SoundTrack: TEHNO-TREK BY RLA
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Edition: Ze Pagan/PGC/BD
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MULTIMEDIA - synthesis of three elements
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... Multimedia quickly became one of the leading directions in the development of information technology. Many experts believed that the 1990s would be the years of multimedia, just as the 1980s were the years of personal computers. I invite you, esteemed readers of DEJA VU, to take a small excursion into the not-so-distant past, the early 90s, and look at the essence of this term. The article is based on materials from the publication "Computer Press," provided for publication by Andrey Strelnikov. First of all, let’s find out what this mysterious term means...
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"Multimedia" is an interactive system that facilitates work with still images and moving video, animated computer graphics, text, speech, and high-quality sound. The term "multimedia" is even characterized in English magazines as "ill-defined" - poorly defined, while in the Russian language, this word appears quite foreign, and the attempt to express the concept of "multimedia" using existing Russian terms results in something lengthy, such as "interactive video-sound computer systems," which inevitably leads to yet another unpronounceable abbreviation. The emergence of multimedia systems undoubtedly brings revolutionary changes in areas such as education, computer training, many fields of professional activity in science and art, in computer games, etc., however, it was a logical evolutionary continuation of the development of various directions in computer theory and practice. Thus, the development of hypertext technology and its application to the creation of electronic manuals and encyclopedias naturally raised the question of illustrating articles, including graphic maps and photographs. With the development of technical capabilities, multimedia systems began to include not only still images but also short video clips, sound, and speech illustrations. Systems of "hyperimages" have also emerged, providing "non-linear" work with arrays of stored images, i.e., allowing for the examination of fragments of images at an enlarged scale, establishing connections between different images, their elements, and so on. Such systems are often referred to as "hypermedia." Database users also began to lack traditional text and numeric data types, leading to the emergence of multimedia databases (hereinafter referred to as "MM databases"). MM databases allow for the storage of facsimile images, source and object codes of programs, digitized video and sound - that is, virtually any information that can be stored in a computer's memory. The development of graphical intelligent user interfaces, on one hand, and object-oriented programming methods, on the other, spawned user environments like HyperCard and NeXT step, which were already effectively multimedia systems and contained the necessary apparatus for presenting different types of information. From the side of workstations and specialized computers, the development of CAD systems, computer-controlled television and video studios, as well as musical computer centers, led to the emergence of multimedia. The development of computer simulators and computer games that require the animation of complex images in real time and sound accompaniment to simulate or model the behavior of objects and the environment also logically leads to multimedia systems.
COMPONENTS
Thus, the emergence of multimedia systems has been prepared by both practical requirements and the development of theory. However, the sharp leap in this direction that has occurred over the past few years has been primarily ensured by the development of technical and system tools. This includes progress in the development of personal computers: sharply increased memory, speed, graphical capabilities, and characteristics of external memory, as well as advancements in video technology, laser discs - both analog and CD-ROM, as well as their mass implementation. The development of methods for quick and efficient data compression/decompression also played an important role. Let’s consider some technical issues related to the construction of multimedia systems. Perhaps the main problem is the joint processing of heterogeneous digital and analog data, "live" video and still images, etc. In a computer, all data (if someone still doesn't know;)) is stored in digital form, while most television, video, and audio equipment deals with analog signals. However, the output devices of computers - monitors (for the most part) and speakers have analog inputs. Therefore, the simplest and cheapest way to build the first multimedia systems was to connect heterogeneous equipment to the computer, providing the computer with the ability to control these devices, combining the output signals of the computer and video and/or audio devices, and ensuring their normal joint display. Perhaps the term "multimedia" is most suitable for such systems, as they combine several independent media, data carrier systems. The further development of multimedia systems is moving in the direction of "monomedia" - combining heterogeneous types of data in digital form on a single medium, within a single system. And now, I believe it is time to touch upon some manufacturers and see what steps they have taken in the development of multimedia...
