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NDIL National Death Index List
NDIL National Deliverability Index List
NDIL National Democratic Institute
NDIL Nautical Data International
NDIL Navigation Data Integrator (US Navy)
NDIL Neck Disability Index (physical therapy)
NDIL Nephrogenic Diabetes Insipidus
NDIL Network Deployment and Integration
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NDIL No Deception Indicated (polygraph)
NDIL Non-Destructive Inspection (such as x-ray of wings for cracks)
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NDIL National Digital Information Laboratory
NDIL National Digital Integrated Laboratory
NDIL National Digital Integration Laboratory (Army Software Engineering Center)
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NDIL National Digital Image Library
A digital image is a representation of a two-dimensional image as a finite set of digital values, called picture elements or pixels. The digital image contains a fixed number of rows and columns of pixels. Pixels are the smallest individual element in an image, holding quantized values that represent the brightness of a given colour at any specific point.

Typically, the pixels are stored in computer memory as a raster image or raster map, a two-dimensional array of small integers. These values are often transmitted or stored in a compressed form.

Digital images can be created by a variety of input devices and techniques, such as digital cameras, scanners, coordinate-measuring machines, seismographic profiling, airborne radar, and more. They can also be synthetized from arbitrary non-image data, such as mathematical functions or three-dimensional geometric models; the latter being a major sub-area of computer graphics. The field of digital image processing is the study of algorithms for their transformation.
Image types
Each pixel of an image is typically associated to a specific 'position' in some 2D region, and has a value consisting of one or more quantities (samples) related to that position. Digital images can be classified according to the number and nature of those samples:

Digital imaging or digital image acquisition is the creation of digital images, typically from a physical object. The term is often assumed to imply or include the processing, compression, storage, printing, and display of such images.

A digital image may be created directly from a physical scene by a camera or similar device. Alternatively, it may be obtained from another image in an analog medium, such as photographs, photographic film, or printed paper, by a scanner or similar device. Many technical images—such as those acquired with tomographic equipment, side-looking radar, or radio telescopes—are actually obtained by complex processing of non-image data. Finally, a digital image can also be computed from a geometric model or mathematical formula (however, in this case the name image synthesis is more appropriate).

Digital image authentication is an emerging issue for the providers and producers of high resolution digital images such as health care organizations, law enforcement agencies and insurance companies. There is currently no method available to analyze a digital image and determine if it has been altered or not. However, there are some technologies on the horizon which are useful in confirming the non-alteration of images whose original producer is known.

A digital camera is an electronic device used to capture and store photographs digitally, instead of using photographic film like conventional cameras, or recording images in an analog format to magnetic tape like many video cameras.

Modern compact digital cameras are typically multifunctional, with some devices capable of recording sound and/or video as well as photographs. In the Western market, digital cameras now outsell their 35 mm film counterparts.[1]
Classification
Digital cameras can be classified into several categories:
Video cameras
Video cameras are classified as devices whose main purpose is to record moving images.

* Professional video cameras such as those used in television and movie production. These typically have multiple image sensors (one per color) to enhance resolution and color gamut. Professional video cameras usually do not have a built-in VCR or microphone.
* Camcorders used by amateurs. They generally include a microphone to record sound, and feature a small liquid crystal display to watch the video during taping and playback.
* Webcams are digital cameras attached to computers, used for video conferencing or other purposes. Webcams can capture full-motion video as well, and some models include microphones or zoom ability.

In addition, many Live-Preview Digital cameras have a "movie" mode, in which images are continuously acquired at a frame rate sufficient for video.
Live-preview digital cameras
Enlarge picture
Canon PowerShot A95 with CompactFlash card loaded

Live-preview digital camera

The term digital still camera (DSC) most commonly refers to the class of live-preview digital cameras, cameras that use an electronic screen as the principal means of framing and previewing before taking the photograph. All use either a charge-coupled device (CCD) or a CMOS image sensor to sense the light intensities across the focal plane.

Many modern live-preview cameras have a movie mode, and a growing number of camcorders can take still photographs. However, even a low-end live-preview camera can take better still pictures than a mid-range video camera, and mid-range live-preview cameras have much lower video quality than low-end video cameras; that is, products are not generally optimized for both still and video photography, due to their different requirements.

Among live-preview cameras, most have a rear liquid crystal display for both preview and reviewing photographs. Transfers to a computer are commonly carried out using the USB mass storage device class (so that the camera appears as a drive) or using the Picture Transfer Protocol (PTP) and its derivatives; in addition, Firewire is sometimes supported.

