Search results for: Video analysis
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 8903

Search results for: Video analysis

8843 Comparative Evaluation of Color-Based Video Signatures in the Presence of Various Distortion Types

Authors: Aritz Sánchez de la Fuente, Patrick Ndjiki-Nya, Karsten Sühring, Tobias Hinz, Karsten Müller, Thomas Wiegand

Abstract:

The robustness of color-based signatures in the presence of a selection of representative distortions is investigated. Considered are five signatures that have been developed and evaluated within a new modular framework. Two signatures presented in this work are directly derived from histograms gathered from video frames. The other three signatures are based on temporal information by computing difference histograms between adjacent frames. In order to obtain objective and reproducible results, the evaluations are conducted based on several randomly assembled test sets. These test sets are extracted from a video repository that contains a wide range of broadcast content including documentaries, sports, news, movies, etc. Overall, the experimental results show the adequacy of color-histogram-based signatures for video fingerprinting applications and indicate which type of signature should be preferred in the presence of certain distortions.

Keywords: color histograms, robust hashing, video retrieval, video signature

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8842 Video Quality Assessment using Visual Attention Approach for Sign Language

Authors: Julia Kucerova, Jaroslav Polec, Darina Tarcsiova

Abstract:

Visual information is very important in human perception of surrounding world. Video is one of the most common ways to capture visual information. The video capability has many benefits and can be used in various applications. For the most part, the video information is used to bring entertainment and help to relax, moreover, it can improve the quality of life of deaf people. Visual information is crucial for hearing impaired people, it allows them to communicate personally, using the sign language; some parts of the person being spoken to, are more important than others (e.g. hands, face). Therefore, the information about visually relevant parts of the image, allows us to design objective metric for this specific case. In this paper, we present an example of an objective metric based on human visual attention and detection of salient object in the observed scene.

Keywords: sign language, objective video quality, visual attention, saliency

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8841 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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8840 An Improved Fast Video Clip Search Algorithm for Copy Detection using Histogram-based Features

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

Abstract:

In this paper, we present an improved fast and robust search algorithm for copy detection using histogram-based features for short MPEG video clips from large video database. There are two types of histogram features used to generate more robust features. The first one 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. Another one is ordinal histogram feature which is robust to color distortion. Furthermore, by Combining with a temporal division method, the spatial and temporal features of the video sequence are integrated to realize fast and robust video search for copy detection. Experimental results show the proposed algorithm can detect the similar video clip more accurately and robust than conventional fast video search algorithm.

Keywords: Fast search, Copy detection, Adjacent pixel intensity difference quantization (APIDQ), DC image, Histogram feature.

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8839 An Implementation of Data Reusable MPEG Video Coding Scheme

Authors: Vasily G. Moshnyaga

Abstract:

This paper presents an optimized MPEG2 video codec implementation, which drastically reduces the number of computations and memory accesses required for video compression. Unlike traditional scheme, we reuse data stored in frame memory to omit unnecessary coding operations and memory read/writes for unchanged macroblocks. Due to dynamic memory sharing among reference frames, data-driven macroblock characterization and selective macroblock processing, we perform less than 15% of the total operations required by a conventional coder while maintaining high picture quality.

Keywords: Data reuse, adaptive processing, video coding, MPEG

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8838 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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8837 A Four-Step Ortho-Rectification Procedure for Geo-Referencing Video Streams from a Low-Cost UAV

Authors: B. O. Olawale, C. R. Chatwin, R. C. D. Young, P. M. Birch, F. O. Faithpraise, A. O. Olukiran

Abstract:

