Search results for: Computer-based video games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 534

Search results for: Computer-based video games

504 Modeling of Statistically Multiplexed Non Uniform Activity VBR Video

Authors: J. P. Dubois

Abstract:

This paper reports the feasibility of the ARMA model to describe a bursty video source transmitting over a AAL5 ATM link (VBR traffic). The traffic represents the activity of the action movie "Lethal Weapon 3" transmitted over the ATM network using the Fore System AVA-200 ATM video codec with a peak rate of 100 Mbps and a frame rate of 25. The model parameters were estimated for a single video source and independently multiplexed video sources. It was found that the model ARMA (2, 4) is well-suited for the real data in terms of average rate traffic profile, probability density function, autocorrelation function, burstiness measure, and the pole-zero distribution of the filter model.

Keywords: ARMA, ATM networks, burstiness, multimediatraffic, VBR video.

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503 Video Shot Detection and Key Frame Extraction Using Faber Shauder DWT and SVD

Authors: Assma Azeroual, Karim Afdel, Mohamed El Hajji, Hassan Douzi

Abstract:

Key frame extraction methods select the most representative frames of a video, which can be used in different areas of video processing such as video retrieval, video summary, and video indexing. In this paper we present a novel approach for extracting key frames from video sequences. The frame is characterized uniquely by his contours which are represented by the dominant blocks. These dominant blocks are located on the contours and its near textures. When the video frames have a noticeable changement, its dominant blocks changed, then we can extracte a key frame. The dominant blocks of every frame is computed, and then feature vectors are extracted from the dominant blocks image of each frame and arranged in a feature matrix. Singular Value Decomposition is used to calculate sliding windows ranks of those matrices. Finally the computed ranks are traced and then we are able to extract key frames of a video. Experimental results show that the proposed approach is robust against a large range of digital effects used during shot transition.

Keywords: Key Frame Extraction, Shot detection, FSDWT, Singular Value Decomposition.

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502 A High Bitrate Information Hiding Algorithm for Video in Video

Authors: Wang Shou-Dao, Xiao Chuang-Bai, Lin Yu

Abstract:

In high bitrate information hiding techniques, 1 bit is embedded within each 4 x 4 Discrete Cosine Transform (DCT) coefficient block by means of vector quantization, then the hidden bit can be effectively extracted in terminal end. In this paper high bitrate information hiding algorithms are summarized, and the scheme of video in video is implemented. Experimental result shows that the host video which is embedded numerous auxiliary information have little visually quality decline. Peak Signal to Noise Ratio (PSNR)Y of host video only degrades 0.22dB in average, while the hidden information has a high percentage of survives and keeps a high robustness in H.264/AVC compression, the average Bit Error Rate(BER) of hiding information is 0.015%.

Keywords: Information Hiding, Embed, Quantification, Extract

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501 The Intensity of Load Experienced by Female Basketball Players during Competitive Games

Authors: Tomáš Vencúrik, Jiří Nykodým

Abstract:

This study compares the intensity of game load among player positions and between the 1st and the 2nd half of the games. Two guards, three forwards, and three centers (female basketball players) participated in this study. The heart rate (HR) and its development were monitored during two competitive games. Statistically insignificant differences in the intensity of game load were recorded between guards, forwards, and centers below and above 85% of the maximal heart rate (HRmax) and in the mean HR as % of HRmax (87.81±3.79%, 87.02±4.37%, and 88.76±3.54%, respectively). Moreover, when the 1st and the 2nd half of the games were compared in the mean HR (87.89±4.18% vs. 88.14±3.63% of HRmax), no statistical significance was recorded. This information can be useful for coaching staff, to manage and to precisely plan the training process.

Keywords: Game load, heart rate, player positions, the 1st and the 2nd half of the games.

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500 The Game of Synchronized Quadromineering

Authors: Alessandro Cincotti

Abstract:

In synchronized games players make their moves simultaneously rather than alternately. Synchronized Quadromineering is the synchronized version of Quadromineering, a variants of a classical two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n < 15) and some theoretical results for general k × n boards (with k = 4, 5, 6) are presented. Moreover, some Synchronized Quadromineering variants are also investigated.

Keywords: Combinatorial games, Synchronized games, Quadromineering.

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499 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.