The live-preview cameras are typically divided into compact (and subcompact) and bridge cameras.

Enlarge picture
A student taking a picture


Enlarge picture
Canon PowerShot A60
Compact digital cameras
Also called digicams, this encompasses most digital cameras. They are characterized by great ease in operation and easy focusing; this design allows for limited motion picture capability. They tend to have significantly smaller zooms than bridge and DSLR cameras. They have an extended depth of field. This allows objects at a larger range of depths to be in focus, which accounts for much of their ease of use. They excel in landscape photography and casual use. They typically save pictures in only the JPEG file format. All but the cheapest models have a built-in flash, although its guide number tends to be very low, perhaps just 6 or 8.
Bridge cameras

Bridge digital camera

Bridge or SLR-like cameras form a general group of higher-end live-preview cameras that physically resemble DSLRs and share with these some advanced features, but share with compacts the live-preview design and small sensor sizes.

Enlarge picture
Fujifilm FinePix S9000
Bridge cameras tend to have superzoom lenses, which compromises – in varying degrees, depending on the quality of the zoom lens – a "do it all" ability with barrel distortion and pincushioning. These cameras are sometimes marketed as and confused with digital SLR cameras since the bodies resemble each other. The distinguishing characteristics are that bridge cameras lack the mirror and reflex system of DSLRs, have so far been always produced with only one single sealed (non-interchangeable) lens (but accessory wide angle or telephoto converters can be attached to the front of the sealed lens), can usually take movies, record audio and the scene composition is done with either the liquid crystal display or the electronic viewfinder (EVF). The overall performance tends to be slower than a true digital SLR, but they are capable of very good image quality while being more compact and lighter than DSLRs. The high-end models of this type have comparable resolutions to low and mid-range DSLRs. Many of the these cameras can save in JPEG or RAW format. The majority have a built-in flash, often a unit which flips up over the lens. The guide number tends to be between 11 and 15.
Digital single lens reflex cameras

Digital single-lens reflex cameras

Digital single-lens reflex cameras (DSLRs) are digital cameras based on film single-lens reflex cameras (SLRs), both types are characterized by the existence of a mirror and reflex system. See the on DSLRs for a detailed treatment of this category.
Digital rangefinders

Rangefinder camera



A rangefinder is a focusing mechanism once widely used on film cameras, but much less common in digital cameras. The term rangefinder alone is often used to mean a rangefinder camera, that is, a camera equipped with a rangefinder.

For information on digital rangefinders specifically, check the digital rangefinder section in the linked above.
Professional modular digital camera systems
This category includes very high end professional equipment that can be assembled from modular components (winders, grips, lenses, etc.) to suit particular purposes. Common makes include Hasselblad and Mamiya. They were developed for medium or large format film sizes, as these captured greater detail and could be enlarged more than 35mm.

Typically these cameras are used in studios for commercial production; being bulky and awkward to carry they are rarely used in action or nature photography. They can often be converted into either film or digital use by changing out the back part of the unit, hence the use of terms such as a "digital back" or "film back." These cameras are very expensive (up to $40,000) and are typically not seen in the hands of consumers.
History
Early development
Enlarge picture
Steven Sasson, an Eastman Kodak engineer, with his prototype digital camera
The concept of digitizing images on scanners, and the concept of digitizing video signals, predate the concept of making still pictures by digitizing signals from an array of discrete sensor elements. Eugene F. Lally of the Jet Propulsion Laboratory published the first description of how to produce still photos in a digital domain using a mosaic photosensor.[2] The purpose was to provide onboard navigation information to astronauts during missions to planets. The mosaic array periodically recorded still photos of star and planet locations during transit and when approaching a planet provided additional stadiametric information for orbiting and landing guidance. The concept included camera design elements foreshadowing the first digital camera.