In this paper, we present a four-step ortho-rectification procedure for real-time geo-referencing of video data from a low-cost UAV equipped with a multi-sensor system. The basic procedures for the real-time ortho-rectification are: (1) decompilation of the video stream into individual frames; (2) establishing the interior camera orientation parameters; (3) determining the relative orientation parameters for each video frame with respect to each other; (4) finding the absolute orientation parameters, using a self-calibration bundle and adjustment with the aid of a mathematical model. Each ortho-rectified video frame is then mosaicked together to produce a mosaic image of the test area, which is then merged with a well referenced existing digital map for the purpose of geo-referencing and aerial surveillance. A test field located in Abuja, Nigeria was used to evaluate our method. Video and telemetry data were collected for about fifteen minutes, and they were processed using the four-step ortho-rectification procedure. The results demonstrated that the geometric measurement of the control field from ortho-images is more accurate when compared with those from original perspective images when used to pin point the exact location of targets on the video imagery acquired by the UAV. The 2-D planimetric accuracy when compared with the 6 control points measured by a GPS receiver is between 3 to 5 metres.

Keywords: Geo-referencing, ortho-rectification, video frame, self-calibration, UAV, target tracking.

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8836 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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8835 Content and Resources based Mobile and Wireless Video Transcoding

Authors: Ashraf M. A. Ahmad

Abstract:

Delivering streaming video over wireless is an important component of many interactive multimedia applications running on personal wireless handset devices. Such personal devices have to be inexpensive, compact, and lightweight. But wireless channels have a high channel bit error rate and limited bandwidth. Delay variation of packets due to network congestion and the high bit error rate greatly degrades the quality of video at the handheld device. Therefore, mobile access to multimedia contents requires video transcoding functionality at the edge of the mobile network for interworking with heterogeneous networks and services. Therefore, to guarantee quality of service (QoS) delivered to the mobile user, a robust and efficient transcoding scheme should be deployed in mobile multimedia transporting network. Hence, this paper examines the challenges and limitations that the video transcoding schemes in mobile multimedia transporting network face. Then handheld resources, network conditions and content based mobile and wireless video transcoding is proposed to provide high QoS applications. Exceptional performance is demonstrated in the experiment results. These experiments were designed to verify and prove the robustness of the proposed approach. Extensive experiments have been conducted, and the results of various video clips with different bit rate and frame rate have been provided.

Keywords: Content, Object detection, Transcoding, Texture, Temporal, Video.

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8834 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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8833 Video Quality Control Using a ROI and Two- Component Weighted Metrics

Authors: Petra Heribanová, Jaroslav Polec, Michal Martinovič

Abstract:

In this paper we propose a new content-weighted method for full reference (FR) video quality control using a region of interest (ROI) and wherein two-component weighted metrics for Deaf People Video Communication. In our approach, an image is partitioned into region of interest and into region "dry-as-dust", then region of interest is partitioned into two parts: edges and background (smooth regions), while the another methods (metrics) combined and weighted three or more parts as edges, edges errors, texture, smooth regions, blur, block distance etc. as we proposed. Using another idea that different image regions from deaf people video communication have different perceptual significance relative to quality. Intensity edges certainly contain considerable image information and are perceptually significant.

Keywords: Video quality assessment, weighted MSE.

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8832 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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8831 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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8830 Challenges in Video Based Object Detection in Maritime Scenario Using Computer Vision

Authors: Dilip K. Prasad, C. Krishna Prasath, Deepu Rajan, Lily Rachmawati, Eshan Rajabally, Chai Quek

Abstract:

This paper discusses the technical challenges in maritime image processing and machine vision problems for video streams generated by cameras. Even well documented problems of horizon detection and registration of frames in a video are very challenging in maritime scenarios. More advanced problems of background subtraction and object detection in video streams are very challenging. Challenges arising from the dynamic nature of the background, unavailability of static cues, presence of small objects at distant backgrounds, illumination effects, all contribute to the challenges as discussed here.

Keywords: Autonomous maritime vehicle, object detection, situation awareness, tracking.