Commodore: CDTV
Just a few years ago, when nobody knew anything about multimedia, it was enough to get acquainted with the Amiga computer from Commodore, look at the hyper-realistic animated images from its games, listen to synthesized speech, full-sounding multichannel stereo music, which did not affect the speed of animation and disk operations at all - and it became clear that the next step should be something like interactive cinema. With the emergence of multimedia, it suddenly became clear that the Amiga was originally a multimedia computer, and now it had waited for its time. The three special processors of the Amiga: Agnus, Denise, and Paula provide extremely sophisticated work with images and sound. Thus, the graphic coprocessor - the copper, which is part of Agnus, manages all aspects of image output to the screen; it operates completely independently of the CPU, according to its own program. Paula manages the operation of the computer's system bus, ensuring fast transfers of large volumes of data (video, sound, text) during the intervals between the operation of the CPU and video chips, i.e., without slowing them down. Moreover, Paula contains circuits for sound and speech synthesis, including a complete set of English phonemes. Here it is, the architecture thought out to the smallest detail! In general, one can list the advantages of this computer for a long time. The initial orientation of the Amiga architecture towards compliance with television standards is very important for multimedia. The refresh rates of the Amiga coincide with the NTSC standard (for the European version of the computer - with PAL). Interlaced mode is supported. The Amiga is perhaps the only personal computer that operates, like a television, in overscan mode: the full horizontal and vertical sweep of the beam (752x482) exceeds the area used for outputting graphical information. In 1990, Commodore made a new significant step towards multimedia: it introduced the first home and educational multimedia system - CDTV (Commodore Dynamic Total Vision). CDTV is not a computer in the traditional sense - it is a combination of CD-ROM and the central device of the Amiga computer in a case the size of a video cassette recorder. It does not have a keyboard or floppy disk in the standard configuration (however, they can be connected). The operation of the CDTV is controlled by a mouse or a remote infrared unit. I will briefly touch on some aspects of the operation of this device. At the time of the development of CDTV, there were no chips for compressing video data that were cheap enough to keep the price of the device acceptable for home use (here's the concern for the user!); therefore, software compression methods were used. CDTV is capable of reproducing 14 frames per second in a video window that occupies 40% of the screen area. The CDTV system allows mixing sound recorded on CD-ROM with music and speech generated by the computer.
Apple: HyperCard
Apple is known as a leader in "desktop publishing" and graphical interfaces. The latest models of MacII (at that time, of course) equipped with M68030 processors can contain up to 8 MB of directly addressable RAM. Multi-scan monitors with analog RGB input are used. Unlike the Amiga, interlaced mode and overscan are not supported, which complicates the task of working with video; there are no special video processors in the Mac architecture - all graphical work is provided by QuickDraw programs. The sound capabilities of the Mac are also somewhat limited compared to the Amiga; although they do provide fairly intelligible speech synthesis, multimedia needs must be met with additional hardware. The choice of such hardware is quite broad, but I will only focus on HyperCard. HyperCard is a shell, an add-on over the operating system, which has long been included in the standard package of the machine. In fact, it is the first widely distributed multimedia system. During this time (4 years), thousands of applications have been created for HyperCard, it has become a model for imitation, and the ideas embedded in it have been realized in later systems on different types of computers. The HyperCard system combines the properties of hypertext, allowing the creation of an environment using a mechanism of links, and an object-oriented language; it operates with objects such as "cards," "stacks," "buttons," "fields," "backgrounds." HyperCard presents the user with an electronic equivalent of "cards," logical objects that can contain information of various types - text, graphics, speech, video. The system is extremely easy to use.
Next Step in multimedia?
The NeXT family computers, "born" later than others and therefore incorporating many new ideas and technical achievements into their architecture, perhaps best match multimedia technology. While IBM and Microsoft have been piling on new clusters of improvements to the originally primitive IBM PC and MS-DOS for ten years, as if creating a racing supercar based on an old three-wheeled bicycle - Jobs was not afraid to start from scratch for the third time and create a computer of today. NeXT is a computer whose basic multimedia system tools are embedded in both hardware and software architecture. The use of powerful central processors (68030 and 68040), a digital signal processing (DSP) chip, which provides processing of sounds, signals, images, speech synthesis and recognition, image compression, and provides means for color work (NeXTstation Color), a large volume of RAM and external memory, and standard built-in network controllers provide multimedia developers with the necessary hardware support. The additional NeXTdimension board allows for working with 16 million colors (24 bits) and another 8 bits remain for hardware transparency; to speed up graphics, an Intel i860 is added; an additional JPEG Image Compression Processor CL550 provides real-time video compression and allows storage of over 60 minutes of video images on a high-capacity hard drive. NeXTstep standardly includes a speech annotation system: the user can comment on text documents using a microphone instead of a keyboard. It also includes NeXTmail - a system of electronic "multimedia" mail that allows exchanging messages that include, in addition to texts, speech and graphical information. The capabilities provided by NeXT create a good platform for the rapid growth of multimedia products and possibly the emergence of a new quality.
