Search results for: Video Games Addiction
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 550

Search results for: Video Games Addiction

430 Motion Estimator Architecture with Optimized Number of Processing Elements for High Efficiency Video Coding

Authors: Seongsoo Lee

Abstract:

Motion estimation occupies the heaviest computation in HEVC (high efficiency video coding). Many fast algorithms such as TZS (test zone search) have been proposed to reduce the computation. Still the huge computation of the motion estimation is a critical issue in the implementation of HEVC video codec. In this paper, motion estimator architecture with optimized number of PEs (processing element) is presented by exploiting early termination. It also reduces hardware size by exploiting parallel processing. The presented motion estimator architecture has 8 PEs, and it can efficiently perform TZS with very high utilization of PEs.

Keywords: Motion estimation, test zone search, high efficiency video coding, processing element, optimization.

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429 Recording Video in the CAVE

Authors: Mohamed Mediouni

Abstract:

Evaluating the performance of a simulator in the CAVE has to be confirmed by encouraging people to live the experience of virtual reality. In this paper, a detailed procedure of recording video is presented. Limitations of the experimental device are firstly exposed. Then, solutions for improving this idea are finally described.

Keywords: Virtual reality, CAVE, stereoscopic, camera.

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428 A Wavelet Based Object Watermarking System for Image and Video

Authors: Abdessamad Essaouabi, Ibnelhaj Elhassane

Abstract:

Efficient storage, transmission and use of video information are key requirements in many multimedia applications currently being addressed by MPEG-4. To fulfill these requirements, a new approach for representing video information which relies on an object-based representation, has been adopted. Therefore, objectbased watermarking schemes are needed for copyright protection. This paper proposes a novel blind object watermarking scheme for images and video using the in place lifting shape adaptive-discrete wavelet transform (SA-DWT). In order to make the watermark robust and transparent, the watermark is embedded in the average of wavelet blocks using the visual model based on the human visual system. Wavelet coefficients n least significant bits (LSBs) are adjusted in concert with the average. Simulation results shows that the proposed watermarking scheme is perceptually invisible and robust against many attacks such as lossy image/video compression (e.g. JPEG, JPEG2000 and MPEG-4), scaling, adding noise, filtering, etc.

Keywords: Watermark, visual model, robustness, in place lifting shape adaptive-discrete wavelet transform.

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427 A Video Watermarking Algorithm Based on Chaotic and Wavelet Neural Network

Authors: Jiadong Liang

Abstract:

This paper presented a video watermarking algorithm based on wavelet chaotic neural network. First, to enhance binary image’s security, the algorithm encrypted it with double chaotic based on Arnold and Logistic map, Then, the host video was divided into some equal frames and distilled the key frame through chaotic sequence which generated by Logistic. Meanwhile, we distilled the low frequency coefficients of luminance component and self-adaptively embedded the processed image watermark into the low frequency coefficients of the wavelet transformed luminance component with the wavelet neural network. The experimental result suggested that the presented algorithm has better invisibility and robustness against noise, Gaussian filter, rotation, frame loss and other attacks.

Keywords: Video watermark, double chaotic encryption, wavelet neural network.

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426 Post-Compression Consideration in Video Watermarking for Wireless Communication

Authors: Chuen-Ching Wang, Yao-Tang Chang, Yu-Chang Hsu

Abstract:

A simple but effective digital watermarking scheme utilizing a context adaptive variable length coding (CAVLC) method is presented for wireless communication system. In the proposed approach, the watermark bits are embedded in the final non-zero quantized coefficient of each DCT block, thereby yielding a potential reduction in the length of the coded block. As a result, the watermarking scheme not only provides the means to check the authenticity and integrity of the video stream, but also improves the compression ratio and therefore reduces both the transmission time and the storage space requirements of the coded video sequence. The results confirm that the proposed scheme enables the detection of malicious tampering attacks and reduces the size of the coded H.264 file. Therefore, the current study is feasible to apply in the video applications of wireless communication such as 3G system

Keywords: 3G, wireless communication, CAVLC, digitalwatermarking, motion compensation

