recommend that you watch the animations “Representation of sound in a computer” and “Analog-to-digital and digital-to-analog conversion”, posted in the Unified Collection of Digital Educational Resources (http://school-collection.edu.ru /).

An important component of multimedia are all kinds of moving images. The ability to represent them in memory and reproduce them on a computer screen is associated with the peculiarities of our perception of visual information. In order to create the illusion of movement in a person, he can be shown rapidly changing pictures that depict successive phases of movement.

This is the basis for the action of a film or video camera, which takes pictures 16, 24 or 36 times per second. The frames are recorded on film or videotape (Fig. 5.2). If you then run the film at the same speed through a projector (VCR), the illusion of movement will appear.

Rice. 5.2.
Structure of a video object (using the example of film)

Solution.

To encode 256 colors you will need 8 bits = 1 byte. Therefore, one frame takes 1,800,600 = 480,000 bytes. To prevent frame changes from being noticeable, you need to project 16 frames per second onto the screen. That works out to 480,000 16 = 7,680,000 bytes, which is approximately 7.4 MB for one second of display. To show a one-minute film, you will need 7.4 60 = 444 MB.

Answer: 444 MB.

In practice, special video compression algorithms are used that make it possible to reduce its original volume by tens of times.

You can learn more about some of the ways to create a motion effect on a computer by watching the animations “Motion Effect”, “Frame-Frame Animation”, “Sprite Animation”, posted in the Unified Collection of Digital Educational Resources (http://school-collection.edu.ru/ ).

The most important

Multimedia technology is a technology that provides simultaneous work with sound, videos, animations, static images and texts in an interactive (dialogue) mode.

Multimedia technologies are widely used in education, culture and art, science, business and other areas of human activity.

Graphics, sound, video and text combined in a multimedia product require large amounts of memory.

Questions and tasks

  1. What is multimedia? What are the main components of multimedia?
  2. Where is multimedia technology used?
  3. What are the features of multimedia products? Describe a multimedia product you know.
  4. Describe the processes by which sound is converted when input to a computer and when output is output.
  5. How is the effect of motion created in a computer?
  6. Calculate how many bytes one minute of stereo recording occupies on a CD (sampling frequency - 44,000, bit depth - 16 bits). What is the maximum duration of stereo recording on a 700 MB disc?
  7. Calculate how much information a 1.5-hour color film contains if one frame contains about a megabyte of information, and 25 frames change in 1 second.

Legal aspects of creating and using multimedia

1. Features of multimedia products

Let us dwell only on some legal aspects related to the creation and use of multimedia, without knowledge of which the understanding of the multimedia phenomenon would be incomplete.

The features of multimedia products (MP), their nature, creation and distribution from a legal point of view are quite specific.

Multimedia is both a computer program and a resource made using one or more programs, and new form artistic expression, which makes it possible to convey content using various media, accessible to perception by different organs of human senses, and even through interactive interaction with the audience. This form, while there is an abundance of opportunities, creates certain difficulties from a legal point of view. What category of work does a multimedia product belong to?

Changing multimedia also changes its definition, its essence. The definition and the phenomenon itself by the end of the 20th century are not adequate to those that we have now, at the beginning of the new millennium, they will be different in a year, two, etc. In addition, the multimedia product is rapidly changing along with technological changes, changing “in rhythm of the Internet."

How to record these changes in legislative documents, not subject to such rapid changes, and what to do in a situation where none of the current legislative acts contain the word “multimedia”?

But since the phenomenon exists, it needs legal protection.

In accordance with Art. 6. Law of the Russian Federation dated 07/09/1993 No. 5351-1 “On copyright and related rights” “copyright extends to works of science, literature and art that are the result of creative activity, regardless of the purpose and merit of the work, as well as the manner of its expression."

The work must exist in any objective form: oral or written, in the form of sound or video recording (mechanical, magnetic, digital, optical, etc.); in the form of an image (drawing, sketch, painting, plan, drawing, film, television, video or photograph) or any other form.

Therefore, it seems obvious that multimedia works existing in objective form are protected by copyright.

The Law contains an indicative list of protected works in order to inform interested parties about which objects may receive copyright protection. The open nature of the list means that creative works created in any other form not specified in the law can also receive copyright protection.