IBM and others: AVC, DVI
IBM PC type computers in their "natural" form are the least suited for multimedia purposes - the worst (until the advent of SuperVGA) graphical capabilities, primitive monophonic sound, only 640K of directly addressable memory (not even enough to hold one frame of digitized video), and a lack of a convenient user interface. However, due to the high modularity and expandability of the architecture, an IBM computer can easily be transformed into a specialized station of any orientation by installing additional boards. The multimedia market began to be explored by IBM back in 1986, announcing the InfoWindow system, which allows the computer to control analog audio and video devices; a touch screen was used as the dialog device in InfoWindow. Another direction in multimedia development supported by IBM is AVC - Audio-Visual Connection, which the company announced in 1989. The system is primarily aimed at older computers in the PS/2 family, with a 386 or 486 processor and at least 2.5MB of RAM. Graphic images can be obtained using a Video Capture Adapter board. It digitizes individual frames from a video camera, video disc, or video tape, providing a resolution of 640x480 with 16 bits/pixel, and can also display "live" analog video on the screen or combine it with computer-generated images. By mid-1990, the maximum speed of digitized frame transmission was only 3 frames/sec for full-color frames (each 614K in size); however, since VGA can only operate in 4 and 8 bits/pixel modes, the image can be converted, and the amount of data reduced. Sound accompaniment is provided by an additional Audio Capture/Playback Adapter board built on the basis of a TI 320C25 signal processor with a performance of about 10 Mips, which allows digitizing data from the line output of various audio devices, editing them, and reproducing them with very high quality (including stereo). Recently, IBM's strategy has increasingly shifted towards digital multimedia systems. This is primarily related to the successes in developing the DVI (Digital Video Interactive) line, which is jointly pursued by Intel and IBM. The DVI system was developed by RCA (Sarnoff Research Center) and General Electric; then the rights to the DVI technology were acquired by Intel. Initially, the DVI platform was based on an asymmetric scheme oriented towards CD-ROM. At the end of 1990, the first commercial hardware products of DVI were released - two Action Media 750 boards (by IBM - for Micro Channel architecture, and by Intel - for ISA architecture). The core of the DVI boards is a set of video processing chips i750 from Intel. These chips perform real-time compression/decompression of video and audio files during recording or reading from disk. The main chips in the set are the Pixel Processor 82750PA, which operates at a speed of 12.5 Mips, and the Output Display Processor (ODP) 82750DA. ODP is capable of reproducing digital video in a resolution range from 256x200 to 1024x512, with 8, 9, or 16 bits per pixel color (a version with 24 bits is currently being developed). Additionally, i750 provides various video effects thanks to the ability to reprogram the chips' microcodes without interrupting or slowing down operations. The DVI board contains a library of video effect functions, transformations, etc., which can be accessed from programs in the C language. DVI combines television and computer technology, allowing a computer equipped with VGA to reproduce full-motion video images. The digital output of Action Media is mixed with the analog output of VGA; the DVI window can be placed anywhere on the screen, compressed, stretched, and moved; text and graphics generated by the computer can be placed in this window or overlaid on top of it. According to Intel's estimates, when storing moving video, the compression ratio reaches almost 160 to 1. Because of this, a standard compact disc can hold 72 minutes of video and stereo sound data (without compression, it would only hold 28 seconds); the average size of a compressed frame is about 4.5K, and even at a data transfer rate of 150K/sec, the CD-ROM can read 30 frames per second. When storing sets of still images (pictures, photographs), the compression ratio drops to 25 to 1. Since DVI is a digital system, it can, in principle, be set to any resolution, so it is possible to create DVI systems for HDTV - high-definition television (resolution 1050 or 1125 lines) and for movies (resolution of about 4000 lines). Currently, DVI provides "near-VCR" quality (resolution of 240 lines) for products made on Action Media (they are called RTV - Real Time Video). However, prepared data can be sent to Intel, where they will be compressed using an asymmetric PLV (Production Level Video) scheme; when playing PLV data, Action Media provides VCR quality. By 1992, it is expected to achieve quality above TV broadcasting but below HDTV for PLV products and "almost-TV" quality for RTV. DVI became the first technology that allows the use of standard hard drives available in any computer for full-featured multimedia, significantly expanding the circle of multimedia developers and users. Microsoft, although involved as a co-executor in various multimedia projects (DVI, CD-ROM-XA, etc.), holds annual conferences on CD-ROM, but is clearly lagging in announcing its own line and releasing its own product. Only at the end of 1991 does it plan to release a multimedia extension for Windows, which will include the MCI-Media Control Interface, which, judging by the announced features, will represent Microsoft's answer to Apple's AMCA (Apple's Media Control Architecture). As a result, companies leading the development of multimedia tools and products for IBM line computers are forced to act with an eye on Microsoft's possible future steps, so as not to suddenly find themselves off the "main road" after Microsoft finally announces its plans for multimedia. This Microsoft policy is not new - let’s recall the long-suffering history of the Windows system, which only last year, in version 3.0, provided users with a service that Macintosh had from the beginning, from version to version of DOS, promising multitasking.