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8829 Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning

Authors: Fauzy M. Wan, Reem S.A. Baragash

Abstract:

This study examined the effects of two dynamic visualizations on 60 Malaysian primary school student-s performance (time on task), retention and transference. The independent variables in this study were the two dynamic visualizations, the video and the animated instructions. The dependent variables were the gain score of performance, retention and transference. The results showed that the students in the animation group significantly outperformed the students in the video group in retention. There were no significant differences in terms of gain scores in the performance and transference among the animation and the video groups, although the scores were slightly higher in the animation group compared to the video group. The conclusion of this study is that the animation visualization is superior compared to the video in the retention for a procedural task.

Keywords: Dynamic visualization, Procedural Task, Retention, Transference

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8828 Scene Adaptive Shadow Detection Algorithm

Authors: Mohammed Ibrahim M, Anupama R.

Abstract:

Robustness is one of the primary performance criteria for an Intelligent Video Surveillance (IVS) system. One of the key factors in enhancing the robustness of dynamic video analysis is,providing accurate and reliable means for shadow detection. If left undetected, shadow pixels may result in incorrect object tracking and classification, as it tends to distort localization and measurement information. Most of the algorithms proposed in literature are computationally expensive; some to the extent of equalling computational requirement of motion detection. In this paper, the homogeneity property of shadows is explored in a novel way for shadow detection. An adaptive division image (which highlights homogeneity property of shadows) analysis followed by a relatively simpler projection histogram analysis for penumbra suppression is the key novelty in our approach.

Keywords: homogeneity, penumbra, projection histogram, shadow correction

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8827 Evaluation of Cognitive Benefits among Differently Abled Subjects with Video Game as Intervention

Authors: H. Nagendra, Vinod Kumar, S. Mukherjee

Abstract:

In this study, the potential benefits of playing action video game among congenitally deaf and dumb subjects is reported in terms of EEG ratio indices. The frontal and occipital lobes are associated with development of motor skills, cognition, and visual information processing and color recognition. The sixteen hours of First-Person shooter action video game play resulted in the increase of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can be attributed to the enhancement of certain aspect of cognition among deaf and dumb subjects.

Keywords: Cognitive enhancement, video games, EEG band powers, Deaf and Dumb subjects.

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8826 A Moving Human-Object Detection for Video Access Monitoring

Authors: Won-Ho Kim, Nuwan Sanjeewa Rajasooriya

Abstract:

In this paper, a simple moving human detection method is proposed for video surveillance system or access monitoring system. The frame difference and noise threshold are used for initial detection of a moving human-object, and simple labeling method is applied for final human-object segmentation. The simulated results show that the applied algorithm is fast to detect the moving human-objects by performing 95% of correct detection rate. The proposed algorithm has confirmed that can be used as an intelligent video access monitoring system.

Keywords: Moving human-object detection, Video access monitoring, Image processing.

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8825 Gradual Shot Boundary Detection and Classification Based on Fractal Analysis

Authors: Zeinab Zeinalpour-Tabrizi, Faeze Asdaghi, Mahmooh Fathy, Mohammad Reza Jahed-Motlagh

Abstract:

Shot boundary detection is a fundamental step for the organization of large video data. In this paper, we propose a new method for video gradual shots detection and classification, using advantages of fractal analysis and AIS-based classifier. Proposed features are “vertical intercept" and “fractal dimension" of each frame of videos which are computed using Fourier transform coefficients. We also used a classifier based on Clonal Selection Algorithm. We have carried out our solution and assessed it according to the TRECVID2006 benchmark dataset.

Keywords: shot boundary detection, gradual shots, fractal analysis, artificial immune system, choose Clooney.

