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They may have but great still cameras do not make good video cameras. The same is true the other way around. Their requirements are entirely different. The video feature in a digital camera is very limited and wanting in many aspects. If you like to do more video, get a digital video camera. The dSLR is simply not built for video
1. Help with video editing!?
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2. what is the worst type of camera for beginners?
Stay away from Kodak and Vivitar. Stay away from very small P&Ss because of their very tiny sensor. Avoid cameras with only automatic and "scene" modes....... look for manual controls. Teeny tiny little onboard flash is bad..... get a camera with a hot shoe for a real flash. Oh and if video is your thing, get a camcorder..... still cameras will never be as good.
3. Is there a way to set up a video camera to stream live video to a computer?
It would help to know what camcorder and what software you have for video editing
4. Video encoding: How much does the video file size increase with fps?
I will try the theoretic approach. I would love to see some real-world examples that would prove or disprove my theory. Good question! If you have any comments or find some flaws, feel free to comment.For any current encoder (let's take MPEG-4/AVC/h. 264 as an example) frame rate does not matter as much as you think. Let's just assume there is no rate control and every picture is encoded with the same base QP (quantization parameter).You are right with the following: The motion difference (as defined in ITU-R P. 910, good read) between two frames of an 48 fps video will be lower than for the same video in 24 fps. This is due to the fact that the frames wo not differ as much from each other. Note that the whole temporal motion does not increase. In the end, an object moves from point A to B, so its motion vector will be the same length no matter how many frames per second.As the encoder looks for the difference between two (or more) frames and only encodes the residual values, that means it will have to code less residual per picture. In average, this will be half of the residual. So you are right with that. (We must not forget that only half of the residual does not mean half of the data needed to store it. It depends on the algorithmic coding implemented.)Then again, you have twice as many pictures per second, which means that - in average - the encoded information doubles again. To summarize, nothing much changes on that side. The encoder will do its best job to encode all the motion in the video, which in sum is the same (just in smaller steps, if you know what I mean). The only overhead we have to add is the overhead from small residuals that can not be arithmetically coded in an efficient way. The above only applies to B- or P-pictures, which depend on others. However, we have to insert an intra-coded picture every once in a while which is not dependent on any other picture. If this rate of intra-coded pictures does not increase, we could assume a linear growth in file size, maybe a bit more. However if you decrease the distance of intra-coded pictures in order to compensate for possible packet-loss or bitstream errors, you will carry more overhead and therefore the increase is more than linear, not much, but probably noticeable
5. Antivirus software for video games?
You have to have a firewall on to protect your computer from port-scanning but while you are gaming you should not need the anti-virus enabled in real-time nor the anti-spyware. You absolutely need to re-enable both of them (unless you have an all-in-one like AVG Internet Security or Norton or McAfee) when you visit other websites; there are jerks putting malicious software on so many websites, and then posting links to them - even here in Yahoo answers (they get deleted when they are found out). And there are those malware people corrupting legitimate websites. You could do this - have a computer dedicated to gaming with no anti-malware software other than a firewall, and have a separate computer with all anti-malware enabled for other web-surfing.