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

Search results for: Video Games Addiction

370 An Interlacing Technique-Based Blind Video Watermarking Using Wavelet

Authors: B. Sridhar, C. Arun

Abstract:

The rapid growth of multimedia technology demands the secure and efficient access to information. This fast growing lose the confidence of unauthorized duplication. Henceforth the protection of multimedia content is becoming more important. Watermarking solves the issue of unlawful copy of advanced data. In this paper, blind video watermarking technique has been proposed. A luminance layer of selected frames is interlaced into two even and odd rows of an image, further it is deinterlaced and equalizes the coefficients of the two shares. Color watermark is split into different blocks, and the pieces of block are concealed in one of the share under the wavelet transform. Stack the two images into a single image by introducing interlaced even and odd rows in the two shares. Finally, chrominance bands are concatenated with the watermarked luminance band. The safeguard level of the secret information is high, and it is undetectable. Results show that the quality of the video is not changed also yields the better PSNR values.

Keywords: Authentication, data security, deinterlaced, wavelet transform, watermarking.

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369 Shot Boundary Detection Using Octagon Square Search Pattern

Authors: J. Kavitha, S. Sowmyayani, P. Arockia Jansi Rani

Abstract:

In this paper, a shot boundary detection method is presented using octagon square search pattern. The color, edge, motion and texture features of each frame are extracted and used in shot boundary detection. The motion feature is extracted using octagon square search pattern. Then, the transition detection method is capable of detecting the shot or non-shot boundaries in the video using the feature weight values. Experimental results are evaluated in TRECVID video test set containing various types of shot transition with lighting effects, object and camera movement within the shots. Further, this paper compares the experimental results of the proposed method with existing methods. It shows that the proposed method outperforms the state-of-art methods for shot boundary detection.

Keywords: Content-based indexing and retrieval, cut transition detection, discrete wavelet transform, shot boundary detection, video source.

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368 Emotion Regulation: An Exploratory Cross-Sectional Study on the Change and Grow Therapeutic Model

Authors: Eduardo da Silva, Tânia Caetano, Jessica B. Lopes

Abstract:

Emotion dysregulation has been linked to psychopathology in general and, in particular, to substance abuse and other addiction-related disorders, such as eating disorders, impulsive disorder, and gambling. It has been proposed that a lessening of the difficulties in emotion regulation can have a significant positive impact on the treatment of these disorders. The present study explores the association between the progress in the Change & Grow® therapeutic model (5 stages of treatment), and the decrease in the difficulties related to emotion regulation. The Change & Grow® model has five stages of treatment according to the model’s five principles (Truth, Acceptance, Gratitude, Love and Responsibility) and incorporates different therapeutic approaches such as positive psychology, cognitive and behavioral therapy and third generation therapies. The main objective is to understand the impact of the presented therapeutic model on difficulties in emotion regulation in patients with addiction-related disorders. The exploratory study has a cross-sectional design. Participants were 44 (15 women and 29 men) Portuguese patients in the residential Villa Ramadas International Treatment Centre. The instrument used was the Portuguese version of the Difficulties in Emotion Regulation Scale (DERS), which measures six dimensions of emotion regulation (Strategies, Non-acceptance, Awareness, Impulse, Goals, and Clarity). The mean rank scores for both the DERS total score and the Impulse subscale showed statistically significant differences according to Stage of Treatment/Principles. Furthermore, Stage of Treatment/Principles held a negative correlation with the scores of the Non-acceptance and Impulse subscales, as well as the DERS total score. The results indicate that the Change & Grow® model seems to have an impact in lessening the patient’s difficulties in emotion regulation. The Impulse dimension suffered the greater impact, which supports the well-known relevance of impulse control, or related difficulties, in addiction-related disorders.

Keywords: Addiction, Change & Grow®, emotion regulation, psychopathology.