Accordingly, multimedia works (hereinafter referred to as MP) or their individual elements have the characteristics of works protected by copyright - literary, musical, photographic, audiovisual and others. However, it is unambiguous to equate multimedia works with any

among the species named in the law would be a mistake.

To say mathematically exactly which category of works multimedia belongs to is as difficult as answering the question: is the fruit of an architect’s labor a work of art or science?

Multimedia works cannot be considered as a special case of audiovisual works, primarily because audiovisual works are defined in the Law as “works consisting of a fixed series of interconnected frames (with or without sound), intended for the visual and auditory (in in the case of sound accompaniment) perception using appropriate technical devices.

Audiovisual works include cinematographic works and all works expressed by means similar to cinematographic means (television and video films, filmstrips and slide films and similar works), regardless of the method of their initial or subsequent recording.”

The interactive nature of multimedia works poses a particular challenge.

A number of computer programs, including games, offer the user to create objects that have characteristics of protected works. Lawyer M. A. Fedotov gives an example of the game “Mon theater magique”, where the user creates an animated film based on images of people and animals, and this film is included in the copy of the original work.

In copyright law, the definition of different categories is based mainly on the historically established sequence of granting legal protection to various types of creative activity. It is impossible to measure all the results of intellectual creativity with one yardstick.

A multimedia work does not fit into any of the traditionally recognized copyright categories. A multimedia product is created using a computer and usually contains a computer program in its structure, but it is not a program itself. Nor is it a database in the copyright sense, although in the computer sense, of course, it is also a database (or data library; by the way, here the word “library” is also not identical to the traditional concept of “library,” but it just so happened, that it has come into use).

MP is not a compilation in its pure form, although, of course, it includes both music and literary text of pre-existing works. Nor is it a type of audiovisual work; it is not at all the same thing as “a series of interconnected images and accompanying sounds.” This is neither literature nor music.

As a rule, MP is the fruit of the labor of several people. A. Millet cites as an example the titles of the video game MYST (CYAN), which ranks first in terms of game sales. Among its creators are 2 graphics, 6 creative workers collaborating with them, 2 specialists in graphics and animation, 1 in sound, 1 in sound track, 2 producers, 3 people involved in programming, 1 in image editing, 1 - sound editing and 1 sound engineer. The credits express gratitude to another 30 specialists. If the MP is a secondary work created on the basis of a previously existing version (for example, a video game based on a famous fairy tale), then previous version must be used with permission of the copyright holder.

The created virtual images of famous persons (this is a kind of product for which there is a demand), for example M. Jackson, F. Kirkorov, raise the question of the right of these persons to their own image and the protection of their honor, dignity and other non-property rights.

Should MP be enshrined in law as an independent category of “work”? Lawyers still believe that there is no reason, the distinctive features of such a degree of uniqueness have not been proven that they require a special approach. The assignment of a “category” performs a purely utilitarian role and aims to establish a given norm that affects only works belonging to this category.

The multifaceted nature of multimedia creates another complexity along with its elusive nature and the dynamic nature of its change. How to determine the share of contribution of each of the creators of a single multimedia work, in which the work of the multimedia director, authors, performing artists, producers and impresarios, sound engineers and cameramen, etc. is intertwined and, as it were, merged together.

At the initial stage of the development of the Internet, a number of specialists adhered to the point of view that it was impossible to extend the existing rules to legal relations arising in digital networks. The emergence of new works for cyberspace, specially created for the Internet and using different kinds information in syncretic form, the emergence of digital formats that blur the boundaries between information carriers, required clarification of the legal regime of these objects, as well as the formation

modern technology for protecting these objects (in terms of their creation, distribution and use). There is a need for regulations, protecting the rights of both users and creators of multimedia products.

As a consequence of this, the preparation of bills began at the international and national levels devoted to the regulation of legal relations in the online space, primarily the protection of copyright.

Today, there are several areas in which work is being done to improve the norms of copyright and related rights at the international level:

the TRIPS agreement (“Treaty on Trade-Related Aspects of Intellectual Property Rights”), part of the World Trade Agreement trade organization(WTO);

the World Intellectual Property Organization (WIPO) Copyright Treaties (WAL) and the Performers and Phonograms Treaty (PAF);

European Community Directives (1991 EU Directive on the protection of computer programs, which should be protected in the same way as works; 1992 EU Directive recognizing the right of rental, which was not in the Berne Convention; EU Related Rights Directive; EU Directive on the terms of copyright protection).

