Monday 28 September 2015

Storage of Image Assets

Storage of Image Assets

File Size: Large or small image file formats the normal way to store and organize digital graphics. They are made of either vector data, pixels, or a mixture of the two. The image file size is shown by the number of bytes. The greater the number of rows and columns, the greater the image resolution, and the larger he file size.

File-Naming Conventions: The three most common image file formats, the most important for printing, scanning and internet use, are TIFF, JPG and GIF. However, TIFF cannot be used in internet browsers.

Asset Management: Digital asset management is made out of management tasks and decisions surrounding the annotation, cataloguing, storage and distribution of assets. Digital asset management systems have in it computer software and hardware systems that help in the process of digital asset management.

Optimising

Optimising

What Does Optimising Mean?
Optimising a graphic means
·       Converting an image file to a type that can display in a web page.
·       Reducing the file size of an image so that is small enough to be easily sent or received electronically e.g. downloaded as part of a page.

File compression

File Compression.

Compression is a reduction in the number of bits needed to represent data. Compression data can save storage capacity, speed file transfer, and decrease costs for storage hardware and network bandwidth.

Compression is performed by a program that uses a formula or algorithm to determine how to shrink the size of the data. For instance, an algorithm may represent a string of bits, or 0s and 1s with a smaller string of 0s and 1s by using a dictionary for the conversion between them, or the formula may insert a reference or pointer to a string of 0s and 1s that the program has already seen.

Text compression can be as simple as removing all unneeded characters, inserting a single repeat character to indicate a string of repeated characters, and submitting a smaller bit string for a frequently occurring bit string. Compression can reduce a text file 50% or a significantly higher percentage of its original size.

File Extension

File Extension

A file extension is the ending of a file that helps identify the type of file in Operating systems such as Microsoft Windows. In Microsoft windows, the file extension is a period that is often followed by three characters, but may also be one, two, or four characters long. For example, the file-name
“myfile.txt” has an extension of “.txt”, which is a file extension associated with text files.
In the example above, the first file shown in explorer is “regedit.exe”, “regedit” is the name of the file, and “.exe” is the file extension that identifies this file as an executable file. The next file “RtlExUpd.dll”, which is a DLL file and another example of a file, and finally the last two files are log files. As can be seen in this example, by having file extensions you can quickly identify the type of file and have a better idea of how that file may be opened.

Types of Digital Graphics

Types of Digital Graphics

TIFF: TIFF stands for tagged image format. Tiff images can create a very large file sizes, Tiff images are uncompressed and that means they contain quite a bit of detailed image data, Tiffs are also extremely flexible in terms of color and content.

JPEG: JPEG are also known as joint photographic experts group, which created this standard for this type of image formatting. JPEG files are images that have been compressed to store a lot of information in a small-sized file. Most of the digital cameras store photos in JPEG format, that way you will be able to take way more photos on one camera card then you can without the other formats.
A JPEG is compressed in a way that losses some of the image quality during the compression in order to make the file small.

GIF: GIF stands for Graphic interchange format. This format compresses images but, as different from JPEG, the compression is loss less.
GIF also have an extremely limited color range suitable for the web but not for printing. This is a format never used for photography, because of the limited number of color, GIF can also be used for animations such as moving pictures.

PNG: PNG stands for Portable Network Graphics. It was created as an open format to replace GIF, because the patent for GIF was owned by one company and nobody else wanted to pay licensing fees. It also allows for a full range of color and better compression.
It’s used for almost exclusively for web images, never for print images. For photographs, PNG in not good as JPEG, because it creates a larger file. But for images with quite a bit of text, or some line art, it’s better, because the image looks less “bitmappy”

Raw Image Files: Raw image files contain data from a digital camera. The files are called raw because they haven’t been processed and therefore can’t be edited or printed yet. There are a lot of different raw formats-each camera company often has its own proprietary format.
Raw files contain a vast amount of data that is un-compressed. Because of this, the size of a raw file is extremely large. Usually they are converted to TIFF before editing and color-editing.