Texas Instruments designed a filmless analog camera in 1972, but it is not known if it was ever built. The first recorded attempt at building a digital camera was by Steven Sasson, an engineer at Eastman Kodak.[3] It used the then-new solid-state CCD image sensor chips developed by Fairchild Semiconductor in 1973.[4] The camera weighed 8 pounds (3.6 kg), recorded black and white images to a cassette tape, had a resolution of 0.01 megapixel (10,000 pixels), and took 23 seconds to capture its first image in December of 1975. The prototype camera was a technical exercise, not intended for production.
Analog electronic cameras
Handheld electronic cameras, in the sense of a device meant to be carried and used like a handheld film camera, appeared in 1981 with the demonstration of the Sony Mavica (Magnetic Video Camera). This is not to be confused with the later cameras by Sony that also bore the Mavica name. This was an analog camera based on television technology that recorded to a 2 × 2 inch "video floppy". In essence it was a video movie camera that recorded single frames, 50 per disk in field mode and 25 per disk in frame mode. The image quality was considered equal to that of then-current televisions.

Analog cameras do not appear to have reached the market until 1986 with the Canon RC-701. Canon demonstrated this model at the 1984 Olympics, printing the images in newspapers. Several factors held back the widespread adoption of analog cameras; the cost (upwards of $20,000), poor image quality compared to film, and the lack of quality affordable printers. Capturing and printing an image originally required access to equipment such as a frame grabber, which was beyond the reach of the average consumer. The "video floppy" disks later had several reader devices available for viewing on a screen, but were never standardized as a computer drive.

The early adopters tended to be in the news media, where the cost was negated by the utility and the ability to transmit images by telephone lines. The poor image quality was offset by the low resolution of newspaper graphics. This capability to transmit images without a satellite link was useful during the Tiananmen Square protests of 1989 and the first Gulf War in 1991.

The first analog camera marketed to consumers may have been the Canon RC-250 Xapshot in 1988. A notable analog camera produced the same year was the Nikon QV-1000C, designed as a press camera and not offered for sale to general users, which sold only a few hundred units. It recorded images in greyscale, and the quality in newspaper print was equal to film cameras. In appearance it closely resembled a modern digital single-lens reflex camera. Images were stored on video floppy disks.
The arrival of true digital cameras
The first true digital camera that recorded images as a computerized file was likely the Fuji DS-1P of 1988, which recorded to a 16 MB internal memory card that used a battery to keep the data in memory. This camera was never marketed in the United States, and has not been confirmed to have shipped even in Japan.

The first commercially available digital camera was the 1990 Dycam Model 1; it also sold as the Logitech Fotoman. It used a CCD image sensor, stored pictures digitally, and connected directly to a PC for download.[5][6][7]

In 1991, Kodak brought to market the Kodak DCS-100, the beginning of a long line of professional SLR cameras by Kodak that were based in part on film bodies, often Nikons. It used a 1.3 megapixel sensor and was priced at $13,000.

The move to digital formats was helped by the formation of the first JPEG and MPEG standards in 1988, which allowed image and video files to be compressed for storage. The first consumer camera with a liquid crystal display on the back was the Casio QV-10 in 1995, and the first camera to use CompactFlash was the Kodak DC-25 in 1996.

The marketplace for consumer digital cameras was originally low resolution (either analog or digital) cameras built for utility. In 1997 the first megapixel cameras for consumers were marketed. The first camera that offered the ability to record video clips may have been the Ricoh RDC-1 in 1995.

1999 saw the introduction of the Nikon D1, a 2.74 megapixel camera that was the first digital SLR developed entirely by a major manufacturer, and at a cost of under $6,000 at introduction was affordable by professional photographers and high end consumers. This camera also used Nikon F-mount lenses, which meant film photographers could use many of the same lenses they already owned.

Also in 1999, Minolta introduced the RD-3000 D-SLR at 2.7 megapixels. This camera found many professional adherents. Limitations to the system included the need to use Vectis lenses which were designed for APS size film. The camera was sold with 5 lenses at various focal lengths and ranges (zoom). Minolta did not produce another D-SLR until September 2004 when they introduced the Alpha 7D (Alpha in Japan, Maxxum in North America, Dynax in the rest of the world) but using the Minolta A-mount system from its 35mm line of cameras.

2003 saw the introduction of the Canon 300D, also known as the Digital Rebel, a 6 megapixel camera and the first DSLR priced under $1,000, and marketed to consumers.
Image resolution
The resolution of a digital camera is often limited by the camera sensor (usually a charge-coupled device or CCD chip) that turns light into discrete signals, replacing the job of film in traditional photography. The sensor is made up of millions of "buckets" that collect charge in response to light. Generally, these buckets respond to only a narrow range of light wavelengths, due to a color filter over each. Each one of these buckets is called a pixel, and a demosaicing/interpolation algorithm is needed to turn the image with only one wavelength range per pixel into an RGB image where each pixel is three numbers to represent a complete color.