Legislation Russian Federation on copyright, taking into account international standards (in particular, the Berne Convention for the Protection of Literary and Artistic Works, the Rome Convention for the Protection of Professional Performing Artists), approved by the World Intellectual Property Organization (WIPO), provides that the right to use a work includes such rights "What is the right to reproduce, the right to distribute" the work and the right to communicate about the work by cable? There is a question about the correlation of these rights with the forms of use of the work that actually exist on the Internet.

For example, the head of administrative legal regulation ROMS A.L. Khromov provides convincing arguments in favor of the fact that the right to distribution in Russian legislation requires clarification of a number of positions.

The author’s right to distribution has always been understood as “only the sale, rental or other alienation of a specific copy of a work or phonogram (i.e., a tangible medium), which for known reasons cannot be applied to the use of objects of copyright and related rights in electronic networks .

Under the right of reproduction in accordance with Art. 4 of the Copyright Law means the production of one or more copies of a work, as well as recording in computer memory. Therefore, we can unequivocally say that converting a work into digital form (so-called digitization), without which it is impossible to use the work on the Internet, is reproduction.

However, when using a work directly on a website, where the work becomes available to an unlimited number of visitors to this site, the work is already in the memory of the computer, which provides access to the work to other persons.

The computer owner no longer creates additional copies of the work. Uploading copies of works or phonograms onto a page visitor’s computer is not a violation of copyright, since in accordance with Art. 18 of the Copyright Law, such downloading is permitted without the consent of the author and without paying him a fee. In fact, in this case, the user himself makes and records a copy of the work in the memory of his computer solely for personal purposes.

The only remaining answer to the question as to the type of authority in question is a public communication by cable. This is confirmed in the WIPO treaties.

The WIPO Copyright Treaty 1996 (DAN) (Articles 1, 6-8) distinguishes between the right of reproduction, the right of distribution, the right of rental and the right of communication to the public. Moreover, in all cases, fairly “broad” formulations are used, which makes it possible to take into account not only the technical capabilities currently used, but also those that may appear in the future.

The WIPO Performances and Phonograms Treaty of 1996 (WPPT), despite the “broad” formulation of the relevant powers, specifically stipulates (Articles 10 and 14 WPPT) the exclusive rights of performers, producers of phonograms in relation to the relevant protected objects - “to allow communication to the public : by wire or wireless means in such a way that members of the public can access them from any place and at any time of their own choice.” A special reservation is also made in paragraph 4 of Article 15 of the WPPT.

This approach marked the beginning of a new exclusive property right - the right to “bringing it to public knowledge”, which is not yet included in the list of copyright and related rights in Russian legislation.

In the project prepared by the Interdepartmental working group Rospatent, and the draft submitted by Deputy V. Ya. Komissarov to the State Duma of the Federal Assembly of the Russian Federation, takes into account the need to provide authors, performers, producers of phonograms, television and radio broadcasting organizations with this new power - the right to communicate to the public, thereby designating “the right to exercise, permit or prohibit the communication of works, performances, phonograms, television and radio broadcasts in such a way that they become accessible to members of the public from any place at any time of their choice (in an interactive mode).” In fact, a new so-called “umbrella law” has been introduced, which is the “right to communicate to the public” and is included integral part in “the right of communication to the public by cable.”

When distributing a work via the Internet, there are other specific difficulties in protecting copyright. Firstly, Russian law applies to works posted on the territory of Russia, and information can be accessed on the Internet from a computer that is physically located in any country in the world, is also registered in any country and is accessible from any computer with an Internet connection. Secondly, the author (performer) may not be aware of the violation of his rights.

According to a study conducted by Yahoo's sociology department from September 1998 to 1999, 236 pages appeared on the Internet containing reproductions of paintings by contemporary British artist Nicholas Lee. I At the same time, Mr. Lee himself had no idea that his works were being used without attribution. This example, unfortunately, is far from an exception.