Monday 21 September 2015

Pixels

Pixel

Image quality: Image quality is one of those concepts that is greater than the sum of its parts. But you can’t ignore the parts if your goal is to produce images of the highest quality. Every image quality factor counts.
This page introduces the key image quality factors, describes how Minarets™ measures them, and explains what, if anything, can be done to improve them. It is a guide to Minarets organized by image quality factor. Additional information can be found under Tour (organized by module) and Minarets Documentation.
To illustrate the quality factors, we use this early morning image of Monument Valley from Hunt’s Mesa, near the Arizona-Utah border. A 13x19 print (available for purchase) is breath-taking, though it can’t capture the experience of grabbing the camera gear and running for the truck as the storm broke. Hunt’s Mesa isn’t public land; you need a Navajo guide to get there. Tom Phillips does an excellent job.
Picture Resolution: Resolution refers to the number of pixels in an image. Resolution is sometimes identified by the width and height of the image as well as the total number of pixels in the image. For example, an image that is 2048 pixels wide and 1536 pixels high (2048 X 1536) contains (multiply) 3,145,728 pixels (or 3.1 Megapixels).  You could call it a 2048 X 1536 or a 3.1 Megapixel image.  As the megapixels in the pickup device in your camera increase so does the possible maximum size image you can produce.  This means that a 5 megapixel camera is capable of capturing a larger image than a 3 megapixel camera.


color depth
Number of displayed colors
Bytes of storage per pixel
Common name for color depth
4-bit
16
0.5
Standard VGA
8-bit
256
1.0
256-Color mode
16-bit
65,536
2.0
High Color
24-bit
16,777,216
3.0
True Color
Pixel Intensity: Each pixel of the screen image is displayed on a monitor using a combination of three different color signals: red, green and blue. This is similar (but by no means identical) to how images are displayed on a television set. Each pixel's appearance is controlled by the intensity of these three beams of light. When all are set to the highest level the result is white; when all are set to zero the 

Computer Game Graphics

Computer game graphics

by Thomas berry

Pixel Art: A pixel is the smallest building block of what a screen displays. Pixel art is the arrangement of these blocks on a pixel-by-pixel basis to make images and animations intended for screen display. A pixel is a computerized dot of color. Pixel art is a type of digital art that uses pixels to make up the work. With pixel art, the artist has to place each pixel properly to create a certain effect. One dot out of place could make the piece look strange. Properly done, the artist can create backgrounds, characters, and three dimensional (3-D) effects with a limited color pallet. These techniques were used in older video games as well as in newer mobile games.



Concept Art: What is concept art? Well that’s easy isn’t it? Its super polished art used to promote forthcoming films and games. Right? Wrong!
The main goal of concept art is to convey a visual representation of a design, idea, and/or mood for use in films, video games, animation, or comic books before it is put into the final product. In other words, it aims to convey the overall design vision rather than specify everything in exact terms right at the start.


Texture Art: Animation has come a long way since the days of plain white walls and two-dimensional cartoon characters. Today’s animation features deep, rich textures that make walls appear real, faces look lifelike, and even fantasy monsters seem like they could really be waiting under your bed. Much of this textural detail is thanks to the texture artist, also known as a texture painter, whose graphic art is used to define the surface qualities of a 3-D computer model. Most of the textures created by texture artists are used in video games, films, and television shows.


Background Graphics: a sprite is a two-dimensional image or animation that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen, such as creating an animated character that can be moved on a screen without altering the data defining the overall screen.


Print media art: Print Media Art Print media art is important to games, this is because, a lot of people are attracted by colorful art designs for games, whilst others think they look cool or awesome, this is the same with posters, packaging etc. Game packaging, game packing, is great but only the better editions of games now come with packaging recently. The box cover for the game has to relate to the game itself, it must be eye catching, it must have the title of the game on the front, box art is never game play of a game, it is usually something like concept art, this is to make the game look more flashy to others and make them want to buy it.

Tuesday 15 September 2015

Gaming Inpaet On Society

Excess Playing Time.                                                                                           Game Design.

People spend so much time playing games now a day its quite hard to tell how much time they are spending on a console, people should only spend up to 4-5 hours on a console at a time but people now a days people are spending over more then 2-3 days on and Xbox,PlayStation and PC gaming, people who are older are spending more and more time away from work,home and family just so they can have some time to play on their console, little kids between the ages of 6-12 are also spending more time on their counsel instead of focusing on school and other functional skills.For more on this please click on the link, http://mediasmarts.ca/video-games/concerns-about-video-games

Social Isolation.