The one attribute most commonly compared on cameras is the pixel count. Due to the ever increasing sizes of sensors, the pixel count is into the millions, and using the SI prefix of mega- (which means 1 million) the pixel counts are given in megapixels. For example, an 8.0 megapixel camera has 8.0 million pixels.

The pixel count alone is commonly presumed to indicate the resolution of a camera, but this is a misconception. There are several other factors that impact a sensor's resolution. Some of these factors include sensor size, lens quality, and the organization of the pixels (for example, a monochrome camera without a Bayer filter mosaic has a higher resolution than a typical color camera). Many digital compact cameras are criticized for having too many pixels, in that the sensors can be so small that the resolution of the sensor is greater than the lens could possibly deliver.

Excessive pixels can even lead to a decrease in image quality. As each pixel sensor gets smaller it is catching fewer photons, and so the signal-to-noise ratio will decrease. This decrease leads to noisy pictures, poor shadow region quality and generally poorer-quality pictures.

Enlarge picture
Australian recommended retail price of Kodak digital cameras
As the technology has improved, costs have decreased dramatically. Measuring the "pixels per dollar" as a basic measure of value for a digital camera, there has been a continuous and steady increase in the number of pixels each dollar buys in a new camera consistent with the principles of Moore's Law. This predictability of camera prices was first presented in 1998 at the Australian PMA DIMA conference by Barry Hendy and since referred to as "Hendy's Law".[8]
Methods of image capture
Enlarge picture
This digital camera is partly disassembled. The lens assembly (bottom right) is removed, but the sensor (top right) still captures a usable image, as seen on the LCD screen (bottom left).


Since the first digital backs were introduced, there have been three main methods of capturing the image, each based on the hardware configuration of the sensor and color filters.

The first method is often called single-shot, in reference to the number of times the camera's sensor is exposed to the light passing through the camera lens. Single-shot capture systems use either one CCD with a Bayer filter mosaic it, or three separate image sensors (one each for the primary additive colors red, green, and blue) which are exposed to the same image via a beam splitter.

The second method is referred to as multi-shot because the sensor is exposed to the image in a sequence of three or more openings of the lens aperture. There are several methods of application of the multi-shot technique. The most common originally was to use a single image sensor with three filters (once again red, green and blue) passed in front of the sensor in sequence to obtain the additive color information. Another multiple shot method utilized a single CCD with a Bayer filter but actually moved the physical location of the sensor chip on the focus plane of the lens to "stitch" together a higher resolution image than the CCD would allow otherwise. A third version combined the two methods without a Bayer filter on the chip.

The third method is called scanning because the sensor moves across the focal plane much like the sensor of a desktop scanner. Their linear or tri-linear sensors utilize only a single line of photosensors, or three lines for the three colors. In some cases, scanning is accomplished by rotating the whole camera; a digital rotating line camera offers images of very high total resolution.

The choice of method for a given capture is of course determined largely by the subject matter. It is usually inappropriate to attempt to capture a subject that moves with anything but a single-shot system. However, the higher color fidelity and larger file sizes and resolutions available with multi-shot and scanning backs make them attractive for commercial photographers working with stationary subjects and large-format photographs.

Recently, dramatic improvements in single-shot cameras and RAW image file processing have made single shot, CCD-based cameras almost completely predominant in commercial photography, not to mention digital photography as a whole. CMOS-based single shot cameras are also somewhat common.
Filter mosaics, interpolation, and aliasing
Enlarge picture
The Bayer arrangement of color filters on the pixel array of an image sensor


In most current consumer digital cameras, a Bayer filter mosaic is used, in combination with an optical anti-aliasing filter to reduce the aliasing due to the reduced sampling of the different primary-color images. A demosaicing algorithm is used to interpolate color information to create a full array of RGB image data.

Cameras that use a beam-splitter single-shot 3CCD approach, three-filter multi-shot approach, or Foveon X3 sensor do not use anti-aliasing filters, nor demosaicing.

Firmware in the camera, or a software in a raw converter program such as Adobe Camera Raw, interprets the raw data from the sensor to obtain a full color image, because the RGB color model requires three intensity values for each pixel: one each for the red, green, and blue (other color models, when used, also require three or more values per pixel). A single sensor element cannot simultaneously record these three intensities, and so a color filter array (CFA) must be used to selectively filter a particular color for each pixel.