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425 Design, Development by Functional Analysis in UML and Static Test of a Multimedia Voice and Video Communication Platform on IP for a Use Adapted to the Context of Local Businesses in Lubumbashi

Authors: Blaise Fyama, Elie Museng, Grace Mukoma

Abstract:

In this article we present a java implementation of video telephony using the SIP protocol (Session Initiation Protocol). After a functional analysis of the SIP protocol, we relied on the work of Italian researchers of University of Parma-Italy to acquire adequate libraries for the development of our own communication tool. In order to optimize the code and improve the prototype, we used, in an incremental approach, test techniques based on a static analysis based on the evaluation of the complexity of the software with the application of metrics and the number cyclomatic of Mccabe. The objective is to promote the emergence of local start-ups producing IP video in a well understood local context. We have arrived at the creation of a video telephony tool whose code is optimized.

Keywords: Static analysis, coding, complexity, mccabe metrics, Sip, uml.

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424 High Speed Video Transmission for Telemedicine using ATM Technology

Authors: J. P. Dubois, H. M. Chiu

Abstract:

In this paper, we study statistical multiplexing of VBR video in ATM networks. ATM promises to provide high speed realtime multi-point to central video transmission for telemedicine applications in rural hospitals and in emergency medical services. Video coders are known to produce variable bit rate (VBR) signals and the effects of aggregating these VBR signals need to be determined in order to design a telemedicine network infrastructure capable of carrying these signals. We first model the VBR video signal and simulate it using a generic continuous-data autoregressive (AR) scheme. We carry out the queueing analysis by the Fluid Approximation Model (FAM) and the Markov Modulated Poisson Process (MMPP). The study has shown a trade off: multiplexing VBR signals reduces burstiness and improves resource utilization, however, the buffer size needs to be increased with an associated economic cost. We also show that the MMPP model and the Fluid Approximation model fit best, respectively, the cell region and the burst region. Therefore, a hybrid MMPP and FAM completely characterizes the overall performance of the ATM statistical multiplexer. The ramifications of this technology are clear: speed, reliability (lower loss rate and jitter), and increased capacity in video transmission for telemedicine. With migration to full IP-based networks still a long way to achieving both high speed and high quality of service, the proposed ATM architecture will remain of significant use for telemedicine.

Keywords: ATM, multiplexing, queueing, telemedicine, VBR.

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423 Performance Analysis of a WiMax/Wi-Fi System Whilst Streaming a Video Conference Application

Authors: Patrice Obinna Umenne, Marcel O. Odhiambo

Abstract:

WiMAX and Wi-Fi are considered as the promising broadband access solutions for wireless MAN’s and LANs, respectively. In the recent works WiMAX is considered suitable as a backhaul service to connect multiple dispersed Wi-Fi ‘hotspots’. Hence a new integrated WiMAX/Wi-Fi architecture has been proposed in literatures. In this paper the performance of an integrated WiMAX/Wi-Fi network has been investigated by streaming a video conference application. The difference in performance between the two protocols is compared with respect to video conferencing. The Heterogeneous network was simulated in the OPNET simulator.

Keywords: Throughput, delay, delay variance, packet loss, Quality of Service (QoS).

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422 Face Reconstruction and Camera Pose Using Multi-dimensional Descent

Authors: Varin Chouvatut, Suthep Madarasmi, Mihran Tuceryan

Abstract:

This paper aims to propose a novel, robust, and simple method for obtaining a human 3D face model and camera pose (position and orientation) from a video sequence. Given a video sequence of a face recorded from an off-the-shelf digital camera, feature points used to define facial parts are tracked using the Active- Appearance Model (AAM). Then, the face-s 3D structure and camera pose of each video frame can be simultaneously calculated from the obtained point correspondences. This proposed method is primarily based on the combined approaches of Gradient Descent and Powell-s Multidimensional Minimization. Using this proposed method, temporarily occluded point including the case of self-occlusion does not pose a problem. As long as the point correspondences displayed in the video sequence have enough parallax, these missing points can still be reconstructed.

Keywords: Camera Pose, Face Reconstruction, Gradient Descent, Powell's Multidimensional Minimization.