And in conclusion
Well, dear readers, I believe it is time to summarize the above material. I sincerely hope that this article has sparked your interest, even though it essentially is a reprint... So, there is clearly a multimedia boom in the world. With such a pace of development, when new directions arise and others that seemed quite promising suddenly become uncompetitive, it is difficult to compile any reviews: their conclusions may become inaccurate or even outdated. Works on the introduction of elements of artificial intelligence into hypermedia systems seem very interesting. Systems like Apple's "Knowledge Navigator," "intelligent" electronic books have the ability to "sense" the communication environment, adapt to it, and optimize the communication process with the user. Another rapidly developing area of computer application, where multimedia plays an important role, is virtual or alternative reality systems. Do not confuse with the Virtual Amiga syndrome :)! And also similar systems of "telepresence." With the help of special equipment - a helmet with two miniature stereo displays (eye-phones), quad headphones, special sensor gloves, and even a suit (just like a Lawn Mower Man;)) you can "enter" a computer-generated or modeled world, turn your head, look left or right, move forward, reach out your hand - and see it in this virtual world, you can even pick up some virtual object (feeling its weight) and move it to another place; you can build and create this world from the inside. It is quite possible that multimedia technology will integrate so much into the ideology and architecture of PCs that the very term "multimedia" will gradually become obsolete...
Contents of the publication: Deja Vu #05
- Аперативчик - Max
Detailed instructions on managing the DEJA VU interface, highlighting different input methods and navigation commands. Explanation of the new and old interfaces for enhanced user experience. Discussion on additional features like frame scrolling and music management.
- Аперативчик - Max
Discussion on supporting machines with more than 128k memory, leading to separate shells for 128k and 256k systems. Testing was mainly done on Scorpion and Profi, with functionality on other models anticipated. Article includes guidance on unpacking source files and insights on using improved algorithms.
- Тема - M.M.A
This article explores the theory behind digitizing sound on ZX Spectrum, focusing on sampling and quantization processes. It provides practical insights into converting sound files using specific hardware and software. Additionally, it offers methods to enhance sound quality while working within the hardware limitations.
- Theme
The article discusses the Save Our Scene initiative aimed at uniting Spectrum users and developers to promote software distribution and enhance the scene's development.
- Charter of the Amazing Soft Making Association
Discussion of the founding charter of the Amazing Soft Making association, detailing its goals, membership criteria, and operational principles.
- Theory of Magazine Creation
The article provides a detailed guide for aspiring magazine creators, focusing on technical aspects such as interface design, memory management, text formatting, and music integration for ZX Spectrum publications.
- Solder Drop
The article provides a personal account of purchasing and using the General Sound device for ZX Spectrum, detailing installation and sound performance. It discusses the initial issues encountered and praises the enhanced audio experience in compatible games. The author encourages further software adaptation for the device and reflects on multimedia capabilities with simultaneous hardware use.
- Solder Drop
The article discusses the capabilities of Sound Forge 4.0c for professional audio processing on PCs, highlighting its extensive features such as sound editing, effects, and restoration tools.
- SOFTWARE
The article reviews the latest software developments for the ZX Spectrum from Samara, including updates to MAXSOFT SCREEN PACKER, File Commander, and new applications like S-Terminal.
- SOFTWARE - Card!nal
Review and walkthrough of the logical graphic adventure game 'Operation R.R.' with detailed level instructions. Discussion on game elements like music choice and graphic design. Mentions new coder MAX/CYBERAX/BINARY DIMENSION's involvement.
