Search results for: computer video game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1869

Search results for: computer video game

1659 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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1658 Comparison of Router Intelligent and Cooperative Host Intelligent Algorithms in a Continuous Model of Fixed Telecommunication Networks

Authors: Dávid Csercsik, Sándor Imre

Abstract:

The performance of state of the art worldwide telecommunication networks strongly depends on the efficiency of the applied routing mechanism. Game theoretical approaches to this problem offer new solutions. In this paper a new continuous network routing model is defined to describe data transfer in fixed telecommunication networks of multiple hosts. The nodes of the network correspond to routers whose latency is assumed to be traffic dependent. We propose that the whole traffic of the network can be decomposed to a finite number of tasks, which belong to various hosts. To describe the different latency-sensitivity, utility functions are defined for each task. The model is used to compare router and host intelligent types of routing methods, corresponding to various data transfer protocols. We analyze host intelligent routing as a transferable utility cooperative game with externalities. The main aim of the paper is to provide a framework in which the efficiency of various routing algorithms can be compared and the transferable utility game arising in the cooperative case can be analyzed.

Keywords: Routing, Telecommunication networks, Performance evaluation, Cooperative game theory, Partition function form games

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1657 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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1656 Video Data Mining based on Information Fusion for Tamper Detection

Authors: Girija Chetty, Renuka Biswas

Abstract:

In this paper, we propose novel algorithmic models based on information fusion and feature transformation in crossmodal subspace for different types of residue features extracted from several intra-frame and inter-frame pixel sub-blocks in video sequences for detecting digital video tampering or forgery. An evaluation of proposed residue features – the noise residue features and the quantization features, their transformation in cross-modal subspace, and their multimodal fusion, for emulated copy-move tamper scenario shows a significant improvement in tamper detection accuracy as compared to single mode features without transformation in cross-modal subspace.

Keywords: image tamper detection, digital forensics, correlation features image fusion

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1655 Inverse Sets-based Recognition of Video Clips

Authors: Alexei M. Mikhailov

Abstract:

The paper discusses the mathematics of pattern indexing and its applications to recognition of visual patterns that are found in video clips. It is shown that (a) pattern indexes can be represented by collections of inverted patterns, (b) solutions to pattern classification problems can be found as intersections and histograms of inverted patterns and, thus, matching of original patterns avoided.

Keywords: Artificial neural cortex, computational biology, data mining, pattern recognition.

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1654 Feature Point Reduction for Video Stabilization

Authors: Theerawat Songyot, Tham Manjing, Bunyarit Uyyanonvara, Chanjira Sinthanayothin

Abstract:

Corner detection and optical flow are common techniques for feature-based video stabilization. However, these algorithms are computationally expensive and should be performed at a reasonable rate. This paper presents an algorithm for discarding irrelevant feature points and maintaining them for future use so as to improve the computational cost. The algorithm starts by initializing a maintained set. The feature points in the maintained set are examined against its accuracy for modeling. Corner detection is required only when the feature points are insufficiently accurate for future modeling. Then, optical flows are computed from the maintained feature points toward the consecutive frame. After that, a motion model is estimated based on the simplified affine motion model and least square method, with outliers belonging to moving objects presented. Studentized residuals are used to eliminate such outliers. The model estimation and elimination processes repeat until no more outliers are identified. Finally, the entire algorithm repeats along the video sequence with the points remaining from the previous iteration used as the maintained set. As a practical application, an efficient video stabilization can be achieved by exploiting the computed motion models. Our study shows that the number of times corner detection needs to perform is greatly reduced, thus significantly improving the computational cost. Moreover, optical flow vectors are computed for only the maintained feature points, not for outliers, thus also reducing the computational cost. In addition, the feature points after reduction can sufficiently be used for background objects tracking as demonstrated in the simple video stabilizer based on our proposed algorithm.

Keywords: background object tracking, feature point reduction, low cost tracking, video stabilization.

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1653 Characterizing the Geometry of Envy Human Behaviour Using Game Theory Model with Two Types of Homogeneous Players

Authors: A. S. Mousa, R. I. Rajab, A. A. Pinto

Abstract:

An envy behavioral game theoretical model with two types of homogeneous players is considered in this paper. The strategy space of each type of players is a discrete set with only two alternatives. The preferences of each type of players is given by a discrete utility function. All envy strategies that form Nash equilibria and the corresponding envy Nash domains for each type of players have been characterized. We use geometry to construct two dimensional envy tilings where the horizontal axis reflects the preference for players of type one, while the vertical axis reflects the preference for the players of type two. The influence of the envy behavior parameters on the Cartesian position of the equilibria has been studied, and in each envy tiling we determine the envy Nash equilibria. We observe that there are 1024 combinatorial classes of envy tilings generated from envy chromosomes: 256 of them are being structurally stable while 768 are with bifurcation. Finally, some conditions for the disparate envy Nash equilibria are stated.

Keywords: Game theory, Nash Equilibrium, envy Nash Equilibrium, geometric tilings, bifurcation thresholds.

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1652 New VLSI Architecture for Motion Estimation Algorithm

Authors: V. S. K. Reddy, S. Sengupta, Y. M. Latha

Abstract:

This paper presents an efficient VLSI architecture design to achieve real time video processing using Full-Search Block Matching (FSBM) algorithm. The design employs parallel bank architecture with minimum latency, maximum throughput, and full hardware utilization. We use nine parallel processors in our architecture and each controlled by a state machine. State machine control implementation makes the design very simple and cost effective. The design is implemented using VHDL and the programming techniques we incorporated makes the design completely programmable in the sense that the search ranges and the block sizes can be varied to suit any given requirements. The design can operate at frequencies up to 36 MHz and it can function in QCIF and CIF video resolution at 1.46 MHz and 5.86 MHz, respectively.