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367 Motion Analysis for Duplicate Frame Removal in Wireless Capsule Endoscope Video

Authors: Min Kook Choi, Hyun Gyu Lee, Ryan You, Byeong-Seok Shin, Sang-Chul Lee

Abstract:

Wireless capsule Endoscopy (WCE) has rapidly shown its wide applications in medical domain last ten years thanks to its noninvasiveness for patients and support for thorough inspection through a patient-s entire digestive system including small intestine. However, one of the main barriers to efficient clinical inspection procedure is that it requires large amount of effort for clinicians to inspect huge data collected during the examination, i.e., over 55,000 frames in video. In this paper, we propose a method to compute meaningful motion changes of WCE by analyzing the obtained video frames based on regional optical flow estimations. The computed motion vectors are used to remove duplicate video frames caused by WCE-s imaging nature, such as repetitive forward-backward motions from peristaltic movements. The motion vectors are derived by calculating directional component vectors in four local regions. Our experiments are performed on small intestine area, which is of main interest to clinical experts when using WCEs, and our experimental results show significant frame reductions comparing with a simple frame-to-frame similarity-based image reduction method.

Keywords: Wireless capsule endoscopy, optical flow, duplicated image, duplicated frame.

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366 Markov Game Controller Design Algorithms

Authors: Rajneesh Sharma, M. Gopal

Abstract:

Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.

Keywords: Reinforcement learning, Markov Decision Process, Matrix Games, Markov Games, Smooth Fictitious play, Controller, Inverted Pendulum.

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365 Container Chaos: The Impact of a Casual Game on Learning and Behavior

Authors: Lori L. Scarlatos, Ryan Courtney

Abstract:

This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.

Keywords: Behavior, carbon footprint, casual games, environmental impact, material sciences.

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364 Effective Image and Video Error Concealment using RST-Invariant Partial Patch Matching Model and Exemplar-based Inpainting

Authors: Shiraz Ahmad, Zhe-Ming Lu

Abstract:

An effective visual error concealment method has been presented by employing a robust rotation, scale, and translation (RST) invariant partial patch matching model (RSTI-PPMM) and exemplar-based inpainting. While the proposed robust and inherently feature-enhanced texture synthesis approach ensures the generation of excellent and perceptually plausible visual error concealment results, the outlier pruning property guarantees the significant quality improvements, both quantitatively and qualitatively. No intermediate user-interaction is required for the pre-segmented media and the presented method follows a bootstrapping approach for an automatic visual loss recovery and the image and video error concealment.

Keywords: Exemplar-based image and video inpainting, outlierpruning, RST-invariant partial patch matching model (RSTI-PPMM), visual error concealment.

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363 The Effectiveness of Video Clips to Enhance Students’ Achievement and Motivation on History Learning and Facilitation

Authors: L. Bih Ni, D. Norizah Ag Kiflee, T. Choon Keong, R. Talip, S. Singh Bikar Singh, M. Noor Mad Japuni, R. Talin

Abstract:

The purpose of this study is to determine the effectiveness of video clips to enhance students' achievement and motivation towards learning and facilitating of history. We use narrative literature studies to illustrate the current state of the two art and science in focused areas of inquiry. We used experimental method. The experimental method is a systematic scientific research method in which the researchers manipulate one or more variables to control and measure any changes in other variables. For this purpose, two experimental groups have been designed: one experimental and one groups consisting of 30 lower secondary students. The session is given to the first batch using a computer presentation program that uses video clips to be considered as experimental group, while the second group is assigned as the same class using traditional methods using dialogue and discussion techniques that are considered a control group. Both groups are subject to pre and post-trial in matters that are handled by the class. The findings show that the results of the pre-test analysis did not show statistically significant differences, which in turn proved the equality of the two groups. Meanwhile, post-test analysis results show that there was a statistically significant difference between the experimental group and the control group at an importance level of 0.05 for the benefit of the experimental group.

Keywords: Video clips, Historical Learning and Facilitation, Achievement, Motivation.