The Bayer filter pattern is a repeating 2×2 mosaic pattern of light filters, with green ones at opposite corners and red and blue in the other two positions. The high proportion of green takes advantage of properties of the human visual system, which determines brightness mostly from green and is far more sensitive to brightness than to hue or saturation. Sometimes a 4-color filter pattern is used, often involving two different hues of green. This provides potentially more accurate color, but requires a slightly more complicated interpolation process.

The color intensity values not captured for each pixel can be interpolated (or guessed) from the values of adjacent pixels which represent the color being calculated.
Connectivity
Many digital cameras can connect directly to a computer to transfer data:

* Early cameras used the PC serial port. USB is now the most widely used method ( Most cameras are viewable as USB Mass Storage), though some have a FireWire port. Some cameras use USB PTP mode for connection instead of USB MSC; some offer both modes.
* Other cameras use wireless connections, via Bluetooth or IEEE 802.11 Wi-Fi, such as the Kodak EasyShare One.

A common alternative is the use of a card reader which may be capable of reading several types of storage media, as well as high speed transfer of data to the computer. Use of a card reader also avoids draining the camera battery during the download process, as the device takes power from the USB port. An external card reader allows convenient direct access to the images on a collection of storage media. But if only one storage card is in use, moving it back and forth between the camera and the reader can be inconvenient.

Many modern cameras offer the PictBridge standard, which allows sending data directly to printers without the need of a computer.
Integration
Many devices include digital cameras built into or integrated into them. For example, mobile phones often include digital cameras; those that do are sometimes known as camera phones. Other small electronic devices (especially those used for communication) such as PDAs, laptops and BlackBerry devices often contain an integral digital camera. Additionally, some digital camcorders contain a digital camera built into them.

Due to the limited storage capacity and general emphasis on convenience rather than image quality in such integrated or converged devices, the vast majority of these devices store images in the lossy but compact JPEG file format.
Storage
Digital cameras need memory to store data. A wide variety of storage media has been used. These include:

Onboard flash memory
Cheap cameras and cameras secondary to the device's main use (such as a camera phone). ; 3.5" floppy disks : Mainly the Sony Mavica line of the late 1990s. ; Video Floppy: A 2x2 inch (50 mm × 50 mm) floppy disk used for early analog cameras. ; PC Card hard drives : Early professional cameras, discontinued. ; CD single or DVD : a 185 MB small form factor CD, most commonly seen in the Sony CD-1000. ; Thermal printer : Known only in one model of camera that printed images immediately rather than storing.

Memory cards

CompactFlash cards/Microdrives
Typically higher end professional cameras. The microdrives are actual hard drives in the CompactFlash form factor. Adapters exist to allow using SD cards in a CompactFlash device. CompactFlash cards are much larger than most cards, but have an extremely quick data transfer time. ; Memory Stick : A proprietary flash memory type manufactured by Sony. ; SD/MMC : A flash memory card in a small form factor that is gradually supplanting CompactFlash. The original storage limit was 2 GB, which is being supplanted by 4 GB cards. 4 GB cards are not recognized in all cameras as a revision was made to the SD standard as SDHC (SD High Capacity). The cards also have to be formatted in the FAT32 file format while many older cameras use FAT16 which has a 2 GB partition limit. ; MiniSD Card : A smaller (slightly less than half-size) card used in devices such as camera phones. ; MicroSD Card : A smaller yet (less than a quarter size) version of the SD card. Used in camera phones. ; xD-Picture Card : Developed by Fuji and Olympus in 2002, a format smaller than an SD card. ; SmartMedia : A now obsolete format that competed with CompactFlash, and was limited to 128 MB in capacity. One of the major differences was that SmartMedia had the memory controller built in the reading device, while in CompactFlash it was in the card. The xD picture card was developed as a replacement for SmartMedia. ; FP Memory: A 2-4 MB serial flash memory, known from the Mustek/Relisys Dimera low end cameras.

Batteries
Digital cameras have high power requirements, and over time have become increasingly smaller in size, which has resulted in an ongoing need to develop a battery small enough to fit in the camera and yet able to power it for a reasonable length of time.