No less complex and equally controversial is the problem of copying works.

The Digital Millennium Copyright Act, passed in the United States in 1998, limits the ability of consumers to use electronic products. This was manifested, in particular, in the ban on copying and mailing purchased e-books. The sad fact of the arrest of Dmitry Sklyarov on July 6, 2001 by FBI officers in Las Vegas is known. As the author of a program that allows you to bypass the security mechanisms of the American company Adobe contained in its Book Reader program and read books in digital format, the 27-year-old programmer provided the opportunity to users who legally purchased e-books, read them on any computer. “I thought it was legal. I still believe that this is absolutely legal,” says D. Sklyarov in his defense. As a result, he spent several months in an American prison. Although Elcomsoft and programmer Dmitry Sklyarov were later found not guilty of violating copyright law by a jury in San Jose (California), the situation makes us think about issues of legal purity in the use of works in modern conditions, and over the gaps in the application of laws in legal practice.

It would seem that the creation electronic libraries does not violate anyone's rights. It is known that the current Copyright Law provides certain benefits to libraries regarding the use of works. In particular, in accordance with Art. 20 of the Law, the library has the right, without the permission of the author and without paying him a fee, to carry out reprographic reproduction, i.e. reproduction, which means reproduction by photocopying or using other technical means- other than the publication. However, this norm does not allow libraries to either digitize (reproduce) a work or post it on a website. This problem requires the coordination of a number of legal issues, the harmonization of legislative materials, on the one hand, providing for the right to access to information, on the other hand, limiting it within the framework of other legal documents.

Most online relationships are governed by the same rules as offline ones. But, of course, there are some differences due to the specifics of the global Network.

The objects of legal regulation on the Internet are primarily social relations relating to the rights of authors, patent rights, rights to trademarks, service marks and the place of origin of goods. Separately, it is probably worth highlighting an object that is not used offline, such as a domain name.

The website has a dual nature. On the one hand, this is the result of creative activity, and on the other hand, information resource(according to the Federal Law “On Information, Informatization and Information Protection”). As a result of creative activity, it is subject to legal protection. Typically, a Web site consists of several modules created by different people (or even different organizations). Accordingly, each element of a Web site, be it a program, a database, an audio or video work, text, etc., is subject to the authorship of the person who created it.

Despite the fact that the website is not directly included in the list in Art. 7 of the Law “On Copyright and Related Rights”, recognition of sites as objects of copyright is legal. If the developers of the elements of a Web resource directly participated in the creation of the latter, the site is considered to be created in collaboration, and the copyright to the final product in this case belongs equally to all co-authors.

There are also options when the developer of one of the elements of an Internet resource is not a co-author of the site, then he only owns the rights to the element he created (this could happen, for example, when concluding a copyright agreement).

The site has the characteristics of a collection (composite work), which means, in accordance with Art. 7 and 11 of the Law “On Copyright and Related Rights”, “the author (compiler) owns the copyright for his selection or arrangement of materials representing the result of creative work (compilation). The compiler enjoys copyright provided that he respects the rights of the authors of each of the works included in the composite work.”

There are also frequent cases of using previously created works online. Practice shows that in most cases these works are used illegally.

This is especially clear in the example of music files. For their legal use, it is necessary either to obtain permission directly from the author (if he is the copyright holder), or to pay a fee to one of the organizations that manage the rights of phonogram producers and performers on a collective basis. Often site owners “forget” about this. Music files are simultaneously the subject of copyright (authors of music and text) and related rights (performers, producers of phonograms).

The next problem encountered on the Internet is the problem of similarity of trademarks, business names and domain names. Its essence is as follows: a trademark is issued to a separate class of goods and services according to the International Classification of Goods and Services (ICGS), there can be several trademarks with similar spelling, each in relation to its own class of goods, and the domain name is in a specific geographical zone, the zone of final user, there can be only one.

If the main audience of the resource should be a geographic area, this is the most suitable option for a domain name. Thus, it is not uncommon for several organizations with similar trademarks and/or trade names to claim one domain name.

There are also cases where unscrupulous persons register domain names corresponding to well-known trademarks and in one way or another try to make a profit from it. Such individuals are called cybersquatters. Russian arbitrage practice There is still a lot of controversy on this issue. During the investigation of the www.kodak.ru case alone, more than 15 different court decisions were made, but in the end, Kodak won.