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498 Surveillance Video Summarization Based on Histogram Differencing and Sum Conditional Variance

Authors: Nada Jasim Habeeb, Rana Saad Mohammed, Muntaha Khudair Abbass

Abstract:

For more efficient and fast video summarization, this paper presents a surveillance video summarization method. The presented method works to improve video summarization technique. This method depends on temporal differencing to extract most important data from large video stream. This method uses histogram differencing and Sum Conditional Variance which is robust against to illumination variations in order to extract motion objects. The experimental results showed that the presented method gives better output compared with temporal differencing based summarization techniques.

Keywords: Temporal differencing, video summarization, histogram differencing, sum conditional variance.

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497 Multimedia Games for Elementary/Primary School Education and Entertainment

Authors: Andrew Laghos

Abstract:

Computers are increasingly being used as educational tools in elementary/primary schools worldwide. A specific application of such computer use, is that of multimedia games, where the aim is to combine pedagogy and entertainment. This study reports on a case-study whereby an educational multimedia game has been developed for use by elementary school children. The stages of the application-s design, implementation and evaluation are presented. Strengths of the game are identified and discussed, and its weaknesses are identified, allowing for suggestions for future redesigns. The results show that the use of games can engage children in the learning process for longer periods of time with the added benefit of the entertainment factor.

Keywords: Education, entertainment, games, school

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496 Secure Low-Bandwidth Video Streaming through Reliable Multipath Propagation in MANETs

Authors: S. Mohideen Badhusha, K. Duraiswamy

Abstract:

Most of the existing video streaming protocols provide video services without considering security aspects in decentralized mobile ad-hoc networks. The security policies adapted to the currently existing non-streaming protocols, do not comply with the live video streaming protocols resulting in considerable vulnerability, high bandwidth consumption and unreliability which cause severe security threats, low bandwidth and error prone transmission respectively in video streaming applications. Therefore a synergized methodology is required to reduce vulnerability and bandwidth consumption, and enhance reliability in the video streaming applications in MANET. To ensure the security measures with reduced bandwidth consumption and improve reliability of the video streaming applications, a Secure Low-bandwidth Video Streaming through Reliable Multipath Propagation (SLVRMP) protocol architecture has been proposed by incorporating the two algorithms namely Secure Low-bandwidth Video Streaming Algorithm and Reliable Secure Multipath Propagation Algorithm using Layered Video Coding in non-overlapping zone routing network topology. The performances of the proposed system are compared to those of the other existing secure multipath protocols Sec-MR, SPREAD using NS 2.34 and the simulation results show that the performances of the proposed system get considerably improved.

Keywords: Bandwidth consumption, layered video coding, multipath propagation, reliability, security threats, video streaming applications, vulnerability.

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495 The Causation and Solution of Ringing Effect in DCT-based Video Coding

Authors: Yu Yuan, David Feng, Yu-Zhuo Zhong

Abstract:

Ringing effect is one of the most annoying visual artifacts in digital video. It is a significant factor of subjective quality deterioration. However, there is a widely-accepted misunderstanding of its cause. In this paper, we propose a reasonable interpretation of the cause of ringing effect. Based on the interpretation, we suggest further two methods to reduce ringing effect in DCT-based video coding. The methods adaptively adjust quantizers according to video features. Our experiments proved that the methods could efficiently improve subjective quality with acceptable additional computing costs.

Keywords: ringing effect, video coding, subjective quality, DCT.

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494 The Game of Maundy Block

Authors: Alessandro Cincotti

Abstract:

The game of Maundy Block is the three-player variant of Maundy Cake, a classical combinatorial game. Even though to determine the solution of Maundy Cake is trivial, solving Maundy Block is challenging because of the identification of queer games, i.e., games where no player has a winning strategy.

Keywords: Combinatorial game, Maundy Cake, Three-player partizan games.

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493 Design and Implementation of Cyber Video Consultation System Using Hybrid P2P

Authors: Hyen Ki Kim

Abstract:

This paper describes the design and implementation of cyber video consultation systems(CVCS) using hybrid P2P for video consultation between remote sites. The proposed system is based on client-server and P2P(Peer to Peer) architecture, where client-server is used for communication with the MCU(Multipoint Control Unit) and P2P is used for the cyber video consultation. The developed video consultation system decreases server traffic, and cuts down network expenses, as the multimedia data decentralizes to the client by hybrid P2P architecture. Also the developed system is tested by the group-type video consultation system using communication protocol and application software through Ethernet networks.