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362 A Low-Cost Vision-Based Unmanned Aerial System for Extremely Low-Light GPS-Denied Navigation and Thermal Imaging

Authors: Chang Liu, John Nash, Stephen D. Prior

Abstract:

This paper presents the design and implementation details of a complete unmanned aerial system (UAS) based on commercial-off-the-shelf (COTS) components, focusing on safety, security, search and rescue scenarios in GPS-denied environments. In particular, The aerial platform is capable of semi-autonomously navigating through extremely low-light, GPS-denied indoor environments based on onboard sensors only, including a downward-facing optical flow camera. Besides, an additional low-cost payload camera system is developed to stream both infra-red video and visible light video to a ground station in real-time, for the purpose of detecting sign of life and hidden humans. The total cost of the complete system is estimated to be $1150, and the effectiveness of the system has been tested and validated in practical scenarios.

Keywords: Unmanned aerial system, commercial-off-the-shelf, extremely low-light, GPS-denied, optical flow, infrared video.

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361 Worker Behavior Interpretation for Flexible Production

Authors: Bastian Hartmann, Christoph Schauer, Norbert Link

Abstract:

This paper addresses the problem of recognizing and interpreting the behavior of human workers in industrial environments for the purpose of integrating humans in software controlled manufacturing environments. In this work we propose a generic concept in order to derive solutions for task-related manual production applications. Thus, we are able to use a versatile concept providing flexible components and being less restricted to a specific problem or application. We instantiate our concept in a spot welding scenario in which the behavior of a human worker is interpreted when performing a welding task with a hand welding gun. We acquire signals from inertial sensors, video cameras and triggers and recognize atomic actions by using pose data from a marker based video tracking system and movement data from inertial sensors. Recognized atomic actions are analyzed on a higher evaluation level by a finite state machine.

Keywords: activity recognition, task modeling, marker-based video-tracking, inertial sensors.

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360 Consideration a Novel Manner for Data Sending Quality in Heterogeneous Radio Networks

Authors: Mohammadreza Amini, Omid Moradtalab, Ebadollah Zohrevandi

Abstract:

In real-time networks a large number of application programs are relying on video data and heterogeneous data transmission techniques. The aim of this research is presenting a method for end-to-end vouch quality service in surface applicationlayer for sending video data in comparison form in wireless heterogeneous networks. This method tries to improve the video sending over the wireless heterogeneous networks with used techniques in surface layer, link and application. The offered method is showing a considerable improvement in quality observing by user. In addition to this, other specifications such as shortage of data load that had require to resending and limited the relation period length to require time for second data sending, help to be used the offered method in the wireless devices that have a limited energy. The presented method and the achieved improvement is simulated and presented in the NS-2 software.

Keywords: Heterogeneous wireless networks, adaptation mechanism, multi-level, Handoff, stop mechanism, graceful degrades, application layer.

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359 The Effect of Dopamine D2 Receptor TAQ A1 Allele on Sprinter and Endurance Athlete

Authors: Öznur Özge Özcan, Canan Sercan, Hamza Kulaksız, Mesut Karahan, Korkut Ulucan

Abstract:

Genetic structure is very important to understand the brain dopamine system which is related to athletic performance. Hopefully, there will be enough studies about athletics performance in the terms of addiction-related genetic markers in the future. In the present study, we intended to investigate the Receptor-2 Gene (DRD2) rs1800497, which is related to brain dopaminergic system. 10 sprinter and 10 endurance athletes were enrolled in the study. Real-Time Polymerase Chain Reaction method was used for genotyping. According to results, A1A1, A1A2 and A2A2 genotypes in athletes were 0 (%0), 3 (%15) and 17 (%85). A1A1 genotype was not found and A2 allele was counted as the dominating allele in our cohort. These findings show that dopaminergic mechanism effects on sport genetic may be explained by the polygenic and multifactorial view.