Essentially two broad divisions exist in the types of batteries digital cameras use.
Off-the-shelf
The first is batteries that are an established off-the-shelf form factor, most commonly AA, CR2, or CR-V3 batteries, with AAA batteries in a handful of cameras. The CR2 and CR-V3 batteries are lithium based, and intended for single use. They are also commonly seen in camcorders. The AA batteries are far more common; however, the non-rechargeable alkaline batteries are capable of providing enough power for only a very short time in most cameras. Most consumers use AA Nickel metal hydride batteries (NiMH) (see also and ) instead, which provide an adequate amount of power and are rechargeable. NIMH batteries do not provide as much power as lithium ion batteries, and they also tend to discharge when not used. They are available in various ampere-hour (Ah) or milli-ampere-hour (mAh) ratings, which affects how long they last in use. Typically mid-range consumer models and some low end cameras use off-the-shelf batteries; only a very few DSLR cameras accept them (for example, Sigma SD10). Rechargeable RCR-V3 lithium-ion batteries are also available as an alternative to non-rechargeable CR-V3 batteries.
Proprietary
The second division is proprietary battery formats. These are built to a manufacturer's custom specifications, and can be either aftermarket replacement parts or OEM. Almost all proprietary batteries are lithium ion. While they only accept a certain number of recharges before the battery life begins degrading (typically up to 500 cycles), they provide considerable performance for their size. A result is that at the two ends of the spectrum both high end professional cameras and low end consumer models tend to use lithium ion batteries.
Autonomous devices
An autonomous device, such as a PictBridge printer, operates without need of a computer. The camera connects to the printer, which then downloads and prints its images. Some DVD recorders and television sets can read memory cards too. Several types of flash card readers also have a TV output capability.
Formats

Image file formats

Common formats for digital camera images are the Joint Photography Experts Group standard (JPEG) and Tagged Image File Format (TIFF).

Many cameras, especially professional or DSLR cameras, support a Raw format. A raw image is the unprocessed set of pixel data directly from the camera's sensor. They are often saved in formats proprietary to each manufacturer, such as NEF for Nikon, CR2 for Canon, and MRW for Minolta. Adobe Systems has released the DNG format, a royalty free raw image format which has been adopted by a few camera manufacturers.


Raw files initially had to be processed in specialized image editing programs, but over time many mainstream editing programs have added support for them, such as Google's Picasa. Editing raw format images allows much more flexibility in settings such as white balance, exposure compensation, color temperature, and so on. In essence raw format allows the photographer make major adjustments without losing image quality that would otherwise require retaking the picture.

Formats for movies are AVI, DV, MPEG, MOV (often containing motion JPEG), WMV, and ASF (basically the same as WMV). Recent formats include MP4, which is based on the QuickTime format and uses newer compression algorithms to allow longer recording times in the same space.

Other formats that are used in cameras but not for pictures are the Design Rule for Camera Format (DCF), an ISO specification for the camera's internal file structure and naming, Digital Print Order Format (DPOF), which dictates what order images are to be printed in and how many copies, and the Exchangeable Image File Format (Exif), which uses metadata tags to document the camera settings and date and time for image files


Stock photography consists of existing photographs that can be licensed for specific uses. Book publishers, specialty publishers, magazines, advertising agencies, filmmakers, web designers, graphic artists, interior decor firms, corporate creative groups, and others use stock photography to fulfill the needs of their creative assignments.

A customer who uses stock photography instead of hiring a photographer can save time and money, but can also sacrifice creative control. Stock images can be presented in searchable online databases, purchased online, and delivered via download or email.

A collection of stock photography may also be called a photo archive, picture library, image bank or photo bank. As modern stock photography distributors often carry stills, video, and illustrations, none of the existing terminology provides a perfect match.
Industry structure
Images are filed at an agency that negotiates licensing fees on the photographer's behalf in exchange for a percentage, or in some cases owns the images outright. This is increasingly done online, especially with the newer micro-stock models.

Pricing is determined by size of audience or readership, how long the image is to be used, country or region where the images will be used and whether royalties are due to the image creator or owner. Often, an image can be licensed for less than $200, or in the case of the microstock photography websites as little as $1.

With Rights Managed stock photography an individual licensing agreement is negotiated for each use. Royalty-free stock photography offers a photo buyer the ability to use an image in an unlimited number of ways for a single license fee. The client may, however, request "exclusive" rights, preventing other customers from using the same image for a specified length of time or in the same industry. Such sales can command many thousands of dollars, both because they tend to be high-exposure and because the agency is gambling that the image would not have made more money had it remained in circulation. However, with royalty free licensing there is no option for getting exclusive usage rights.