IN new edition The Law “On Trademarks, Service Marks and Appellations of Origin of Goods” has the following wording: “A violation of the exclusive right of the copyright holder (illegal use of a trademark) is the use without his permission in relation to goods for the individualization of which the trademark is registered on the Internet, in particular, in a domain name and other addressing methods.”

Comparing legal relations existing in traditional spheres and in cyberspace, experts note a number of similar features: vandalism, “piracy” of intellectual property (violation of rights to the results of intellectual activity), evasion of royalties, etc.

But at the same time, significant differences appear, generated by new communication technologies: the “domestic nature” of a tort (offence), committed in soft slippers in front of a home computer screen, which creates a deceptive feeling of an “innocent joke”; “invisibility” of an offense in the virtual world, blurring of the boundaries between the work and the interpretation of previously laid down data; lack of monitoring of the legal order in cyberspace, etc.

4. Legal norms in information activities.

Regulations information activities and relationships regarding information technologies in the Russian Federation, are contained in a number of regulations: the Constitution of the Russian Federation of 1993, the Laws of the Russian Federation “On the Mass Media” of December 27, 1991 No. 2124-1; “On the legal protection of programs for electronic computers and databases" dated September 23, 1992 No. 3523-1; “On Copyright and Related Rights” dated July 9, 1993 No. 5351-1; Federal laws“On Librarianship” dated December 29, 1994 No. 78-FZ; “On Communications” dated February 16, 1995 No. 15-FZ; “On information, informatization and information protection” dated February 20, 1995 No. 24-FZ; "ABOUT state support media and book publishing of the Russian Federation" dated December 1, 1995 No. 191-FZ; “On participation in international information exchange” dated July 4, 1996 No. 85-FZ; "About electronic digital signature» dated January 10, 2002 No. 1-FZ; Decree of the President of the Russian Federation No. 2334 “On additional guarantees of citizens’ rights to information” dated December 31, 1993, etc.

The emerging system of legislative and legal acts in the field of informatization significantly lags behind the rapidly developing means, forms and information technologies of production, search and delivery of information products and services. Producers and consumers of information telecommunications products and services are waiting for answers to a number of questions. How to ensure the safety of at least the most valuable part of telecommunications resources for future generations? How to ensure the protection of information from unauthorized access? How to equate telecommunications resources to objects of property law? How to protect the rights of library users on computer networks? To regulate the telecommunications market in Russia, a legal framework is needed.

5. Methods of protecting works.

The emergence of new technologies, the rapid growth in popularity of the Internet and related commercial projects, the development of electronic payment systems and systems serving financial and credit relations of individual citizens and firms with banking institutions, etc. served as the impetus for the formation of a new generation of information security technologies in networks.

Moreover, if up to the beginning of the 1990s. The main objectives of Internet security technologies were to protect resources primarily from hacker attacks, protection of commercial information and information security in general, today the tasks of protecting intellectual creativity and copyright are becoming relevant.

New technologies have not only created many problems for rights owners, but also suggested ways to solve them. One of these ways is the creation of technological means of protection, such as coding, the second is the use of digital identification numbers.

International organizations offer such an interesting system as digital “watermarks”, which allow you to protect a work: with their help you can track its distribution on the Internet, count the number of uses and identify users. This is information about the rights to a work that is included in an electronic image or audio file in such a way that it is not visible when viewing and is not audible when listening, but with the help of a special software may be discovered and used to prove copyright in court. In addition to this, there is a system for registering electronic images and audio files, which can also be considered as proof of authorship.

An example of using watermarks in the form of a stylized translucent letter “C” can be found on the Corel company server (http://www.corel.com). The Hermitage (http://www.hermitage.ru) uses a similar method of protecting its exhibits with the “E” sign, but selectively. For example, in the “hall of French painting” you can independently obtain copies with a quality sufficient for reproduction on the screen.

In addition, some holders of large databases of multimedia information distributed over the Internet use a fingerprinting mechanism, i.e., they register those who download electronic images or audio files to their computer. A set of these measures makes it possible to prove authorship; an electronic copy of a work distributed via the Internet. This technology is used, for example, by the Scottish cultural heritage network SCRAN.

