Show understanding of the impact of changing the sampling rate and resolution

1.2 Multimedia – Sampling Rate, Resolution & Image Types

Learning Objective

Show understanding of the impact of changing the sampling rate and resolution on:

  • Perceived quality of audio and video
  • File size and storage requirements
  • Transmission bandwidth and processing load
  • Choice between bitmap and vector graphics for a given task

0. Cambridge Computer Science (9618) – Syllabus Overview & AO Alignment

Syllabus Unit Key Topics Covered Assessment Objectives (AO)
1 Data representation Binary, hexadecimal, BCD, two’s‑complement, floating‑point, colour depth, sampling rate AO1, AO2
2 Communication & networks Bandwidth, latency, OSI model, protocols, data compression, error detection AO1, AO2, AO3
3 Hardware CPU, registers, ALU, cache, memory hierarchy, storage devices AO1, AO2
4 System software Operating systems, utility software, virtual machines AO1, AO3
5 Security & ethics Encryption, authentication, privacy, legal & moral issues AO2, AO3
6 Databases Relational model, SQL, normalisation, CRUD operations AO1, AO2, AO3
7 Algorithms & data structures Searching, sorting, trees, linked lists, complexity (Big‑O) AO1, AO2, AO3
8 Programming Structured programming, OOP concepts, recursion, exception handling AO1, AO2, AO3
9 Software development SDLC, testing, documentation, version control AO2, AO3
10 Multimedia (this unit) Sampling, colour depth, bitmap vs. vector, video bitrate AO1, AO2, AO3
11 Emerging technologies (A‑level) Artificial intelligence, virtualisation, cloud computing AO2, AO3
12 Problem solving & computational thinking (A‑level) Algorithm design, abstraction, decomposition, pattern‑recognition AO1, AO2, AO3

1. Key Concepts for the Whole Syllabus

  • Computational thinking – decomposition, pattern‑recognition, abstraction, algorithmic design.
  • Data representation – binary, hexadecimal, BCD, two’s‑complement, floating‑point, colour models, audio/video sampling.
  • Communication – bandwidth, latency, protocols, OSI model, error detection/correction.
  • Hardware fundamentals – CPU, registers, ALU, cache, main memory, secondary storage.
  • System software – operating systems, virtual machines, utilities.
  • Security & ethics – encryption, authentication, privacy, legal frameworks.
  • Databases – relational model, SQL, normalisation.
  • Algorithms & data structures – searching, sorting, linked lists, trees, complexity.
  • Programming paradigms – structured, object‑oriented, recursion, exception handling.
  • Software development lifecycle – planning, design, implementation, testing, maintenance.

2. Core AS Topics (Units 1‑12) – Concise Reference

2.1 Data Representation

  • Binary ↔ Decimal: 101101₂ = 1·2⁵ + 0·2⁴ + 1·2³ + 1·2² + 0·2¹ + 1·2⁰ = 45₁₀
  • Hexadecimal: Group binary in fours. 1011 0110₂ = B6₁₆.
  • BCD (Binary‑Coded Decimal): Each decimal digit stored as 4‑bit binary (e.g., 27 → 0010 0111).
  • Two’s‑complement (8‑bit) example: –23 → 23₁₀ = 0001 0111₂ → invert → 1110 1000 → add 1 → 1110 1001₂.
  • Overflow illustration: 200₁₀ + 100₁₀ = 300₁₀ → 100101100₂ (9 bits). In an 8‑bit unsigned register it wraps to 00101100₂ = 44₁₀ (overflow).
  • Floating‑point (IEEE 754 single precision): 1 bit sign, 8 bit exponent (bias 127), 23 bit mantissa.

2.2 Communication & Networks

OSI Layer Function Typical Protocols
1 PhysicalTransmission media, signallingEthernet, Wi‑Fi
2 Data LinkFraming, MAC addressing, error detectionARP, PPP
3 NetworkRouting, logical addressingIP, ICMP
4 TransportSegmentation, reliabilityTCP, UDP
5‑7 Session‑Presentation‑ApplicationSession control, data representation, user servicesHTTP, FTP, SMTP

Bandwidth vs. latency: Bandwidth is the maximum data rate (bits s⁻¹); latency is the time for a single bit to travel from source to destination. High‑definition video needs both high bandwidth and low latency for smooth streaming.