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421 A Video-Based Observation and Analysis Method to Assess Human Movement and Behaviour in Crowded Areas

Authors: Shahrol Mohamaddan, Keith Case, Ana Sakura Zainal Abidin

Abstract:

Human movement in the real world provides important information for developing human behaviour models and simulations. However, it is difficult to assess ‘real’ human behaviour since there is no established method available. As part of the AUNTSUE (Accessibility and User Needs in Transport – Sustainable Urban Environments) project, this research aimed to propose a method to assess human movement and behaviour in crowded areas. The method is based on the three major steps of video recording, conceptual behavior modelling and video analysis. The focus is on individual human movement and behaviour in normal situations (panic situations are not considered) and the interactions between individuals in localized areas. Emphasis is placed on gaining knowledge of characteristics of human movement and behaviour in the real world that can be modelled in the virtual environment.

Keywords: Video observation, Human movement, Behaviour, Crowds, Ergonomics, AUNT-SUE

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420 Abrupt Scene Change Detection

Authors: Priyadarshinee Adhikari, Neeta Gargote, Jyothi Digge, B.G. Hogade

Abstract:

A number of automated shot-change detection methods for indexing a video sequence to facilitate browsing and retrieval have been proposed in recent years. This paper emphasizes on the simulation of video shot boundary detection using one of the methods of the color histogram wherein scaling of the histogram metrics is an added feature. The difference between the histograms of two consecutive frames is evaluated resulting in the metrics. Further scaling of the metrics is performed to avoid ambiguity and to enable the choice of apt threshold for any type of videos which involves minor error due to flashlight, camera motion, etc. Two sample videos are used here with resolution of 352 X 240 pixels using color histogram approach in the uncompressed media. An attempt is made for the retrieval of color video. The simulation is performed for the abrupt change in video which yields 90% recall and precision value.

Keywords: Abrupt change, color histogram, ground-truthing, precision, recall, scaling, threshold.

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419 An Evaluation of Kahoot Application and Its Environment as a Learning Tool

Authors: Muhammad Yasir Babar, Ebrahim Panah

Abstract:

Over the past 20 years, internet has seen continual advancement and with the advent of online technology, various types of web-based games have been developed. Games are frequently being used among different age groups from baby boomers to generation Z. Games are not only used for entertainment but also utilized as a learning approach transmitting education to a level that is more interesting and effective for students. One of the popular web-based education games is Kahoot with growing popularity and usage, which is being used in different fields of studies. However, little knowledge is available on university students’ perception of Kahoot environment and application for learning subjects. Hence, the objective of the current study is to investigate students’ perceptions of Kahoot application and environment as a learning tool. The study employed a survey approach by distributing Google Forms –created questionnaire, with high level of reliability index, to 62 students (11 males and 51 females). The findings show that students have positive attitudes towards Kahoot application and its environment for learning. Regarding Kahoot application, it was indicated that activities created using Kahoot are more interesting for students, Kahoot is useful for collaborative learning, and Kahoot enhances interest in learning lesson. In terms of Kahoot environment, it was found that using this application through mobile is easy for students, its design is simple and useful, Kahoot-created activities can easily be shared, and the application can easily be used on any platform. The findings of the study have implications for instructors, policymakers and curriculum developers.

Keywords: Application, environment, Kahoot, learning tool.

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418 Performance Enhancement of Motion Estimation Using SSE2 Technology

Authors: Trung Hieu Tran, Hyo-Moon Cho, Sang-Bock Cho

Abstract:

Motion estimation is the most computationally intensive part in video processing. Many fast motion estimation algorithms have been proposed to decrease the computational complexity by reducing the number of candidate motion vectors. However, these studies are for fast search algorithms themselves while almost image and video compressions are operated with software based. Therefore, the timing constraints for running these motion estimation algorithms not only challenge for the video codec but also overwhelm for some of processors. In this paper, the performance of motion estimation is enhanced by using Intel's Streaming SIMD Extension 2 (SSE2) technology with Intel Pentium 4 processor.

Keywords: Motion Estimation, Full Search, Three StepSearch, MMX/SSE/SSE2 Technologies, SIMD.