As another example, let us cite the WEDELMUSIC project, which solves many problems that arise when distributing multimedia information via the Internet, and also combines various types of protection of musical heritage in electronic form.

Many international organizations (mainly specialized societies for the protection of rights with the participation large companies for the distribution of phonograms) are trying to unite and create systems that will ensure balanced protection of the rights of both copyright holders and consumers, and speed up their implementation. Such actions are aimed at generating additional income for copyright holders, as well as facilitating the use of copyrighted objects by any content providers or producers. In this regard, the Verdi program has proven itself, in the implementation of which European countries united. It allows any producer to quickly obtain permission to use any categories of works on the Internet or to create multimedia products in order to quickly and inexpensively pay for all rights “in one place.” In addition, this system involves receiving the works themselves in digital form via the same Internet.

The material presented allows us to verify that legal issues multimedia is evolving under the influence of the development of general civilizational processes of globalization, internetization and mediatization of society; legislative systems are developing that are necessary for the protection of those who work in the world of intellectual creativity as an author or simply a user of multimedia.

Interact with her. Term multimedia also, often used to refer to storage media that allow you to store significant amounts of data and provide fairly fast access to them (the first media of this type were CD - compact disk). In this case, the term multimedia means that a computer can use such media and provide information to the user through all possible types of data such as audio, video, animation, image and others in addition to traditional ways of providing information such as text.

Multimedia can be presented in the form of main components:

Text Audio Images
Animation Video Interactivity

Multimedia can be roughly classified as linear And nonlinear. Analogue linear method performances may be cinema. A person viewing this document cannot in any way influence its conclusion. The nonlinear way of presenting information allows a person to participate in the output of information by interacting in some way with the means of displaying multimedia data. Human participation in this process also called "interactivity". This method of interaction between man and computer is most fully represented in the categories of computer games. The non-linear way of representing multimedia data is sometimes called "hypermedia".

As an example of a linear and nonlinear way of presenting information, we can consider a situation such as giving a presentation. If the presentation was recorded on film and shown to the audience, then with this method of conveying information, those viewing this presentation do not have the opportunity to influence the speaker. In the case of a live presentation, the audience has the opportunity to ask the presenter questions and interact with him in other ways, which allows the presenter to deviate from the topic of the presentation, for example, by clarifying certain terms or covering controversial parts of the presentation in more detail. Thus, a live presentation can be presented as a non-linear (interactive) way of presenting information...

Possibilities

Multimedia presentations can be performed by a person on stage, shown through a projector, or on another local playback device. Broadcasting a presentation can be either live or pre-recorded. Broadcast or recording may be based on analogue or electronic technologies storage and transmission of information. It is worth noting that multimedia online can either be downloaded to the user's computer and played in some way, or played directly from the Internet using streaming technologies. Multimedia reproduced using streaming technologies can be either “live” or provided on demand.

Multimedia games- games in which the player interacts with a virtual environment built by a computer. The state of the virtual environment is transmitted to the player using in various ways transmission of information (auditory, visual, tactile). Nowadays, all games on a computer or game console are multimedia games. It is worth noting that this type of game can be played either alone on a local computer or console, or with other players via a local or global network.

Various multimedia data formats can be used to simplify the perception of information by the consumer. For example, provide information not only in text form, but also illustrate it with audio data or a video clip. In the same way modern Art can present everyday, ordinary things in a new way.

Laser show - “live” multimedia performance

Various forms of information provision make it possible for consumers to interact interactively with information. Online multimedia is increasingly becoming object-oriented, allowing the consumer to work on information without having specific knowledge. For example, in order to post a video on YouTube or Yandex.Video, the user does not require knowledge of video editing, encoding and compression of information, or knowledge of how web servers operate. The user simply selects a local file and thousands of other users of the video service have the opportunity to view the new video.

Terminology

Various interpretations of the term “multimedia” -

Multimedia in education

Website about the use of multimedia technologies in the education system -


Wikimedia Foundation. 2010.