Some stock photography sites offer low-resolution photography free for the purpose of preparing advertising comps to demonstrate a design. If the advertiser decides to use the image, the rights to use the high-resolution image then can be negotiated.

Professional stock photographers place their images with one or more stock agencies on a contractual basis, with a defined commission basis and for a specified contract term. Some photographers fund their own photo shoots, or develop imagery in cooperation with an agency, while others submit photographs originally produced as part of editorial (magazine) or commercial assignments.
Overview
Royalty-free
"Free" in this context means "free of royalties" rather than "no cost".

* Pay a one-time fee to use the image multiple times for multiple purposes (with limits).
* No time limit on when the buyer can use an image.
* No one can have exclusive rights of a Royalty-free image (the photographer can sell the image as many times as he wants).
* A Royalty-free image usually has a limit to how many times the buyer can reproduce it. For example, a license might allow the buyer to print 500,000 brochures with the purchased image. The amount of copies made is called the print run. Above that print run the buyer is required to pay a fee per brochure, usually 1 to 3 cents. Magazines with a large print run cannot use a standard Royalty-free license and therefore they either purchase images with a Rights-managed license or have in-house photographers.

Rights-managed
(sometimes called "licensed images")

* The buyer must pay each time he uses the image.
* There is a time limit on how long a buyer has exclusive use of an image (usually one year). This allows the photographer to sell exclusive rights to the image again when the first buyer's time limit is up.
* The buyer must choose a Rights-managed license if the buyer wants exclusive use of an image. The photographer would not be allowed to sell the image to anyone else if exclusivity is part of the license. Not all Rights-managed licenses are exclusive, that must be stipulated in the agreement.
* Fee is based on such things as exclusivity, distribution, length of time used, geographic location of use.
* A Rights-managed image usually allows a much larger print run per image than a Royalty-free license.
* Editorial is a form of rights-managed license when there are no releases for the subjects. Since there are no releases the images cannot be used for advertising or to depict controversial subjects, only for news or educational purposes.

Features

* An important feature of web-based stock photography collections is that the images have been embedded with meta-data, therefore making the images searchable by using keywords.

History
One of the first major stock photography agencies was the one founded in 1920 by H. Armstrong Roberts, which continues today under the name RobertStock.

For many years, stock photography consisted largely of outtakes ("seconds") from commercial magazine assignments. By the 1980s, it had become a specialty in its own right, with photographers creating new material for the express purpose of submitting it to a stock house. Agencies attempted to become more sophisticated about following and anticipating the needs of advertisers and communicating these needs to photographers. Photographs were composed with more of an eye for how they might look when combined with other elements; for example, a photo might be shot vertically with space at the top and down the left side, with the conscious intention that it might be licensed for use as a magazine cover. Leading agencies during this time included The Image Bank, SuperStock, Comstock Images, FPG, Index Stock Imagery which was recently acquired by The Photolibrary Group, and Masterfile.

In the 1990s, a period of consolidation followed, with Getty Images and Corbis becoming the two largest companies as a result of acquisitions. Today, stock photography companies have largely moved online. In the early 2000s, Jupitermedia Corporation has started buying some of the smaller players in the market, aggregating them under the banner of their Jupiterimages division, and became the third largest player in the market. The availability of the internet provided a means for other, smaller companies to get foothold in the industry. One such company is Alamy who has since become a significant competitor in the market with over 9 million pictures in its gallery.

In the 2000s the microstock photography industry, led by iStockPhoto and later ShutterStock, Dreamstime, Fotolia, and BigStockPhoto emerged as a rapidly growing market. Using the Internet as their sole distribution method, and recruiting mainly amateur and hobbyist photographers from around the globe, these companies are able to offer stock libraries of good quality for very low prices.

In 2003 ShutterPoint pioneered the open access model which allowed everyone to upload and market images. The trend was continued by fotoLibra in 2004 and in 2005 Scoopt started a photo news agency for citizen journalism enabling the public to upload and sell breaking news images taken with cameraphones; in France, Tinepix is launched.

* binary (bilevel)
* grayscale
* color
* false-color
* multi-spectral
* thematic

The term digital image is also applied to data associated to points scattered over a three-dimensional region, such as produced by tomographic equipment. In that case, each datum is called a voxel.
Image viewing
The user can utilize different program to see the image. The GIF, JPEG and PNG images can be seen simply using a web browser because they are the standard internet image formats. The SVG format is more and more used in the web and is a standard W3C format.