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8824 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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8823 High Level Synthesis of Canny Edge Detection Algorithm on Zynq Platform

Authors: Hanaa M. Abdelgawad, Mona Safar, Ayman M. Wahba

Abstract:

Real time image and video processing is a demand in many computer vision applications, e.g. video surveillance, traffic management and medical imaging. The processing of those video applications requires high computational power. Thus, the optimal solution is the collaboration of CPU and hardware accelerators. In this paper, a Canny edge detection hardware accelerator is proposed. Edge detection is one of the basic building blocks of video and image processing applications. It is a common block in the pre-processing phase of image and video processing pipeline. Our presented approach targets offloading the Canny edge detection algorithm from processing system (PS) to programmable logic (PL) taking the advantage of High Level Synthesis (HLS) tool flow to accelerate the implementation on Zynq platform. The resulting implementation enables up to a 100x performance improvement through hardware acceleration. The CPU utilization drops down and the frame rate jumps to 60 fps of 1080p full HD input video stream.

Keywords: High Level Synthesis, Canny edge detection, Hardware accelerators, and Computer Vision.

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8822 Video Coding Algorithm for Video Sequences with Abrupt Luminance Change

Authors: Sang Hyun Kim

Abstract:

In this paper, a fast motion compensation algorithm is proposed that improves coding efficiency for video sequences with brightness variations. We also propose a cross entropy measure between histograms of two frames to detect brightness variations. The framewise brightness variation parameters, a multiplier and an offset field for image intensity, are estimated and compensated. Simulation results show that the proposed method yields a higher peak signal to noise ratio (PSNR) compared with the conventional method, with a greatly reduced computational load, when the video scene contains illumination changes.

Keywords: Motion estimation, Fast motion compensation, Brightness variation compensation, Brightness change detection, Cross entropy.

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8821 Evaluation of Video Quality Metrics and Performance Comparison on Contents Taken from Most Commonly Used Devices

Authors: Pratik Dhabal Deo, Manoj P.

Abstract:

With the increasing number of social media users, the amount of video content available has also significantly increased. Currently, the number of smartphone users is at its peak, and many are increasingly using their smartphones as their main photography and recording devices. There have been a lot of developments in the field of video quality assessment in since the past years and more research on various other aspects of video and image are being done. Datasets that contain a huge number of videos from different high-end devices make it difficult to analyze the performance of the metrics on the content from most used devices even if they contain contents taken in poor lighting conditions using lower-end devices. These devices face a lot of distortions due to various factors since the spectrum of contents recorded on these devices is huge. In this paper, we have presented an analysis of the objective Video Quality Analysis (VQA) metrics on contents taken only from most used devices and their performance on them, focusing on full-reference metrics. To carry out this research, we created a custom dataset containing a total of 90 videos that have been taken from three most commonly used devices, and Android smartphone, an iOS smartphone and a Digital Single-Lens Reflex (DSLR) camera. On the videos taken on each of these devices, the six most common types of distortions that users face have been applied in addition to already existing H.264 compression based on four reference videos. These six applied distortions have three levels of degradation each. A total of the five most popular VQA metrics have been evaluated on this dataset and the highest values and the lowest values of each of the metrics on the distortions have been recorded. Finally, it is found that blur is the artifact on which most of the metrics did not perform well. Thus, in order to understand the results better the amount of blur in the data set has been calculated and an additional evaluation of the metrics was done using High Efficiency Video Coding (HEVC) codec, which is the next version of H.264 compression, on the camera that proved to be the sharpest among the devices. The results have shown that as the resolution increases, the performance of the metrics tends to become more accurate and the best performing metric among them is VQM with very few inconsistencies and inaccurate results when the compression applied is H.264, but when the compression is applied is HEVC, Structural Similarity (SSIM) metric and Video Multimethod Assessment Fusion (VMAF) have performed significantly better.

Keywords: Distortion, metrics, recording, frame rate, video quality assessment.

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8820 Evaluation of Classifiers Based On I2C Distance for Action Recognition

Authors: Lei Zhang, Tao Wang, Xiantong Zhen

Abstract:

Naive Bayes Nearest Neighbor (NBNN) and its variants, i,e., local NBNN and the NBNN kernels, are local feature-based classifiers that have achieved impressive performance in image classification. By exploiting instance-to-class (I2C) distances (instance means image/video in image/video classification), they avoid quantization errors of local image descriptors in the bag of words (BoW) model. However, the performances of NBNN, local NBNN and the NBNN kernels have not been validated on video analysis. In this paper, we introduce these three classifiers into human action recognition and conduct comprehensive experiments on the benchmark KTH and the realistic HMDB datasets. The results shows that those I2C based classifiers consistently outperform the SVM classifier with the BoW model.