Books

  • Managing emotions. Training (DVD), Vagin Igor Olegovich, Total playing time: 55 min. Format: 1 DVD, multimedia product Series: Multimedia training Reader: Vagin I. Media: 1 DVD Igor Olegovich Vagin - President of the International Training… Category: Psychology. Business Series: Multimedia training Publisher:

multimedia training information

Multimedia is an interactive technology. This technology provides work with both still images and text, and with animated computer graphics, speech, and high-quality sound.

It is known that all data in computers is stored in digital form. Structural scheme multimedia systems are presented in Appendix A.

Unlike computers, television video and audio equipment works with analog signals.

Based on this, the problem arose here:

* technical connection of various equipment with a computer;

* managing them.

In order to implement multimedia technology, in 1988 Jobs developed a completely new type of personal computer. This computer had all the necessary basic multimedia technology partially built into the architecture, i.e. into hardware, and partly into software.

It should also be said that if previously user interaction with a computer was carried out using a WIMP (window, image, menu, pointer) type interface, then the advent of the NeXT computer made it possible to work with the SILK (speech, image, language, knowledge) interface. The NeXT computer used:

* brand new powerful 68030 and 68040 central processors,

* DSP signal processor, which is responsible for processing sounds, images, speech synthesis and recognition, image compression, and color processing;

* sound cards (Sound Blaster) were developed;

* multimedia cards that have implemented in hardware an algorithm for converting an analog signal into a discrete one.

Here they began to use erasable optical disks, standard built-in network controllers that allow you to connect to the network, compression methods, scanning methods, etc. were provided.

It should also be noted such a technological point as the provision of compression and decompression methods. What does it mean.

An image of a still image of fairly low quality on the screen (with a resolution of 512*482 pixels) will require 250Kb for its storage. Based on this, the need arose to create software and hardware methods that provide data compression and expansion. The means and methods developed and proposed for this purpose provided compression ratios of 100:1 and 160:1. Thanks to the use of this technology, about an hour of full-fledged voice-over video could be placed on one CD.

It should be noted that multimedia technology is supported by WINDOWS. WINDOWS contains a specially designed version of the file system to support high-quality audio, video and animation playback. There are the following groups of files:

* files storing digitized video (AVI);

* files storing audio information (WAV);

* files that store audio in the form of a MIDI interface (MID).

Now a few words about MIDI. MIDI (Musical Instrument Digital Interface) is a software and hardware standard that describes the methods and sequence of connecting electronic musical instruments from PC. The basis of MIDI are individual instructions that cause the receiving device to perform certain actions (for example, play a note or amplify a sound).

The operating principle of MIDI devices is as follows. For example, when you press a key on a MIDI keyboard, a message is sent to the PC about which key was pressed, with what force (this affects the volume of the sound) and for how long.

Unlike digital audio, where it would take several kilobytes of information to describe a second of sound, using the MIDI standard would describe the same action using just a few bits.

In other words, we can say that MIDI does not work with sound as such, but only with simple, easily described events (for example, pressing a key, etc.).

So, to use a computer as a musical instrument, you need the following components:

* sound card,

* acoustic speakers (preferably active ones),

* A MIDI keyboard is a keyboard that resembles a synthesizer keyboard, but is not capable of sounding on its own. It uses a computer sound card as a synthesizer. Sometimes this keyboard contains some additional switches to control various effects.

* A sequencer program - its main purpose is to record MIDI sequences in the same way as a regular tape recorder records sound. The main difference between this program and a tape recorder is that the sequencer does not record the sound itself, but only its characteristics. The resulting sequence can be edited and supplemented with various effects. This makes it easy to change tools. It should also be noted that the sequencer contains tracks. You can record the sounds of different instruments on each track. For example, you can do the following with tracks:

* One of the tracks of an existing MIDI file can be selected for recording a new part, and then its formation will occur to the accompaniment of music from the remaining tracks;

* You can select one track as a solo track, or vice versa, temporarily disable it so that the corresponding part is not played back at all.

In addition to the concept of a track, there is the concept of a channel (about 16). Most often, for convenience, one track corresponds to one channel. Channels are used to separate information flows in a MIDI system. (Each channel corresponds to its own instrument, and when working with an audio card - as a sound reproducing device - the correspondence of the channels to certain musical instruments is established by the sequencer. That is, each MIDI message contains information about which channel it should be played on. This allows record the entire piece on one track (in practice, this feature is rarely used).