Some viewers offer a slideshow utility, to see the images in a certain folder one after the other automatically.
Image calibration
Proper use of a digital image usually requires knowledge of the relationship between it and the underlying phenomenon, which implies geometric and photometric (or sensor) calibration. One must also keep in mind the unavoidable errors that arise from the finite spatial resolution of the pixel array and the need to quantize each sample to a finite set of possible values.
 

horizontal rule

 More than five million unique players access their accounts to play RuneScape at least once per month. RuneScape offers both free and subscription content and is designed to be accessible from any location with an Internet connection and to run in an ordinary web browser without straining system resources.

RuneScape takes place in the fantasy-themed realm of Gielinor, which is divided into several different kingdoms, regions, and areas. Players can travel throughout the gaming world on foot, by using magical teleportation spells or devices, or mechanical means of transportation. Each region offers different types of monsters, materials, and quests to challenge players. Players are shown on the screen as customizable avatars. They set their own goals and objectives, deciding which of the available activities to pursue. There is no linear path that must be followed. Players can engage in combat with other players or with monsters, complete quests, or increase their experience in any of the available skills. Players interact with each other through trading, chatting, or playing combative or cooperative mini-games. Internet Junction For Gamers, Runescape Market and More IJFG.COM IJFG.com Of course the king of all game cheating websites is trick the trik (otherwise known as RPG Cheats Site), where you can find forums, topsite, arcade games and any mmo game related topics.

The master of massive multiplayer online role-playing games (MMORPG) cheats can be found at Trik.com Trik.com; this site is one of the best today. The forum section, Trik.com forum, originally came from IJFG.com (Internet Junction For Gamers) , which was one of the best websites that discussed various gamers' issues. The full name was Internet Junction For Gamers, Runescape Market and More. This site had Jokes, Pranks, RuneScape and other cool games. RuneScape is set in a medieval fantasy world, similar to "Guild Wars" or "EverQuest," where players control character representations of themselves. As with most MMORPG, there is no overall objective or end to the game. Players explore, form alliances, perform optional tasks, and complete quests for rewards and to build characters' skills.

Trik.com continues IJFG.com's success, but Trik.com has more to offer. Trik Topsite can be found at Trik Topsite; the TopSite is a great addition if you want to find the best MMO RPG site(s) or raise your site in the rankings. Trik.com also has a viciously competitive Arcade. If you want to be the #1 Arcade on Trik, then come prove yourself at Trik.com arcade: Trik arcade.  Trik.com – Trik.com/topsite – Trik.com/forum/arcade.php

With the rising popularity of commercial MMORPG games came the desire from ardent players of these games to run their own servers beside the ones run by the game's creator. Since the original server software is not usually available, the behavior of the server has to be re-engineered. This can be done by analyzing the data stream with the original server, or by disassembling and analyzing the client which is available.

Ultima Online was one of the first large MMORPGs. Due to its openness in implementation, server emulators arose very quickly, even during the beta stage of development. The destination to which the client connects was changeable by simply editing a text file. In beta stage the client-server data stream was not encrypted yet. The term server emulator became known through Ultima Online server reimplementation such as UOX, which was the pioneer. Many forks and reimplementations followed UOX, because its source code was released under the GNU General Public License relatively early. RunUO is today the most widely used UO-server emulator. After RuneScape implemented anti-cheating measures, many gamers left and started their own private servers. The best place to discuss the private server is at Trik- The Master of Private Server.
 

Another useful site is Rune Web ruwb.com . This site is about more serious RuneScape gold trading, account exchange, gold for real life cash and many services. It includes tips on how to avoid getting lured/scammed while using the marketplace. For programming, visual basics, java, C/C++, scar and all other languages such as PHP, HTML, ASP, Delphi. There are also sections for graphics talents, plus many cool videos and fun stuff.

A defining moment in internet gaming history was when a group of gamers called (hygo 6) decided to start an ultimate game forum, which they named hygo.com. It has the strongest management team, consisting of the best administrators from all major game forums. It has the best financial backing, the friendliest game community, and the highest quality of information. The main focus of this site is WoW (world of wacraft), graphics,  private servers, and computer programming languages. Hygo, hygo is the way to go! Hygo WoW Cheating is definitely one of the top sites you want to join right now!

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