Social Isolation is seen in many people who play video games but its mostly found in teenagers, teenagers aged 12-17 revealed that 99% of boys and 94% of girls across the socioeconomic spectrum play some kind of computer or video game, People who game on a daily basis are just as likely to talk on the phone, to email, to spend time with a friend face to face outside of school as kids who play games less Three quarters of teens actually play these games with other people, whether online or in person. need more help please click the link, http://news.bbc.co.uk/1/hi/technology/7619372.stm

Cost

When you get a games console there are certain things you have to pay such as games, stuff to play with your friends, headsets, controllers and much more but the most annoying part is trying get DLC's and some time to actually play on your console also it costs time to play games which is the worse part because if you don't have time to play you counsel then its not worth having it so you've just been wasting your money on nothing and it will just be useless to you.  unless you have friends across the world that you want to talk to and play with on games all day.

9 Games That I Love, 1 That I Hate



10 Games That i Love!

1. Dragon Ball xenoverse,
Dragon ball is an MMORPG/Fighter.
This Game Is Cel-Shaded.

Story: Your part of a team called the Time Patrol, You have to go back in time to set the the right time line for goku (main character) you must help him defend earth but defeating other enemy's and helping his friends along the way and at the end you must defeat the final boss to defend tokitokicity.

2. WarFrame
WarFrame Is a MMOFighter.
This Game Is Exaggeration

WarFrame is about an ancient race called the tenno you are the last of your race you need to survive with the help of the lotus you need to keep yourself from dying so you need to arm up with weapons and other tenno do defeat the grineer, corpus and the infected you need to be on your toes so you don't get taken down and defend then tenno race.

3. gundam dynasty warriors 3
Gundam is a 3rd person action plat former
it is Exaggeration because its anime

Art Styles In Games

ART STYLES IN GAMING


Cel-Shaded
  • Cell-Shading is a common in animation and cartons, but this is to do with video games........ So lets start again. Cell-Shading is a very uncommon thing to see in video games, it is not rare, as some designers preface the style, but it is not the norm for games, one of the most famous games that use cell-shading are the "borderlands" games, these games are quite popular and come away from the norm by using the cell-shading technique.
  • Designers and artists use cell-shading to make everything look cartoon, this can make a game look unusual, wacky, crazy and also gives the ability to make weird creatures, without having to make them look realistic, all though it is not the norm, cell-shading is used to stand out from the crowd and appeal to different gamer.



Photo-realism

    • Beginning in 1968–69, with formative stages in New York and California, Photo-realism involved the production of images that deployed near-microscopic detail to achieve the highest degree of representational verisimilitude possible. Using the photograph as the primary visual reference, artists such as Robert Bechtel, Charles Bell, Chuck Close, Robert Cottingham, Richard Estes, and Audrey Flack painted with the goal of photographic actuation and often included technical or pictorial challenges with a focus on surface, such as glass, reflections, or the effects of light. In some artists’ works, the use of multiple photographic studies for each work transcended the limitations of the singular depth of field of conventional photograph.


Abstract art style

Abstract art style employs lines and geometric shapes that are not meant to resemble anything in particular. Geometry Wars and Breakout are two well-known examples.
  • Early game developers often chose abstract visuals, because real objects could only be crudely translated into game graphics at the time; this was especially true prior to the release of the NES, on consoles such as the Atari 2600. Some games were given context in the manual or marketing that the game alone could not convey, such as Yars' Revenge or Raiders of the Lost Ark. Without this external context, both games would be considered graphically abstract. With it, however, they must be seen as heavily stylized or primitive.

e  
     
    Exaggerated
  • Exaggeration is a style of game where the basic principals of reality apply but they are exaggerated, this is most commonly found in Japanese titles and they have an anime feel to them.
    Exaggeration art style is used in many anime or manga games. Its designed to be over the top. Its done to give the game a more far fetched fun factor. The images are expressed more highly than normal games. Exaggeration is used in games, mostly in RPGs, this art style is used for anime and manga typically, this art style is where the artist exaggerates many things within the game, mostly games with a Japanese influence