Keywords: Instance-to-class distance, NBNN, Local NBNN, NBNN kernel.

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8819 The Content Based Objective Metrics for Video Quality Evaluation

Authors: Michal Mardiak, Jaroslav Polec

Abstract:

In this paper we proposed comparison of four content based objective metrics with results of subjective tests from 80 video sequences. We also include two objective metrics VQM and SSIM to our comparison to serve as “reference” objective metrics because their pros and cons have already been published. Each of the video sequence was preprocessed by the region recognition algorithm and then the particular objective video quality metric were calculated i.e. mutual information, angular distance, moment of angle and normalized cross-correlation measure. The Pearson coefficient was calculated to express metrics relationship to accuracy of the model and the Spearman rank order correlation coefficient to represent the metrics relationship to monotonicity. The results show that model with the mutual information as objective metric provides best result and it is suitable for evaluating quality of video sequences.

Keywords: Objective quality metrics, mutual information, region recognition, content based metrics

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8818 The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning

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8817 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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8816 Stego Machine – Video Steganography using Modified LSB Algorithm

Authors: Mritha Ramalingam

Abstract:

Computer technology and the Internet have made a breakthrough in the existence of data communication. This has opened a whole new way of implementing steganography to ensure secure data transfer. Steganography is the fine art of hiding the information. Hiding the message in the carrier file enables the deniability of the existence of any message at all. This paper designs a stego machine to develop a steganographic application to hide data containing text in a computer video file and to retrieve the hidden information. This can be designed by embedding text file in a video file in such away that the video does not loose its functionality using Least Significant Bit (LSB) modification method. This method applies imperceptible modifications. This proposed method strives for high security to an eavesdropper-s inability to detect hidden information.

Keywords: Data hiding, LSB, Stego machine, VideoSteganography

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8815 Investigating Breakdowns in Human Robot Interaction: A Conversation Analysis Guided Single Case Study of a Human-Robot Communication in a Museum Environment

Authors: B. Arend, P. Sunnen, P. Caire

Abstract:

In a single case study, we show how a conversation analysis (CA) approach can shed light onto the sequential unfolding of human-robot interaction. Relying on video data, we are able to show that CA allows us to investigate the respective turn-taking systems of humans and a NAO robot in their dialogical dynamics, thus pointing out relevant differences. Our fine grained video analysis points out occurring breakdowns and their overcoming, when humans and a NAO-robot engage in a multimodally uttered multi-party communication during a sports guessing game. Our findings suggest that interdisciplinary work opens up the opportunity to gain new insights into the challenging issues of human robot communication in order to provide resources for developing mechanisms that enable complex human-robot interaction (HRI).

Keywords: Human-robot interaction, conversation analysis, dialogism, museum, breakdown.

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8814 Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing

Authors: Kazumoto Tanaka, Takayuki Fujino

Abstract:

Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for people suffering from permanent damage of stroke and other conditions. However, it is difficult for patients with different athletic abilities to play a game on an equal footing. This study specifically examines a computer video game designed for therapeutic exercise, and a game system with support given depending on athletic ability. Thereby, anyone playing the game can participate equally. This video-game, to be specific, is a popular variant of balloon volleyball, in which players hit a balloon by hand before it falls to the floor. In this game system, each player plays the game watching a monitor on which the system displays tailor-made video-game images adjusted to the person’s athletic ability, providing players with player-adaptive assist support. We have developed a multiplayer game system with an image generation technique for the tailor-made video-game and conducted tests to evaluate it.

Keywords: Therapeutic exercise, computer video game, disability-adaptive assist, tailor-made video-game image.

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