Keywords: Consultation, Cyber, Hybrid, Peer-to-Peer

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492 An Integrated Software Architecture for Bandwidth Adaptive Video Streaming

Authors: T. Arsan

Abstract:

Video streaming over lossy IP networks is very important issues, due to the heterogeneous structure of networks. Infrastructure of the Internet exhibits variable bandwidths, delays, congestions and time-varying packet losses. Because of variable attributes of the Internet, video streaming applications should not only have a good end-to-end transport performance but also have a robust rate control, furthermore multipath rate allocation mechanism. So for providing the video streaming service quality, some other components such as Bandwidth Estimation and Adaptive Rate Controller should be taken into consideration. This paper gives an overview of video streaming concept and bandwidth estimation tools and then introduces special architectures for bandwidth adaptive video streaming. A bandwidth estimation algorithm – pathChirp, Optimized Rate Controllers and Multipath Rate Allocation Algorithm are considered as all-in-one solution for video streaming problem. This solution is directed and optimized by a decision center which is designed for obtaining the maximum quality at the receiving side.

Keywords: Adaptive Video Streaming, Bandwidth Estimation, QoS, Software Architecture.

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491 Adaptive Kernel Filtering Used in Video Processing

Authors: Rasmus Engholm, Eva B. Vedel Jensen, Henrik Karstoft

Abstract:

In this paper we present a noise reduction filter for video processing. It is based on the recently proposed two dimensional steering kernel, extended to three dimensions and further augmented to suit the spatial-temporal domain of video processing. Two alternative filters are proposed - the time symmetric kernel and the time asymmetric kernel. The first reduces the noise on single sequences, but to handle the problems at scene shift the asymmetric kernel is introduced. The performance of both are tested on simulated data and on a real video sequence together with the existing steering kernel. The proposed kernels improves the Rooted Mean Squared Error (RMSE) compared to the original steering kernel method on video material.

Keywords: Adaptive image filtering, noise reduction, kernel methods, video processing.

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490 Fast Search for MPEG Video Clips Using Adjacent Pixel Intensity Difference Quantization Histogram Feature

Authors: Feifei Lee, Qiu Chen, Koji Kotani, Tadahiro Ohmi

Abstract:

In this paper, we propose a novel fast search algorithm for short MPEG video clips from video database. This algorithm is based on the adjacent pixel intensity difference quantization (APIDQ) algorithm, which had been reliably applied to human face recognition previously. An APIDQ histogram is utilized as the feature vector of the frame image. Instead of fully decompressed video frames, partially decoded data, namely DC images are utilized. Combined with active search [4], a temporal pruning algorithm, fast and robust video search can be realized. The proposed search algorithm has been evaluated by 6 hours of video to search for given 200 MPEG video clips which each length is 15 seconds. Experimental results show the proposed algorithm can detect the similar video clip in merely 80ms, and Equal Error Rate (ERR) of 3 % is achieved, which is more accurately and robust than conventional fast video search algorithm.

Keywords: Fast search, adjacent pixel intensity difference quantization (APIDQ), DC image, histogram feature.

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489 Soccer Video Edition Using a Multimodal Annotation

Authors: Fendri Emna, Ben-Abdallah Hanêne, Ben-Hamadou Abdelmajid

Abstract:

In this paper, we present an approach for soccer video edition using a multimodal annotation. We propose to associate with each video sequence of a soccer match a textual document to be used for further exploitation like search, browsing and abstract edition. The textual document contains video meta data, match meta data, and match data. This document, generated automatically while the video is analyzed, segmented and classified, can be enriched semi automatically according to the user type and/or a specialized recommendation system.

Keywords: XML, Multimodal Annotation, recommendation system.