Keywords: Addiction, athletic performance, genotype, polymorphism, sport genetics.

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358 Automated Service Scene Detection for Badminton Game Analysis Using CHLAC and MRA

Authors: Fumito Yoshikawa, Takumi Kobayashi, Kenji Watanabe, Nobuyuki Otsu

Abstract:

Extracting in-play scenes in sport videos is essential for quantitative analysis and effective video browsing of the sport activities. Game analysis of badminton as of the other racket sports requires detecting the start and end of each rally period in an automated manner. This paper describes an automatic serve scene detection method employing cubic higher-order local auto-correlation (CHLAC) and multiple regression analysis (MRA). CHLAC can extract features of postures and motions of multiple persons without segmenting and tracking each person by virtue of shift-invariance and additivity, and necessitate no prior knowledge. Then, the specific scenes, such as serve, are detected by linear regression (MRA) from the CHLAC features. To demonstrate the effectiveness of our method, the experiment was conducted on video sequences of five badminton matches captured by a single ceiling camera. The averaged precision and recall rates for the serve scene detection were 95.1% and 96.3%, respectively.

Keywords: Badminton, CHLAC, MRA, Video-based motiondetection

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357 Textile Technology: Application in Sport and Medicine

Authors: R. Taiar

Abstract:

Sport is one of the sectors in which the largest technical projections regarding the functions of textiles can be found. He is a large consumer of high performance composite materials and new fibers. It is one of the sectors where the innovation is the most important when the greatest numbers of spectacular developments are aimed at increasing performance. In medicine, textile innovation is used and contributes in the amelioration of different materials such as dressing, orthosis, bandages, etc. The hygienic textiles in non-woven materials record a strong growth. The objective of this study is to show the different advances of development we obtained in the both ways (sport and medicine). Polyamide fibers where developed tacking into account the specification of the high level athlete’s performance like swimming and triathlon (Olympic Games, Brazil 2016). The first textile utilization was for skiing (Olympic Games, Sotchi 2014). The different textiles technologies where adapted for medicine.

Keywords: Medical textile, Smart textile, Sport textile, Textile innovation.

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356 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities

Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd

Abstract:

In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.

Keywords: Fire Safety, healthcare, serious game, training.

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355 The Study of Game Interface Improvement due to the Game Operation Dilemma of Player in the Side-Scrolling Shooting Game

Authors: Shih-Chieh Liao, Cheng-Yan Shuai

Abstract:

The feature of a side-scrolling shooting game is facing the surrounding enemy and barraging in an entire screen. The player will be in trouble when they are trying to do complicated operations because of the physical and system limitations of the joystick in the games. This study designed the prototype of a type of arcade stick by focus group and assessed by the expert. We selected the most representative joystick prototype and built the control system for the joystick. We conducted two experimental tests using time and bullet consumption as objective indicators, aiming to demonstrate its efficiency in the game. Finally, the prototype of L-1 solves the dilemma of scroll shooting games when the player uses the arcade stick and improves the function of the arcade stick.

Keywords: Joystick, user interface, side-scrolling shooting game, improved user experience.

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354 Adversarial Disentanglement Using Latent Classifier for Pose-Independent Representation

Authors: Hamed Alqahtani, Manolya Kavakli-Thorne

Abstract:

The large pose discrepancy is one of the critical challenges in face recognition during video surveillance. Due to the entanglement of pose attributes with identity information, the conventional approaches for pose-independent representation lack in providing quality results in recognizing largely posed faces. In this paper, we propose a practical approach to disentangle the pose attribute from the identity information followed by synthesis of a face using a classifier network in latent space. The proposed approach employs a modified generative adversarial network framework consisting of an encoder-decoder structure embedded with a classifier in manifold space for carrying out factorization on the latent encoding. It can be further generalized to other face and non-face attributes for real-life video frames containing faces with significant attribute variations. Experimental results and comparison with state of the art in the field prove that the learned representation of the proposed approach synthesizes more compelling perceptual images through a combination of adversarial and classification losses.