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417 Drug Abuse among Immigrant Youth in Canada

Authors: Qin Wei

Abstract:

There has been an increased number of immigrants arriving in Canada and a concurrent rise in the number of immigrant youth suffering from drug abuse. Immigrant youths’ drug abuse has become a significant social and public health concern for researchers. This paper explores the nature of immigrant youths’ drug abuse by examining the factors influencing the onset of substance misuse, the barriers that discourage youth to seek out treatment, and how to resolve addictions amidst immigrant youth. Findings demonstrate that diminished parental supervision, acculturation challenges, peer conformity, discrimination, and ethnic marginalization are all significant factors influencing youth to use drugs as an outlet for their pain, while culturally incompetent care and fear of family and culture-based addiction stigma act as barriers discouraging youth from seeking out addiction support. To resolve addiction challenges amidst immigrant youth, future research should focus on promoting and implementing culturally sensitive practices and psychoeducational initiatives into immigrant communities and within public health policies.

Keywords: Approaches, barriers, drug abuse, Canada, immigrant youth.

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416 An Exploration of Brand Storytelling in a Video Sharing Social Network

Authors: Charmaine du Plessis

Abstract:

The brand storytelling themes and emotional appeals of three major global brands were analysed by means of visual rhetoric in a digital environment focusing on the ethos communication technique. A well-known framework of five basic brand personality dimensions was used to delineate the analysis. Brand storytelling as a branding technique is becoming increasingly popular, especially since all brands can tell a story to connect and engage with consumers on an emotional level. Social media have changed the way in which brand stories are shared with online consumers, while social video networking sites in particular create an opportunity to share brand stories with a much greater target audience through electronic word of mouth (eWOM). The findings not only confirm three dimensions in the traditional brand personality framework, but can also serve as a heuristic tool for other researchers analyzing brand storytelling in a social video sharing network environment.

Keywords: Communication technique, visual rhetoric, social video sharing network, brand storytelling.

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415 Anonymous Editing Prevention Technique Using Gradient Method for High-Quality Video

Authors: Jiwon Lee, Chanho Jung, Si-Hwan Jang, Kyung-Ill Kim, Sanghyun Joo, Wook-Ho Son

Abstract:

Since the advances in digital imaging technologies have led to development of high quality digital devices, there are a lot of illegal copies of copyrighted video content on the Internet. Also, unauthorized editing is occurred frequently. Thus, we propose an editing prevention technique for high-quality (HQ) video that can prevent these illegally edited copies from spreading out. The proposed technique is applied spatial and temporal gradient methods to improve the fidelity and detection performance. Also, the scheme duplicates the embedding signal temporally to alleviate the signal reduction caused by geometric and signal-processing distortions. Experimental results show that the proposed scheme achieves better performance than previously proposed schemes and it has high fidelity. The proposed scheme can be used in unauthorized access prevention method of visual communication or traitor tracking applications which need fast detection process to prevent illegally edited video content from spreading out.

Keywords: Editing prevention technique, gradient method, high-quality video, luminance change, visual communication.

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414 Support Vector Machines For Understanding Lane Color and Sidewalks

Authors: Hoon Lee, Soonyoung Park, Kyoungho Choi

Abstract:

Understanding road features such as lanes, the color of lanes, and sidewalks in a live video captured from a moving vehicle is essential to build video-based navigation systems. In this paper, we present a novel idea to understand the road features using support vector machines. Various feature vectors including color components of road markings and the difference between two regions, i.e., chosen AOIs, and so on are fed into SVM, deciding colors of lanes and sidewalks robustly. Experimental results are provided to show the robustness of the proposed idea.

Keywords: video-based navigation system, lane detection, SVMs, autonomous vehicles

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413 Data Placement in Heterogeneous Storage of Short Videos

Authors: W. Jaipahkdee, C. Srinilta

Abstract:

The overall service performance of I/O intensive system depends mainly on workload on its storage system. In heterogeneous storage environment where storage elements from different vendors with different capacity and performance are put together, workload should be distributed according to storage capability. This paper addresses data placement issue in short video sharing website. Workload contributed by a video is estimated by the number of views and life time span of existing videos in same category. Experiment was conducted on 42,000 video titles in six weeks. Result showed that the proposed algorithm distributed workload and maintained balance better than round robin and random algorithms.