2.3 Hardware

  • CPU cycle: Fetch → Decode → Execute → Write‑back.
  • Registers: General‑purpose, program counter, status register.
  • Cache hierarchy: L1 (fastest, smallest) → L2 → L3; reduces average memory access time.
  • Memory addressing: Byte‑addressable; 32‑bit address space → 4 GB maximum.
  • Secondary storage: HDD (magnetic), SSD (flash), optical (CD/DVD), each with characteristic access time and capacity.

2.4 System Software

  • Operating system – manages processes, memory, I/O, file systems; provides API to applications.
  • Virtual machines – abstract hardware (e.g., Java Virtual Machine) enabling platform independence.
  • Utility software – backup, antivirus, compression tools.

2.5 Security & Ethics

  • Symmetric encryption – same key for encrypt/decrypt (e.g., AES).
  • Asymmetric encryption – public/private key pair (e.g., RSA).
  • Authentication – passwords, biometrics, two‑factor.
  • Legal/ethical issues – copyright, data protection (GDPR), cyber‑bullying.

2.6 Databases

  • Relational model – tables (relations), primary keys, foreign keys.
  • SQL basics: SELECT … FROM … WHERE …, INSERT, UPDATE, DELETE.
  • Normalisation – eliminate redundancy (1NF, 2NF, 3NF).

2.7 Algorithms & Data Structures

Structure / Algorithm Typical Operations Complexity (Big‑O)
ArrayIndex access, linear searchO(1) access, O(n) search
Linked listInsertion/deletion at endsO(1) insert/delete, O(n) search
Binary search treeOrdered insert, lookupO(log n) average, O(n) worst‑case
Sorting (quick‑sort)Arrange data in orderO(n log n) average, O(n²) worst

2.8 Programming (Structured & OOP)

  • Control structures – sequence, selection (if/else, switch), iteration (for, while).
  • Procedures / functions – modularise code, pass parameters, return values.
  • Object‑oriented concepts – classes, objects, inheritance, encapsulation, polymorphism.
  • Recursion – a function calling itself; base case prevents infinite loop.
  • Exception handlingtry / catch / finally blocks to manage runtime errors.

2.9 Software Development

  • SDLC phases: requirements → design → implementation → testing → deployment → maintenance.
  • Testing types: unit, integration, system, acceptance.
  • Documentation: user manuals, API docs, version‑control history (Git).

2.10 Emerging Technologies (A‑Level Extension)

  • Artificial Intelligence – machine learning basics, neural networks.
  • Virtualisation – hypervisors, containers.
  • Cloud computing – SaaS, PaaS, IaaS models.
  • Internet of Things – sensors, edge computing.

3. Multimedia – Sampling Rate, Resolution & Image Types (Core Focus)

3.1 Key Terminology (Graphics)

Term Definition
PixelThe smallest addressable element of a raster image; a single point of colour.
ResolutionNumber of pixels in an image or video frame, expressed as width × height (e.g., 1920 × 1080).
Colour depth / Bit depthNumber of bits used to represent the colour of a single pixel (e.g., 24‑bit = 16.7 million colours).
File headerMetadata at the start of a file that stores information such as resolution, colour depth, and compression type.
Bitmap (raster) imageImage stored as an array of pixels; size grows with resolution and colour depth.
Vector graphicImage described by mathematical shapes (lines, curves); file size depends mainly on the number of objects, not on resolution.

3.2 Audio – Sampling Rate & Bit Depth

3.2.1 What is Sampling?

The sampling rate is the number of samples taken each second from a continuous analogue signal. It is measured in hertz (Hz) or kilohertz (kHz).

Nyquist theorem – the highest frequency that can be reproduced without aliasing is half the sampling rate:

\(f_{\text{max}} = \dfrac{f_{\text{sampling}}}{2}\)

3.2.2 Bit Depth (Audio Resolution)

Bit depth determines the number of discrete amplitude levels that can be stored for each sample. More bits give a larger dynamic range and lower quantisation noise.