Keywords: Video surveillance, disentanglement, face detection.

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353 Application of Wireless Visual Sensor for Semi- Autonomous Mine Navigation System

Authors: Vinay Kumar Pilania, Debashish Chakravarty

Abstract:

The present paper represent the efforts undertaken for the development of an semi-automatic robot that may be used for various post-disaster rescue operation planning and their subsequent execution using one-way communication of video and data from the robot to the controller and controller to the robot respectively. Wireless communication has been used for the purpose so that the robot may access the unapproachable places easily without any difficulties. It is expected that the information obtained from the robot would be of definite help to the rescue team for better planning and execution of their operations.

Keywords: Mine environment, mine navigation, mine rescue robot, video data transmission.

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352 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning

Authors: Omid Noroozi

Abstract:

Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.

Keywords: Argumentation, dialogue, digital game, learning, motivation.

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351 Prediction of Computer and Video Game Playing Population: An Age Structured Model

Authors: T. K. Sriram, Joydip Dhar

Abstract:

Models based on stage structure have found varied applications in population models. This paper proposes a stage structured model to study the trends in the computer and video game playing population of US. The game paying population is divided into three compartments based on their age group. After simulating the mathematical model, a forecast of the number of game players in each stage as well as an approximation of the average age of game players in future has been made.

Keywords: Age structure, Forecasting, Mathematical modeling, Stage structure.

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350 Bitrate Reduction Using FMO for Video Streaming over Packet Networks

Authors: Le Thanh Ha, Hye-Soo Kim, Chun-Su Park, Seung-Won Jung, Sung-Jea Ko

Abstract:

Flexible macroblock ordering (FMO), adopted in the H.264 standard, allows to partition all macroblocks (MBs) in a frame into separate groups of MBs called Slice Groups (SGs). FMO can not only support error-resilience, but also control the size of video packets for different network types. However, it is well-known that the number of bits required for encoding the frame is increased by adopting FMO. In this paper, we propose a novel algorithm that can reduce the bitrate overhead caused by utilizing FMO. In the proposed algorithm, all MBs are grouped in SGs based on the similarity of the transform coefficients. Experimental results show that our algorithm can reduce the bitrate as compared with conventional FMO.

Keywords: Data Partition, Entropy Coding, Greedy Algorithm, H.264/AVC, Slice Group.

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349 General Purpose Graphic Processing Units Based Real Time Video Tracking System

Authors: Mallikarjuna Rao Gundavarapu, Ch. Mallikarjuna Rao, K. Anuradha Bai

Abstract:

Real Time Video Tracking is a challenging task for computing professionals. The performance of video tracking techniques is greatly affected by background detection and elimination process. Local regions of the image frame contain vital information of background and foreground. However, pixel-level processing of local regions consumes a good amount of computational time and memory space by traditional approaches. In our approach we have explored the concurrent computational ability of General Purpose Graphic Processing Units (GPGPU) to address this problem. The Gaussian Mixture Model (GMM) with adaptive weighted kernels is used for detecting the background. The weights of the kernel are influenced by local regions and are updated by inter-frame variations of these corresponding regions. The proposed system has been tested with GPU devices such as GeForce GTX 280, GeForce GTX 280 and Quadro K2000. The results are encouraging with maximum speed up 10X compared to sequential approach.

Keywords: Connected components, Embrace threads, Local weighted kernel, Structuring element.