Keywords: data placement, heterogeneous storage system, YouTube, short videos

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412 An Educational Application of Online Games for Learning Difficulties

Authors: M. Margoudi, Z. Smyrnaiou

Abstract:

The current paper presents the results of a conducted case study. During the past few years the number of children diagnosed with Learning Difficulties has drastically augmented and especially the cases of ADHD (Attention Deficit Hyperactivity Disorder). One of the core characteristics of ADHD is a deficit in working memory functions. The review of the literature indicates a plethora of educational software that aim at training and enhancing the working memory. Nevertheless, in the current paper, the possibility of using for the same purpose free, online games will be explored. Another issue of interest is the potential effect of the working memory training to the core symptoms of ADHD. In order to explore the abovementioned research questions, three digital tests are employed, all of which are developed on the E-slate platform by the author, in order to check the levels of ADHD’s symptoms and to be used as diagnostic tools, both in the beginning and in the end of the case study. The tools used during the main intervention of the research are free online games for the training of working memory. The research and the data analysis focus on the following axes: a) the presence and the possible change in two of the core symptoms of ADHD, attention and impulsivity and b) a possible change in the general cognitive abilities of the individual. The case study was conducted with the participation of a thirteen year-old, female student, diagnosed with ADHD, during after-school hours. The results of the study indicate positive changes both in the levels of attention and impulsivity. Therefore, we conclude that the training of working memory through the use of free, online games has a positive impact on the characteristics of ADHD. Finally, concerning the second research question, the change in general cognitive abilities, no significant changes were noted.

Keywords: ADHD, attention, impulsivity, online games.

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411 Player Number Localization and Recognition in Soccer Video using HSV Color Space and Internal Contours

Authors: Matko Šaric, Hrvoje Dujmic, Vladan Papic, Nikola Rožic

Abstract:

Detection of player identity is challenging task in sport video content analysis. In case of soccer video player number recognition is effective and precise solution. Jersey numbers can be considered as scene text and difficulties in localization and recognition appear due to variations in orientation, size, illumination, motion etc. This paper proposed new method for player number localization and recognition. By observing hue, saturation and value for 50 different jersey examples we noticed that most often combination of low and high saturated pixels is used to separate number and jersey region. Image segmentation method based on this observation is introduced. Then, novel method for player number localization based on internal contours is proposed. False number candidates are filtered using area and aspect ratio. Before OCR processing extracted numbers are enhanced using image smoothing and rotation normalization.

Keywords: player number, soccer video, HSV color space

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410 Hardware Implementation of Local Binary Pattern Based Two-Bit Transform Motion Estimation

Authors: Seda Yavuz, Anıl Çelebi, Aysun Taşyapı Çelebi, Oğuzhan Urhan

Abstract:

Nowadays, demand for using real-time video transmission capable devices is ever-increasing. So, high resolution videos have made efficient video compression techniques an essential component for capturing and transmitting video data. Motion estimation has a critical role in encoding raw video. Hence, various motion estimation methods are introduced to efficiently compress the video. Low bit‑depth representation based motion estimation methods facilitate computation of matching criteria and thus, provide small hardware footprint. In this paper, a hardware implementation of a two-bit transformation based low-complexity motion estimation method using local binary pattern approach is proposed. Image frames are represented in two-bit depth instead of full-depth by making use of the local binary pattern as a binarization approach and the binarization part of the hardware architecture is explained in detail. Experimental results demonstrate the difference between the proposed hardware architecture and the architectures of well-known low-complexity motion estimation methods in terms of important aspects such as resource utilization, energy and power consumption.

Keywords: Binarization, hardware architecture, local binary pattern, motion estimation, two-bit transform.

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409 Factorial Design Analysis for Quality of Video on MANET

Authors: Hyoup-Sang Yoon

Abstract:

The quality of video transmitted by mobile ad hoc networks (MANETs) can be influenced by several factors, including protocol layers; parameter settings of each protocol. In this paper, we are concerned with understanding the functional relationship between these influential factors and objective video quality in MANETs. We illustrate a systematic statistical design of experiments (DOE) strategy can be used to analyze MANET parameters and performance. Using a 2k factorial design, we quantify the main and interactive effects of 7 factors on a response metric (i.e., mean opinion score (MOS) calculated by PSNR with Evalvid package) we then develop a first-order linear regression model between the influential factors and the performance metric.