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488 Quality Estimation of Video Transmitted overan Additive WGN Channel based on Digital Watermarking and Wavelet Transform

Authors: Mohamed S. El-Mahallawy, Attalah Hashad, Hazem Hassan Ali, Heba Sami Zaky

Abstract:

This paper presents an evaluation for a wavelet-based digital watermarking technique used in estimating the quality of video sequences transmitted over Additive White Gaussian Noise (AWGN) channel in terms of a classical objective metric, such as Peak Signal-to-Noise Ratio (PSNR) without the need of the original video. In this method, a watermark is embedded into the Discrete Wavelet Transform (DWT) domain of the original video frames using a quantization method. The degradation of the extracted watermark can be used to estimate the video quality in terms of PSNR with good accuracy. We calculated PSNR for video frames contaminated with AWGN and compared the values with those estimated using the Watermarking-DWT based approach. It is found that the calculated and estimated quality measures of the video frames are highly correlated, suggesting that this method can provide a good quality measure for video frames transmitted over AWGN channel without the need of the original video.

Keywords: AWGN, DWT, PSNR, Watermarking, VideoQuality.

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487 H.264 Video Privacy Protection Method Using Regions of Interest Encryption

Authors: Taekyun Doo, Cheongmin Ji, Manpyo Hong

Abstract:

Like a closed-circuit television (CCTV), video surveillance system is widely placed for gathering video from unspecified people to prevent crime, surveillance, or many other purposes. However, abuse of CCTV brings about concerns of personal privacy invasions. In this paper, we propose an encryption method to protect personal privacy system in H.264 compressed video bitstream with encrypting only regions of interest (ROI). There is no need to change the existing video surveillance system. In addition, encrypting ROI in compressed video bitstream is a challenging work due to spatial and temporal drift errors. For this reason, we propose a novel drift mitigation method when ROI is encrypted. The proposed method was implemented by using JM reference software based on the H.264 compressed videos, and experimental results show the verification of our proposed methods and its effectiveness.

Keywords: H.264/AVC, video encryption, privacy protection, post compression, region of interest.

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486 The Game of Synchronized Triomineering and Synchronized Tridomineering

Authors: Alessandro Cincotti, Shigetaka Komori, Hiroyuki Iida

Abstract:

In synchronized games players make their moves simultaneously rather than alternately. Synchronized Triomineering and Synchronized Tridomineering are respectively the synchronized versions of Triomineering and Tridomineering, two variants of a classic two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n ≤ 12 for Synchronized Triomineering and m + n ≤ 10 for Synchronized Tridomineering) and some theoretical results for general k×n boards (with k = 3, 4, 5 for Synchronized Triomineering and k = 3 for Synchronized Tridomineering) are presented. Future research is indicated.

Keywords: Combinatorial games, Synchronized games, Triomineering, Tridomineering.

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485 Temporally Coherent 3D Animation Reconstruction from RGB-D Video Data

Authors: Salam Khalifa, Naveed Ahmed

Abstract:

We present a new method to reconstruct a temporally coherent 3D animation from single or multi-view RGB-D video data using unbiased feature point sampling. Given RGB-D video data, in form of a 3D point cloud sequence, our method first extracts feature points using both color and depth information. In the subsequent steps, these feature points are used to match two 3D point clouds in consecutive frames independent of their resolution. Our new motion vectors based dynamic alignement method then fully reconstruct a spatio-temporally coherent 3D animation. We perform extensive quantitative validation using novel error functions to analyze the results. We show that despite the limiting factors of temporal and spatial noise associated to RGB-D data, it is possible to extract temporal coherence to faithfully reconstruct a temporally coherent 3D animation from RGB-D video data.

Keywords: 3D video, 3D animation, RGB-D video, Temporally Coherent 3D Animation.

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484 Linux based Embedded Node for Capturing, Compression and Streaming of Digital Audio and Video

Authors: F.J. Suárez, J.C. Granda, J. Molleda, D.F. García

Abstract:

A prototype for audio and video capture and compression in real time on a Linux platform has been developed. It is able to visualize both the captured and the compressed video at the same time, as well as the captured and compressed audio with the goal of comparing their quality. As it is based on free code, the final goal is to run it in an embedded system running Linux. Therefore, we would implement a node to capture and compress such multimedia information. Thus, it would be possible to consider the project within a larger one aimed at live broadcast of audio and video using a streaming server which would communicate with our node. Then, we would have a very powerful and flexible system with several practical applications.

Keywords: Audio and video compression, Linux platform, live streaming, real time, visualization of captured and compressed video.