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348 An Architectural Model of Multi-Agent Systems for Student Evaluation in Collaborative Game Software

Authors: Monica Hoedltke Pietruchinski, Andrey Ricardo Pimentel

Abstract:

The teaching of computer programming for beginners has been generally considered as a difficult and challenging task. Several methodologies and research tools have been developed, however, the difficulty of teaching still remains. Our work integrates the state of the art in teaching programming with game software and further provides metrics for the evaluation of student performance in a collaborative activity of playing games. This paper aims to present a multi-agent system architecture to be incorporated to the educational collaborative game software for teaching programming that monitors, evaluates and encourages collaboration by the participants. A literature review has been made on the concepts of Collaborative Learning, Multi-agents systems, collaborative games and techniques to teach programming using these concepts simultaneously.

Keywords: Architecture of multi-agent systems, collaborative evaluation, collaboration assessment, gamifying educational software.

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347 Efficient Mean Shift Clustering Using Exponential Integral Kernels

Authors: S. Sutor, R. Röhr, G. Pujolle, R. Reda

Abstract:

This paper presents a highly efficient algorithm for detecting and tracking humans and objects in video surveillance sequences. Mean shift clustering is applied on backgrounddifferenced image sequences. For efficiency, all calculations are performed on integral images. Novel corresponding exponential integral kernels are introduced to allow the application of nonuniform kernels for clustering, which dramatically increases robustness without giving up the efficiency of the integral data structures. Experimental results demonstrating the power of this approach are presented.

Keywords: Clustering, Integral Images, Kernels, Person Detection, Person Tracking, Intelligent Video Surveillance.

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346 Adaptive Motion Estimator Based on Variable Block Size Scheme

Authors: S. Dhahri, A. Zitouni, H. Chaouch, R. Tourki

Abstract:

This paper presents an adaptive motion estimator that can be dynamically reconfigured by the best algorithm depending on the variation of the video nature during the lifetime of an application under running. The 4 Step Search (4SS) and the Gradient Search (GS) algorithms are integrated in the estimator in order to be used in the case of rapid and slow video sequences respectively. The Full Search Block Matching (FSBM) algorithm has been also integrated in order to be used in the case of the video sequences which are not real time oriented. In order to efficiently reduce the computational cost while achieving better visual quality with low cost power, the proposed motion estimator is based on a Variable Block Size (VBS) scheme that uses only the 16x16, 16x8, 8x16 and 8x8 modes. Experimental results show that the adaptive motion estimator allows better results in term of Peak Signal to Noise Ratio (PSNR), computational cost, FPGA occupied area, and dissipated power relatively to the most popular variable block size schemes presented in the literature.

Keywords: H264, Configurable Motion Estimator, VariableBlock Size, PSNR, Dissipated power.

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345 A Survey on Requirements and Challenges of Internet Protocol Television Service over Software Defined Networking

Authors: Esmeralda Hysenbelliu

Abstract:

Over the last years, the demand for high bandwidth services, such as live (IPTV Service) and on-demand video streaming, steadily and rapidly increased. It has been predicted that video traffic (IPTV, VoD, and WEB TV) will account more than 90% of global Internet Protocol traffic that will cross the globe in 2016. Consequently, the importance and consideration on requirements and challenges of service providers faced today in supporting user’s requests for entertainment video across the various IPTV services through virtualization over Software Defined Networks (SDN), is tremendous in the highest stage of attention. What is necessarily required, is to deliver optimized live and on-demand services like Internet Protocol Service (IPTV Service) with low cost and good quality by strictly fulfill the essential requirements of Clients and ISP’s (Internet Service Provider’s) in the same time. The aim of this study is to present an overview of the important requirements and challenges of IPTV service with two network trends on solving challenges through virtualization (SDN and Network Function Virtualization). This paper provides an overview of researches published in the last five years.

Keywords: Challenges, IPTV Service, Requirements, Software Defined Networking.

