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Fast-forward
To fast-forward is to move forwards through a recording at a speed faster than that at which it would usually be played, for example two times or two point five times. The recordings are usually audio, video or computer data. It is colloquially known as 'f-forwarding'. On media control symbols, such as player buttons and interfaces, the function is commonly represented by two solid arrows pointing right and these typical icons were correctly recognised by 75% of a sample of European consumers. This symbol is represented in Unicode as . Usage in audio To reach a certain portion of a song, a person may fast-forward through a cassette tape by pressing a button (often labeled "Fast Forward" itself) on the tape deck containing the tape. The tape deck's motor activates at a speed higher than usual—for example, double the standard 1-7/8 ips playing speed of the 1/8" cassette tape—and can be stopped by the end of the tape, the pressing of a "Stop" button on the deck (or another ...
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Trick Mode
Trick mode or trick play is a feature of digital video systems, including digital video recorders and video on demand systems, that mimics the visual feedback given during fast-forward and rewind operations that were provided by analogue systems such as VCRs. Trick play manipulates the video stream to include only a subset of frames. Implementation issues With an analogue system, the visual fast-forward/rewind effect was generated simply by transmitting the frames faster and/or in reverse; there was an inevitable loss of frame synchronization or 'tearing' but this was accepted as the norm. With a digital system, it is unlikely that the decoder can process the digital stream significantly faster than normal, and certainly not backwards. Therefore, only a subset of frames can be presented to the decoder. This is made harder by the fact that, in video compression systems such as MPEG-2 and H.264 Advanced Video Coding (AVC), also referred to as H.264 or MPEG-4 Part 10, is a ...
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Digital Video Recorder
A digital video recorder (DVR) is an electronic device that records video in a digital format to a disk drive, USB flash drive, SD memory card, SSD or other local or networked mass storage device. The term includes set-top boxes with direct to disk recording, portable media players and TV gateways with recording capability, and digital camcorders. Personal computers are often connected to video capture devices and used as DVRs; in such cases the application software used to record video is an integral part of the DVR. Many DVRs are classified as consumer electronic devices; such devices may alternatively be referred to as personal video recorders (PVRs), particularly in Canada. Similar small devices with built-in (~5 inch diagonal) displays and SSD support may be used for professional film or video production, as these recorders often do not have the limitations that built-in recorders in cameras have, offering wider codec support, the removal of recording time limitations and hig ...
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Video On Demand
Video on demand (VOD) is a media distribution system that allows users to access videos without a traditional video playback device and the constraints of a typical static broadcasting schedule. In the 20th century, broadcasting in the form of over-the-air programming was the most common form of media distribution. As Internet and IPTV technologies continued to develop in the 1990s, consumers began to gravitate towards non-traditional modes of content consumption, which culminated in the arrival of VOD on televisions and personal computers. Unlike broadcast television, VOD systems initially required each user to have an Internet connection with considerable bandwidth to access each system's content. In 2000, the Fraunhofer Institute IIS developed the JPEG2000 codec, which enabled the distribution of movies via Digital Cinema Packages. This technology has since expanded its services from feature-film productions to include broadcast television programmes and has led to lower bandw ...
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Media Control Symbols
In digital electronics, analogue electronics and entertainment, the user interface may include media controls or player controls, to enact and change or adjust the process of video playback, Sound, audio playback, and alike. These controls are commonly depicted as widely known symbols found in a multitude of products, exemplifying what is known as dominant design. Symbols Media control symbols are commonly found on both software and physical media players, remote controls, and multimedia keyboards. Their application is described in ISO/IEC 18035. The main symbols date back to the 1960s, with the Pause symbol having reportedly been invented at Ampex during that decade for use on reel-to-reel audio recorder controls, due to the difficulty of translating the word "pause" into some languages used in foreign markets. The Pause symbol was designed as a combination of the existing square Stop symbol and the caesura, and was intended to evoke the concept of an interruption or "stutter ...
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Forward Font Awesome
Forward is a relative direction, the opposite of backward. Forward may also refer to: People *Forward (surname) Sports * Forward (association football) * Forward (basketball), including: ** Point forward ** Power forward (basketball) ** Small forward * Forward (ice hockey) ** Power forward (ice hockey) * In rugby football: ** Forwards (rugby league), in rugby league football ** Forwards (rugby union), in rugby union football * Forward Sports, a Pakistan sportswear brand * BK Forward, a Swedish club for association football and bandy Politics * Avante (political party) (Portuguese for ''forward''), a political party in Brazil * Forward (Belgium), a political party in Belgium * Forward (Denmark), a political party in Denmark * Forward (Greenland), a political party in Greenland * Forward Party (United States), a centrist American political party * Kadima (Hebrew for ''forward''), a political party in Israel * La République En Marche! (sometimes translated as ''Forward!''), a p ...