Keywords: Evalvid, full factorial design, mobile ad hoc networks, ns-2.

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408 Study of Measures to Secure Video Phone Service Safety through a Preliminary Evaluationof the Information Security of the New IT Service

Authors: DongHoon Shin, Yunmook Nah, HoSeong Kim, Gang Shin Lee, Jae-Il Lee

Abstract:

The rapid advance of communication technology is evolving the network environment into the broadband convergence network. Likewise, the IT services operated in the individual network are also being quickly converged in the broadband convergence network environment. VoIP and IPTV are two examples of such new services. Efforts are being made to develop the video phone service, which is an advanced form of the voice-oriented VoIP service. However, the new IT services will be subject to stability and reliability vulnerabilities if the relevant security issues are not answered during the convergence of the existing IT services currently being operated in individual networks within the wider broadband network environment. To resolve such problems, this paper attempts to analyze the possible threats and identify the necessary security measures before the deployment of the new IT services. Furthermore, it measures the quality of the encryption algorithm application example to describe the appropriate algorithm in order to present security technology that will have no negative impact on the quality of the video phone service.

Keywords: BcN, Security Measures, Video Phone.

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407 A Broadcasting Strategy for Interactive Video-on-Demand Services

Authors: Yu-Wei Chen, Li-Ren Han

Abstract:

In this paper, we employ the approach of linear programming to propose a new interactive broadcast method. In our method, a film S is divided into n equal parts and broadcast via k channels. The user simultaneously downloads these segments from k channels into the user-s set-top-box (STB) and plays them in order. Our method assumes that the initial p segments will not have fast-forwarding capabilities. Every time the user wants to initiate d times fast-forwarding, according to our broadcasting strategy, the necessary segments already saved in the user-s STB or are just download on time for playing. The proposed broadcasting strategy not only allows the user to pause and rewind, but also to fast-forward.

Keywords: Broadcasting, Near Video-on-Demand (VOD), Linear Programming, Video-Cassette-Recorder (VCR) Functions, Waiting Time.

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406 FPGA Implementation of a Vision-Based Blind Spot Warning System

Authors: Yu Ren Lin, Yu Hong Li

Abstract:

Vision-based intelligent vehicle applications often require large amounts of memory to handle video streaming and image processing, which in turn increases complexity of hardware and software. This paper presents an FPGA implement of a vision-based blind spot warning system. Using video frames, the information of the blind spot area turns into one-dimensional information. Analysis of the estimated entropy of image allows the detection of an object in time. This idea has been implemented in the XtremeDSP video starter kit. The blind spot warning system uses only 13% of its logic resources and 95k bits block memory, and its frame rate is over 30 frames per sec (fps).

Keywords: blind-spot area, image, FPGA

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405 Object Tracking System Using Camshift, Meanshift and Kalman Filter

Authors: Afef Salhi, Ameni Yengui Jammaoussi

Abstract:

This paper presents a implementation of an object tracking system in a video sequence. This object tracking is an important task in many vision applications. The main steps in video analysis are two: detection of interesting moving objects and tracking of such objects from frame to frame. In a similar vein, most tracking algorithms use pre-specified methods for preprocessing. In our work, we have implemented several object tracking algorithms (Meanshift, Camshift, Kalman filter) with different preprocessing methods. Then, we have evaluated the performance of these algorithms for different video sequences. The obtained results have shown good performances according to the degree of applicability and evaluation criteria.

Keywords: Tracking, meanshift, camshift, Kalman filter, evaluation.