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483 Key Frames Extraction for Sign Language Video Analysis and Recognition

Authors: Jaroslav Polec, Petra Heribanová, Tomáš Hirner

Abstract:

In this paper we proposed a method for finding video frames representing one sign in the finger alphabet. The method is based on determining hands location, segmentation and the use of standard video quality evaluation metrics. Metric calculation is performed only in regions of interest. Sliding mechanism for finding local extrema and adaptive threshold based on local averaging is used for key frames selection. The success rate is evaluated by recall, precision and F1 measure. The method effectiveness is compared with metrics applied to all frames. Proposed method is fast, effective and relatively easy to realize by simple input video preprocessing and subsequent use of tools designed for video quality measuring.

Keywords: Key frame, video, quality, metric, MSE, MSAD, SSIM, VQM, sign language, finger alphabet.

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482 Shadow Detection for Increased Accuracy of Privacy Enhancing Methods in Video Surveillance Edge Devices

Authors: F. Matusek, G. Pujolle, R. Reda

Abstract:

Shadow detection is still considered as one of the potential challenges for intelligent automated video surveillance systems. A pre requisite for reliable and accurate detection and tracking is the correct shadow detection and classification. In such a landscape of conditions, privacy issues add more and more complexity and require reliable shadow detection. In this work the intertwining between security, accuracy, reliability and privacy is analyzed and, accordingly, a novel architecture for Privacy Enhancing Video Surveillance (PEVS) is introduced. Shadow detection and masking are dealt with through the combination of two different approaches simultaneously. This results in a unique privacy enhancement, without affecting security. Subsequently, the methodology was employed successfully in a large-scale wireless video surveillance system; privacy relevant information was stored and encrypted on the unit, without transferring it over an un-trusted network.

Keywords: Video Surveillance, Intelligent Video Surveillance, Physical Security, WSSU, Privacy, Shadow Detection.

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481 Layered Multiple Description Coding For Robust Video Transmission Over Wireless Ad-Hoc Networks

Authors: Joohee Kim

Abstract:

This paper presents a video transmission system using layered multiple description (coding (MDC) and multi-path transport for reliable video communications in wireless ad-hoc networks. The proposed MDC extends a quality-scalable H.264/AVC video coding algorithm to generate two independent descriptions. The two descriptions are transmitted over different paths to a receiver in order to alleviate the effect of unstable channel conditions of wireless adhoc networks. If one description is lost due to transmission erros, then the correctly received description is used to estimate the lost information of the corrupted description. The proposed MD coder maintains an adequate video quality as long as both description are not simultaneously lost. Simulation results show that the proposed MD coding combined with multi-path transport system is largely immune to packet losses, and therefore, can be a promising solution for robust video communications over wireless ad-hoc networks.

Keywords: Multiple description coding, wireless video streaming, rate control.

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480 Region-Based Segmentation of Generic Video Scenes Indexing

Authors: Aree A. Mohammed

Abstract:

In this work we develop an object extraction method and propose efficient algorithms for object motion characterization. The set of proposed tools serves as a basis for development of objectbased functionalities for manipulation of video content. The estimators by different algorithms are compared in terms of quality and performance and tested on real video sequences. The proposed method will be useful for the latest standards of encoding and description of multimedia content – MPEG4 and MPEG7.

Keywords: Object extraction, Video indexing, Segmentation, Optical flow, Motion estimators.

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479 Using Serious Games to Improve the Preparation of Pre-Service Teachers in Bulgaria

Authors: Rumyana Peytcheva-Forsyth, Blagovesna Yovkova

Abstract:

This paper presents the outcomes of a qualitative study which aims to investigate the pedagogical potentials of serious games in the preparation of future teachers. The authors discuss the existing problems and barriers associated with the organization of teaching practices in Bulgaria as part of the pre-service teacher training, as well as the attitudes and perceptions of the interviewed academics, teachers and trainees concerning the integration of serious games in the teaching practicum. The study outcomes strongly confirm the positive attitudes of the respondents to the introduction of virtual learning environments for the development of professional skills of future teachers as a supplement to the traditional forms of education. Through the inclusion of serious games it is expected to improve the quality of practical training of pre-service teachers as they overcome many of the problems identified in the existing teaching practices. The outcomes of the study will inform the design of the educational simulation software which is part of the project SimAula Tomorrow's Teachers Training.