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Perceptual Psychology
Perceptual psychology is a subfield of cognitive psychology that concerns the conscious and unconscious innate aspects of the human cognitive system: perception. A pioneer of the field was James J. Gibson. One major study was that of affordances, i.e. the perceived utility of objects in, or features of, one's surroundings. According to Gibson, such features or objects were perceived as affordances and not as separate or distinct objects in themselves. This view was central to several other fields as software user interface and usability engineering, environmentalism in psychology, and ultimately to political economy where the perceptual view was used to explain the omission of key inputs or consequences of economic transactions, i.e. resources and wastes. Gerard Egan and Robert Bolton explored areas of interpersonal interactions based on the premise that people act in accordance with their perception of a given situation. While behaviour is obvious, a person's thoughts and feelings ...
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Transcoding
Transcoding is the direct digital-to-digital conversion of one encoding to another, such as for video data files, audio files (e.g., MP3, WAV), or character encoding (e.g., UTF-8, ISO/IEC 8859). This is usually done in cases where a target device (or workflow) does not support the format or has limited storage capacity that mandates a reduced file size, "Advancements in Compression and Transcoding: 2008 and Beyond", Society of Motion Picture and Television Engineers (SMPTE), 2008, webpageSMPTE-spm or to convert incompatible or obsolete data to a better-supported or modern format. In the analog video world, transcoding can be performed just while files are being searched, as well as for presentation. For example, Cineon and DPX files have been widely used as a common format for digital cinema, but the data size of a two-hour movie is about 8 terabytes (TB). That large size can increase the cost and difficulty of handling movie files. However, transcoding into a JPEG2000 ...
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Protocol Overhead
In computer science, overhead is any combination of excess or indirect computation time, memory, bandwidth, or other resources that are required to perform a specific task. It is a special case of engineering overhead. Overhead can be a deciding factor in software design, with regard to structure, error correction, and feature inclusion. Examples of computing overhead may be found in Object Oriented Programming (OOP), functional programming, data transfer, and data structures. Software design Choice of implementation A programmer/software engineer may have a choice of several algorithms, encodings, data types or data structures, each of which have known characteristics. When choosing among them, their respective overhead should also be considered. Tradeoffs In software engineering, overhead can influence the decision whether or not to include features in new products, or indeed whether to fix bugs. A feature that has a high overhead may not be included – or needs a big ...
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Video Compression Picture Types
In the field of video compression a video frame is compressed using different algorithms with different advantages and disadvantages, centered mainly around amount of data compression. These different algorithms for video frames are called picture types or frame types. The three major picture types used in the different video algorithms are I, P and B. They are different in the following characteristics: * I‑frames are the least compressible but don't require other video frames to decode. * P‑frames can use data from previous frames to decompress and are more compressible than I‑frames. * B‑frames can use both previous and forward frames for data reference to get the highest amount of data compression. Summary Three types of ''pictures'' (or frames) are used in video compression: I, P, and B frames. An I‑frame ( Intra-coded picture) is a complete image, like a JPG or BMP image file. A P‑frame (Predicted picture) holds only the changes in the image from the p ...
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Random Access
Random access (more precisely and more generally called direct access) is the ability to access an arbitrary element of a sequence in equal time or any datum from a population of addressable elements roughly as easily and efficiently as any other, no matter how many elements may be in the set. In computer science it is typically contrasted to sequential access which requires data to be retrieved in the order it was stored. For example, data might be stored notionally in a single sequence like a row, in two dimensions like rows and columns on a surface, or in multiple dimensions. However, given all the coordinates, a program can access each record about as quickly and easily as any other. In this sense, the choice of datum is arbitrary in the sense that no matter which item is sought, all that is needed to find it is its address, i.e. the coordinates at which it is located, such as its row and column (or its track and record number on a magnetic drum). At first, the term "random a ...
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Film Frame
In filmmaking, video production, animation, and related fields, a frame is one of the many ''still images'' which compose the complete ''moving picture''. The term is derived from the historical development of film stock, in which the sequentially recorded single images look like a framed picture when examined individually. The term may also be used more generally as a noun or verb to refer to the edges of the image as seen in a camera viewfinder or projected on a screen. Thus, the camera operator can be said to keep a car in frame by panning with it as it speeds past. Overview When the moving picture is displayed, each frame is flashed on a screen for a short time (nowadays, usually 1/24, 1/25 or 1/30 of a second) and then immediately replaced by the next one. Persistence of vision blends the frames together, producing the illusion of a moving image. The frame is also sometimes used as a unit of time, so that a momentary event might be said to last six frames, the actual dur ...
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Digital Video
Digital video is an electronic representation of moving visual images (video) in the form of encoded digital data. This is in contrast to analog video, which represents moving visual images in the form of analog signals. Digital video comprises a series of digital images displayed in rapid succession. Digital video is audio and video mixed together to make a production. the data gathered used to create a video, rather than a series of photos put together. Digital video have many advantages such as easy copying, multicasting, easy sharing and storage. Video recorded on tape is used on a computer on media player. Digital video is made of images displayed rapidly frequencies of 15, 24,30, and 60 frames per second. Digital video was first introduced commercially in 1986 with the Sony D1 format, which recorded an uncompressed standard-definition component video signal in digital form. In addition to uncompressed formats, popular compressed digital video formats today include H.264 ...
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