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404 Implementation of a Motion Detection System

Authors: Asif Ansari, T.C.Manjunath, C. Ardil

Abstract:

In today-s competitive environment, the security concerns have grown tremendously. In the modern world, possession is known to be 9/10-ths of the law. Hence, it is imperative for one to be able to safeguard one-s property from worldly harms such as thefts, destruction of property, people with malicious intent etc. Due to the advent of technology in the modern world, the methodologies used by thieves and robbers for stealing have been improving exponentially. Therefore, it is necessary for the surveillance techniques to also improve with the changing world. With the improvement in mass media and various forms of communication, it is now possible to monitor and control the environment to the advantage of the owners of the property. The latest technologies used in the fight against thefts and destruction are the video surveillance and monitoring. By using the technologies, it is possible to monitor and capture every inch and second of the area in interest. However, so far the technologies used are passive in nature, i.e., the monitoring systems only help in detecting the crime but do not actively participate in stopping or curbing the crime while it takes place. Therefore, we have developed a methodology to detect the motion in a video stream environment and this is an idea to ensure that the monitoring systems not only actively participate in stopping the crime, but do so while the crime is taking place. Hence, a system is used to detect any motion in a live streaming video and once motion has been detected in the live stream, the software will activate a warning system and capture the live streaming video.

Keywords: Motion, Detection, System, Video, Crime, Matlab, Surveillance.

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403 MEAL Project: Modifying Eating Attitudes and Actions through Learning

Authors: E. Oliver, A. Cebolla, A. Dominguez, A. Gonzalez-Segura, E. de la Cruz, S. Albertini, L. Ferrini, K. Kronika, T. Nilsen, R. Baños

Abstract:

The main objective of MEAL is to develop a pedagogical tool aimed to help teachers and nutritionists (students and professionals) to acquire, train, promote and deliver to children basic nutritional education and healthy eating behaviours competencies. MEAL is focused on eating behaviours and not only in nutritional literacy, and will use new technologies like Information and Communication Technologies (ICTs) and serious games (SG) platforms to consolidate the nutritional competences and habits.

Keywords: Nutritional Education, Pedagogical ICT Platform, Serious Games, Teachers and Nutritionists, Training Course.

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402 Subjective Assessment about Super Resolution Image Resolution

Authors: Seiichi Gohshi, Hiroyuki Sekiguchi, Yoshiyasu Shimizu, Takeshi Ikenaga

Abstract:

Super resolution (SR) technologies are now being applied to video to improve resolution. Some TV sets are now equipped with SR functions. However, it is not known if super resolution image reconstruction (SRR) for TV really works or not. Super resolution with non-linear signal processing (SRNL) has recently been proposed. SRR and SRNL are the only methods for processing video signals in real time. The results from subjective assessments of SSR and SRNL are described in this paper. SRR video was produced in simulations with quarter precision motion vectors and 100 iterations. These are ideal conditions for SRR. We found that the image quality of SRNL is better than that of SRR even though SRR was processed under ideal conditions.

Keywords: Super Resolution Image Reconstruction, Super Resolution with Non-Linear Signal Processing, Subjective Assessment, Image Quality

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401 FSM-based Recognition of Dynamic Hand Gestures via Gesture Summarization Using Key Video Object Planes

Authors: M. K. Bhuyan

Abstract:

The use of human hand as a natural interface for humancomputer interaction (HCI) serves as the motivation for research in hand gesture recognition. Vision-based hand gesture recognition involves visual analysis of hand shape, position and/or movement. In this paper, we use the concept of object-based video abstraction for segmenting the frames into video object planes (VOPs), as used in MPEG-4, with each VOP corresponding to one semantically meaningful hand position. Next, the key VOPs are selected on the basis of the amount of change in hand shape – for a given key frame in the sequence the next key frame is the one in which the hand changes its shape significantly. Thus, an entire video clip is transformed into a small number of representative frames that are sufficient to represent a gesture sequence. Subsequently, we model a particular gesture as a sequence of key frames each bearing information about its duration. These constitute a finite state machine. For recognition, the states of the incoming gesture sequence are matched with the states of all different FSMs contained in the database of gesture vocabulary. The core idea of our proposed representation is that redundant frames of the gesture video sequence bear only the temporal information of a gesture and hence discarded for computational efficiency. Experimental results obtained demonstrate the effectiveness of our proposed scheme for key frame extraction, subsequent gesture summarization and finally gesture recognition.

Keywords: Hand gesture, MPEG-4, Hausdorff distance, finite state machine.

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