  • 8‑bit ≈ 48 dB dynamic range (telephone quality)
  • 16‑bit ≈ 96 dB (CD quality)
  • 24‑bit ≈ 144 dB (professional recording)
3.2.3 Impact on File Size (Uncompressed PCM)

\[ \text{File size (bits)} = f_{\text{sampling}} \times \text{bit depth} \times \text{channels} \times \text{duration (s)} \]

3.2.4 Typical Audio Formats
Sampling Rate Bit Depth Max Reproducible Frequency Typical Use Data Rate (kbps)
8 kHz8‑bit4 kHzTelephone voice64
44.1 kHz16‑bit22.05 kHzCD audio1411 (stereo)
96 kHz24‑bit48 kHzHigh‑resolution audio3072 (stereo)
3.2.5 Example Calculation (Audio)

Three‑minute stereo track, 44.1 kHz, 16‑bit:

\[ \begin{aligned} \text{File size} &= 44{,}100 \times 16 \times 2 \times 180\\ &= 254{,}016{,}000\ \text{bits}\\ &\approx 30.2\ \text{MB} \end{aligned} \]

3.3 Video & Images – Resolution, Colour Depth & File Size

3.3.1 Resolution

Resolution = width × height (pixels). Doubling both dimensions quadruples the pixel count, so file size grows **quadratically**.

3.3.2 Colour Depth (Bits per Pixel)
  • 8‑bit = 256 colours (e.g., GIF, simple graphics)
  • 24‑bit = True colour (16.7 million colours)
  • 30‑bit = 10 bits per channel, used for HDR video
3.3.3 Impact on Uncompressed File Size

For a single frame:

\[ \text{Frame size (bits)} = \text{width} \times \text{height} \times \text{colour depth} \]

For a video clip of n frames:

\[ \text{Video size (bits)} = n \times \text{width} \times \text{height} \times \text{colour depth} \]

3.3.4 Typical Resolutions & Approximate Uncompressed Bitrates (30 fps)
Resolution Pixels / Frame Colour Depth Data / Frame (MB) Bitrate (Mbps) @ 30 fps
640 × 480 (VGA)307 20024‑bit0.8821.2
1280 × 720 (HD)921 60024‑bit2.6463.4
1920 × 1080 (Full HD)2 073 60024‑bit5.94142.6
3840 × 2160 (4K UHD)8 294 40024‑bit23.8571.2
3.3.5 Example Calculation (Video)

10‑second clip, 1920 × 1080, 24‑bit colour, 30 fps:

\[ \begin{aligned} \text{Frames} &= 30 \times 10 = 300\\[4pt] \text{File size} &= 300 \times 1920 \times 1080 \times 24\\ &= 1{,}492{,}992{,}000\ \text{bits}\\ &\approx 177\ \text{MB} \end{aligned} \]

3.4 Bitmap vs. Vector Graphics

3.4.1 Definitions
  • Bitmap (raster) image – stored as a grid of pixels; size depends on resolution and colour depth.
  • Vector graphic – stored as a set of geometric primitives (lines, curves, shapes); size depends mainly on the number of objects, not on pixel dimensions.
3.4.2 File‑size Estimation (Bitmap)

\[ \text{File size (bytes)} = \frac{\text{width} \times \text{height} \times \text{colour depth}}{8} \]

Example: 800 × 600 pixel image, 24‑bit colour → \(\frac{800 \times 600 \times 24}{8}=1{,}440{,}000\) bytes ≈ 1.37 MB.

3.4.3 When to Use Which?
Task / Content Best Choice Reasoning
Photographs, complex scenesBitmap (JPEG, PNG)Colour varies per pixel; raster representation captures real‑world detail.
Logos, icons, line artVector (SVG, EPS)Scales without loss of quality; few geometric objects.
Animated cartoons with solid coloursVector animation (e.g., Flash) or low‑resolution bitmapVector keeps file size small and scales well.
Complex 3‑D rendersBitmap (rendered frame)Each pixel stores colour information from lighting calculations.

3.5 Compression – Lossless vs. Lossy

Method Type

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