SPEECH
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Speech is the basic distinct vocal noises,
that we as humans create to communicate.
Speech is very distinct and limited in its
range of vocal combinations, and as such,
can be compressed very efficiently as compared
to mixed audio tracks.
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VOCAL
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Vocal songs are where people sing.
Singing is distinct from speech because
there tends to be a continuous ebb and flow
to maintain harmony and rythm to the song.
This may be the most complex audio type to
model and compress.
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INSTRUMENTS
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Musical acoustics from instruments are the third
distinct method of creating harmonious sounds.
Because they are generated from instruments,
computers are able to model the instrument, and
then synthesize a sound that should be physically
identical. This is another method by which compression
can be achieved, model the instrument, and then use midi
music as a reference to play the desired audio.
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GRAPHICS
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Graphics are what we consider to be all
still single frame pictures or images. Either
computer generated, hand animated, or photographic
in nature, there are efficient algorithms for
compressing these types of graphics for storage
and transmission
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ANIMATION
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Animation differs from full random video in the
same manner that speech differs from vocal singing.
Animation tends to have keyframes and or can be
converted to using keyframes to depict what occurs
in the animation. This proves useful when compressing
computer generated video and/or any art based animation.
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VIDEO
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As of yet, there are no truly efficient methods
of compressing video in major factors, 100:1, etc.
That's why I've developed the concept of scenes.
The above concepts illustrate how we can sub-categorize
analog concepts into limited scope issues. Speech occurs
in certain decibel ranges and with limited grammars can be
recreated with ease. Animations have keyframes which allow
points of an animation to be designated, and the inbetween
frames to be generated. Scenes are a synthesis of limiting
our video based world, and creating a keyframe of sorts for
video.
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