- SOFTWARE
Discussion on the current state and evolution of the demoscene, highlighting the rise of 4K intros and upcoming competitions like FUNTOP'98.
- CODING
Article discusses assembly language coding techniques for optimizing screen scrolling on ZX Spectrum, featuring example code and performance analysis.
- CODING - RLA
The article explores stack manipulation techniques during second type interrupts for graphical effects on ZX Spectrum. It discusses solutions for preserving data integrity when interrupts disrupt graphical operations. Practical examples are provided to handle stack issues efficiently.
- CODING
The article describes the MS-PACK packer and its DEPACKER, detailing usage scenarios and providing BASIC and assembly code examples for handling packed files. It emphasizes optimizing performance by allowing unpacking with interrupts enabled and separating the DEPACKER from packed files. Additionally, it includes insights on programming techniques for loading and executing BASIC files on ZX Spectrum.
- CODING
The article discusses various coding techniques for ZX Spectrum, focusing on sprite rendering, rotation algorithms, and optimization methods to enhance performance.
- ANOTHER WORLD
Discussion on the evolution of multimedia technologies and their impact on various fields, including education and entertainment. It covers advances in computer hardware and software that have facilitated the integration of audio, video, and text. The article reflects on past developments and speculates on the future of multimedia systems.
- ANOTHER WORLD
Comparison of PC and Amiga systems highlighting performance, software costs, and user experience with multimedia capabilities.
- Honor Roll
Interview with PROGRESS discusses their creative journey on ZX Spectrum and AMIGA, addressing challenges in demomaking and the current state of the scene.
- Honor Roll
The article details the activities and future projects of the Eternity Industry team, based in Kovrov, including successful releases and collaborations with other groups.
- Honor Roll
Discussion of the Artcomp'98 festival, focusing on its mail-in format and guidelines for various competitions, including demo, graphics, and music categories.
- Honor Roll
The article provides a glossary of terms used in the demo scene, explaining roles such as musician, coder, and graphician, as well as different types of demos and effects. It serves as a useful resource for understanding the terminology and dynamics of the community. This is a descriptive piece aimed at educating readers about the jargon of the demo scene.
- Honor Roll
The article discusses the issues with mouse support in various ZX Spectrum magazines and the frustrations of users when encountering compatibility problems. It critiques developers for not adhering to standards, leading to poor user experiences. The author expresses the importance of consistent improvements in software for the ZX Spectrum community.
- Honor Board
The article discusses the process of creating tricolor images for ZX Spectrum using Photoshop and a simplified approach. It outlines how to divide an image into RGB channels and convert them for use on the Spectrum. Additionally, it provides tips on how to manage the files for optimal results.
- Honor Roll
The article discusses the comparison and perspectives on various computer systems, particularly emphasizing the strengths of AMIGA over PC and advocating for appreciation of all machines.
- Seven and a Half
Article discusses the humorous absurdities and peculiarities of military training and academia, blending satire with real anecdotes and witty observations.
- Seven and a Half
The article provides a satirical manual on programming methodologies, mocking the rigidity of formal programming practices and advocating for a more creative approach to coding.
- Seven and a Half
Instructions on safe sex practices, including guidelines on eligibility, preparation, and actions during and after the sexual session, along with handling emergency situations.
- Seven and a Half
The article discusses a call for a talented artist in Krasnodar for a ZX Spectrum group, raises concerns about the unethical practices of Scorpion regarding software rights, and critiques a video review of E'97.
- Seven and a Half
The article 'Семь и 1/2' narrates a humorous picnic adventure involving the editorial team of Deja Vu, highlighting their camaraderie and mishaps while preparing a barbecue.
- Trial of the Pen
The article is a humorous take on the fictional adventures of Winnie the Pooh as he interacts with computers and friends, discussing the absurdities of technology and daily life.
- First Pen
The article discusses the new section in Deja Vu dedicated to fantasy and science fiction literature, featuring book reviews and reader participation in content creation.
- Advertisement
The article is an advertisement section from Deja Vu #05, promoting collaborations with designers and musicians for future issues, and offering various software and hardware for ZX Spectrum.
- News
The article announces the launch of a new magazine, AMIGA RULES, focused on the AMIGA computer, addressing the lack of quality Russian-language publications. It aims to provide information on programming, hardware, software, and gaming, while fostering a community among AMIGA enthusiasts. The magazine will include contributions from readers and regular updates on the AMIGA scene.