Currently, multimedia technologies are a rapidly developing area of ​​information technology. A significant number of large and small firms, technical universities and studios are actively working in this direction (in particular, IBM, App1e, Motogo1a, Philips, Sony, Intel, etc.). The areas of use are extremely diverse: interactive educational and Information Systems, CAD, entertainment, etc.

The main characteristic features of these technologies are:

* combining a multi-component information environment (text, sound, graphics, photos, video) in a homogeneous digital representation;

* ensuring reliable (no distortion during copying) and long-term storage ( guarantee period storage - tens of years) of large volumes of information;

* ease of information processing (from routine to creative operations).

The achieved technological basis is based on the use of the new optical media standard DVD (Digital Versalite/Video Disk), which has a capacity of the order of several and tens of gigabytes and replaces all previous ones: CD-ROM, Video-CD, CD-audio. The use of DVD made it possible to realize the concept of digital information homogeneity. One device replaces an audio player, video recorder, CD-ROM, disk drive, slider, etc. In terms of information presentation, the optical media DVD brings it closer to the level of virtual reality.

It is advisable to divide the multicomponent multimedia environment into three groups: audio series, video series, text information.

An audio series can include speech, music, effects (sounds such as noise, thunder, creaking, etc., united by the designation WAVE (wave). The main problem when using this multimedia group is information capacity. To record one minute of WAVE sound highest quality a memory of about 10 MB is required, so the standard CD size (up to 640 MB) allows you to record no more than an hour of WAVE. To solve this problem, audio information compression methods are used.

Another direction is the use of MIDI (Musical Instrument Digitale Interface) sounds in multimedia (single and polyphonic music, up to an orchestra, sound effects). In this case, the sounds of musical instruments and sound effects are synthesized by software-controlled electronic synthesizers. Correction and digital recording of MIDI sounds is carried out using music editors(sequencer programs). The main advantage of MIDI is the small amount of memory required - 1 minute of MIDI sound takes up an average of 10 KB.

The video sequence, compared to the audio sequence, is characterized by a larger number of elements. There are static and dynamic video sequences.

Static video includes graphics (drawings, interiors, surfaces, symbols in graphic mode) and photos (photos and scanned images).

Dynamic video is a sequence of static elements (frames). Three typical groups can be distinguished:

ѕ regular video(life video) -- a sequence of photographs (about 24 frames per second);

* quasi-video - a sparse sequence of photographs (6--12 frames per second);

* animation - a sequence of drawn images.

The first problem when implementing video sequences is screen resolution and number of colors. There are three directions:

* The VGA standard gives a resolution of 640 x 480 pixels (dots) on the screen with 16 colors or 320 x 200 pixels with 256 colors;

* SVGA standard (video memory 512 KB, 8 bits/pixel) gives a resolution of 640 x 480 pixels with 256 colors;

* 24-bit video adapters (2 MB video memory, 24 bits/pixel) allow the use of 16 million colors.

The second problem is the amount of memory. For static images, one full screen requires the following amounts of memory:

* in 640 x 480 mode, 16 colors - 150 kbytes;

* in 320 x 200 mode, 256 colors - 62.5 kbytes;

* in 640 x 480 mode, 256 colors - 300 kbytes.

Such significant volumes in the implementation of audio and video sequences determine high requirements to the storage medium, video memory and information transfer speed.

There are no difficulties or restrictions when placing text information on a CD-ROM due to the large information volume of the optical disc.

The main areas of use of multimedia technologies:

ѕ electronic publications for the purposes of education, entertainment, etc.;

* in telecommunications with spectrum possible applications from watching a custom TV show and choosing the right book to participating in multimedia conferences. Such developments are called Information Highway;

* multimedia information systems (“multimedia kiosks”) that provide visual information upon user request.

In terms of technical equipment, the market offers both fully equipped multimedia computers and individual components and subsystems (Multimedia Upgrade Kit), including sound cards, CD drives, joysticks, microphones, and speaker systems.

For personal computers of the IBM RS class, a special MPC standard has been approved, which defines the minimum hardware configuration for playing multimedia products. CD-ROM is designed for optical discs international standard(ISO 9660).