Keywords: pre-service teacher training, serious games, virtual practicum, simulations

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478 Internet Optimization by Negotiating Traffic Times

Authors: Carlos Gonzalez

Abstract:

This paper describes a system to optimize the use of the internet by clients requiring downloading of videos at peak hours. The system consists of a web server belonging to a provider of video contents, a provider of internet communications and a software application running on a client’s computer. The client using the application software will communicate to the video provider a list of the client’s future video demands. The video provider calculates which videos are going to be more in demand for download in the immediate future, and proceeds to request the internet provider the most optimal hours to do the downloading. The times of the downloading will be sent to the application software, which will use the information of pre-established hours negotiated between the video provider and the internet provider to download those videos. The videos will be saved in a special protected section of the user’s hard disk, which will only be accessed by the application software in the client’s computer. When the client is ready to see a video, the application will search the list of current existent videos in the area of the hard disk; if it does exist, it will use this video directly without the need for internet access. We found that the best way to optimize the download traffic of videos is by negotiation between the internet communication provider and the video content provider.

Keywords: Internet optimization, video download, future demands, secure storage.

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477 Cartoon Effect and Ambient Illumination Based Depth Perception Assessment of 3D Video

Authors: G. Nur

Abstract:

Monitored 3-Dimensional (3D) video experience can be utilized as “feedback information” to fine tune the service parameters for providing a better service to the demanding 3D service customers. The 3D video experience which includes both video quality and depth perception is influenced by several contextual and content related factors (e.g., ambient illumination condition, content characteristics, etc) due to the complex nature of the 3D video. Therefore, effective factors on this experience should be utilized while assessing it. In this paper, structural information of the depth map sequences of the 3D video is considered as content related factor effective on the depth perception assessment. Cartoon-like filter is utilized to abstract the significant depth levels in the depth map sequences to determine the structural information. Moreover, subjective experiments are conducted using 3D videos associated with cartoon-like depth map sequences to investigate the effectiveness of ambient illumination condition, which is a contextual factor, on depth perception. Using the knowledge gained through this study, 3D video experience metrics can be developed to deliver better service to the 3D video service users. 

Keywords: 3D Video, Ambient Illumination, Cartoon Effect, Depth Perception.

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476 Novel Security Strategy for Real Time Digital Videos

Authors: Prakash Devale, R. S. Prasad, Amol Dhumane, Pritesh Patil

Abstract:

Now a days video data embedding approach is a very challenging and interesting task towards keeping real time video data secure. We can implement and use this technique with high-level applications. As the rate-distortion of any image is not confirmed, because the gain provided by accurate image frame segmentation are balanced by the inefficiency of coding objects of arbitrary shape, with a lot factors like losses that depend on both the coding scheme and the object structure. By using rate controller in association with the encoder one can dynamically adjust the target bitrate. This paper discusses about to keep secure videos by mixing signature data with negligible distortion in the original video, and to keep steganographic video as closely as possible to the quality of the original video. In this discussion we propose the method for embedding the signature data into separate video frames by the use of block Discrete Cosine Transform. These frames are then encoded by real time encoding H.264 scheme concepts. After processing, at receiver end recovery of original video and the signature data is proposed.

Keywords: Data Hiding, Digital Watermarking, video coding H.264, Rate Control, Block DCT.

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475 Inter-frame Collusion Attack in SS-N Video Watermarking System

Authors: Yaser Mohammad Taheri, Alireza Zolghadr–asli, Mehran Yazdi

Abstract:

Video watermarking is usually considered as watermarking of a set of still images. In frame-by-frame watermarking approach, each video frame is seen as a single watermarked image, so collusion attack is more critical in video watermarking. If the same or redundant watermark is used for embedding in every frame of video, the watermark can be estimated and then removed by watermark estimate remodolulation (WER) attack. Also if uncorrelated watermarks are used for every frame, these watermarks can be washed out with frame temporal filtering (FTF). Switching watermark system or so-called SS-N system has better performance against WER and FTF attacks. In this system, for each frame, the watermark is randomly picked up from a finite pool of watermark patterns. At first SS-N system will be surveyed and then a new collusion attack for SS-N system will be proposed using a new algorithm for separating video frame based on watermark pattern. So N sets will be built in which every set contains frames carrying the same watermark. After that, using WER attack in every set, N different watermark patterns will be estimated and removed later.

Keywords: Watermark estimation remodulation (WER), Frame Temporal Averaging (FTF), switching watermark system.

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