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344 ISME: Integrated Style Motion Editor for 3D Humanoid Character

Authors: Ismahafezi Ismail, Mohd Shahrizal Sunar

Abstract:

The motion of a realistic 3D humanoid character is very important especially for the industries developing computer animations and games. However, this type of motion is seen with a very complex dimensional data as well as body position, orientation, and joint rotation. Integrated Style Motion Editor (ISME), on the other hand, is a method used to alter the 3D humanoid motion capture data utilised in computer animation and games development. Therefore, this study was carried out with the purpose of demonstrating a method that is able to manipulate and deform different motion styles by integrating Key Pose Deformation Technique and Trajectory Control Technique. This motion editing method allows the user to generate new motions from the original motion capture data using a simple interface control. Unlike the previous method, our method produces a realistic humanoid motion style in real time.

Keywords: Computer animation, humanoid motion, motion capture, motion editing.

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343 Toward Indoor and Outdoor Surveillance Using an Improved Fast Background Subtraction Algorithm

Authors: A. El Harraj, N. Raissouni

Abstract:

The detection of moving objects from a video image sequences is very important for object tracking, activity recognition, and behavior understanding in video surveillance. The most used approach for moving objects detection / tracking is background subtraction algorithms. Many approaches have been suggested for background subtraction. But, these are illumination change sensitive and the solutions proposed to bypass this problem are time consuming. In this paper, we propose a robust yet computationally efficient background subtraction approach and, mainly, focus on the ability to detect moving objects on dynamic scenes, for possible applications in complex and restricted access areas monitoring, where moving and motionless persons must be reliably detected. It consists of three main phases, establishing illumination changes invariance, background/foreground modeling and morphological analysis for noise removing. We handle illumination changes using Contrast Limited Histogram Equalization (CLAHE), which limits the intensity of each pixel to user determined maximum. Thus, it mitigates the degradation due to scene illumination changes and improves the visibility of the video signal. Initially, the background and foreground images are extracted from the video sequence. Then, the background and foreground images are separately enhanced by applying CLAHE. In order to form multi-modal backgrounds we model each channel of a pixel as a mixture of K Gaussians (K=5) using Gaussian Mixture Model (GMM). Finally, we post process the resulting binary foreground mask using morphological erosion and dilation transformations to remove possible noise. For experimental test, we used a standard dataset to challenge the efficiency and accuracy of the proposed method on a diverse set of dynamic scenes.

Keywords: Video surveillance, background subtraction, Contrast Limited Histogram Equalization, illumination invariance, object tracking, object detection, behavior understanding, dynamic scenes.

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342 Automatic Camera Calibration for Images of Soccer Match

Authors: Qihe Li, Yupin Luo

Abstract:

Camera calibration plays an important role in the domain of the analysis of sports video. Considering soccer video, in most cases, the cross-points can be used for calibration at the center of the soccer field are not sufficient, so this paper introduces a new automatic camera calibration algorithm focus on solving this problem by using the properties of images of the center circle, halfway line and a touch line. After the theoretical analysis, a practicable automatic algorithm is proposed. Very little information used though, results of experiments with both synthetic data and real data show that the algorithm is applicable.

Keywords: Absolute conic, camera calibration, circular points, line at infinity.

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341 An Introduction to E-Content Producing Algorithm for Screen-Recorded Videos

Authors: J. Darsareh, M. Nikafrooz

Abstract:

Some teachers and e-content producers, based on their experiences, try to produce educational videos using screen recording software. There are many challenges they may encounter while producing screen-recorded videos. These are in the domains of technical and pedagogical challenges like; designing the production roadmap, preparing the screen, setting the recording software, recording the screen, editing, etc. This article presents some procedures for producing acceptable and well-made videos. These procedures are presented in the form of an algorithm for producing screen-recorded video. This algorithm presents the main producing phases, including design, pre-production, production, post-production, and distribution. These phases consist of some steps which are supported by several technical and pedagogical considerations. Following these phases and steps according to the suggested order helps the producers to produce their intended and desired video by saving time and also facing fewer technical problems. It is expected that by using this algorithm, e-content producers and teachers gain better performance in producing educational videos.

Keywords: E-content, educational video production, screen recording software, screen-recorded videos, e-content producing algorithm.

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