Keywords: Video Coding, Motion Estimation, Full-Search, Block-Matching, VLSI Architecture.

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1651 Video Classification by Partitioned Frequency Spectra of Repeating Movements

Authors: Kahraman Ayyildiz, Stefan Conrad

Abstract:

In this paper we present a system for classifying videos by frequency spectra. Many videos contain activities with repeating movements. Sports videos, home improvement videos, or videos showing mechanical motion are some example areas. Motion of these areas usually repeats with a certain main frequency and several side frequencies. Transforming repeating motion to its frequency domain via FFT reveals these frequencies. Average amplitudes of frequency intervals can be seen as features of cyclic motion. Hence determining these features can help to classify videos with repeating movements. In this paper we explain how to compute frequency spectra for video clips and how to use them for classifying. Our approach utilizes series of image moments as a function. This function again is transformed into its frequency domain.

Keywords: action recognition, frequency feature, motion recognition, repeating movement, video classification

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1650 A Quality Optimization Approach: An Application on Next Generation Networks

Authors: Gülfem I. Alptekin, S. Emre Alptekin

Abstract:

The next generation wireless systems, especially the cognitive radio networks aim at utilizing network resources more efficiently. They share a wide range of available spectrum in an opportunistic manner. In this paper, we propose a quality management model for short-term sub-lease of unutilized spectrum bands to different service providers. We built our model on competitive secondary market architecture. To establish the necessary conditions for convergent behavior, we utilize techniques from game theory. Our proposed model is based on potential game approach that is suitable for systems with dynamic decision making. The Nash equilibrium point tells the spectrum holders the ideal price values where profit is maximized at the highest level of customer satisfaction. Our numerical results show that the price decisions of the network providers depend on the price and QoS of their own bands as well as the prices and QoS levels of their opponents- bands.

Keywords: cognitive radio networks, game theory, nextgeneration wireless networks, spectrum management.

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1649 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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1648 Design of FIR Filter for Water Level Detection

Authors: Sakol Udomsiri, Masahiro Iwahashi

Abstract:

This paper proposes a new design of spatial FIR filter to automatically detect water level from a video signal of various river surroundings. A new approach in this report applies "addition" of frames and a "horizontal" edge detector to distinguish water region and land region. Variance of each line of a filtered video frame is used as a feature value. The water level is recognized as a boundary line between the land region and the water region. Edge detection filter essentially demarcates between two distinctly different regions. However, the conventional filters are not automatically adaptive to detect water level in various lighting conditions of river scenery. An optimized filter is purposed so that the system becomes robust to changes of lighting condition. More reliability of the proposed system with the optimized filter is confirmed by accuracy of water level detection.

Keywords: water level, video, filter, detection.

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1647 Shape Error Concealment for Shape Independent Transform Coding

Authors: Sandra Ondrušová, Jaroslav Polec

Abstract:

Arbitrarily shaped video objects are an important concept in modern video coding methods. The techniques presently used are not based on image elements but rather video objects having an arbitrary shape. In this paper, spatial shape error concealment techniques to be used for object-based image in error-prone environments are proposed. We consider a geometric shape representation consisting of the object boundary, which can be extracted from the α-plane. Three different approaches are used to replace a missing boundary segment: Bézier interpolation, Bézier approximation and NURBS approximation. Experimental results on object shape with different concealment difficulty demonstrate the performance of the proposed methods. Comparisons with proposed methods are also presented.

Keywords: error concealment, shape coding, object-based image, NURBS, Bézier curves.

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1646 Real Time Video Based Smoke Detection Using Double Optical Flow Estimation

Authors: Anton Stadler, Thorsten Ike

Abstract:

In this paper, we present a video based smoke detection algorithm based on TVL1 optical flow estimation. The main part of the algorithm is an accumulating system for motion angles and upward motion speed of the flow field. We optimized the usage of TVL1 flow estimation for the detection of smoke with very low smoke density. Therefore, we use adapted flow parameters and estimate the flow field on difference images. We show in theory and in evaluation that this improves the performance of smoke detection significantly. We evaluate the smoke algorithm using videos with different smoke densities and different backgrounds. We show that smoke detection is very reliable in varying scenarios. Further we verify that our algorithm is very robust towards crowded scenes disturbance videos.

Keywords: Low density, optical flow, upward smoke motion, video based smoke detection.

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1645 Selective Encryption using ISMA Cryp in Real Time Video Streaming of H.264/AVC for DVB-H Application

Authors: Jay M. Joshi, Upena D. Dalal

Abstract:

Multimedia information availability has increased dramatically with the advent of video broadcasting on handheld devices. But with this availability comes problems of maintaining the security of information that is displayed in public. ISMA Encryption and Authentication (ISMACryp) is one of the chosen technologies for service protection in DVB-H (Digital Video Broadcasting- Handheld), the TV system for portable handheld devices. The ISMACryp is encoded with H.264/AVC (advanced video coding), while leaving all structural data as it is. Two modes of ISMACryp are available; the CTR mode (Counter type) and CBC mode (Cipher Block Chaining) mode. Both modes of ISMACryp are based on 128- bit AES algorithm. AES algorithms are more complex and require larger time for execution which is not suitable for real time application like live TV. The proposed system aims to gain a deep understanding of video data security on multimedia technologies and to provide security for real time video applications using selective encryption for H.264/AVC. Five level of security proposed in this paper based on the content of NAL unit in Baseline Constrain profile of H.264/AVC. The selective encryption in different levels provides encryption of intra-prediction mode, residue data, inter-prediction mode or motion vectors only. Experimental results shown in this paper described that fifth level which is ISMACryp provide higher level of security with more encryption time and the one level provide lower level of security by encrypting only motion vectors with lower execution time without compromise on compression and quality of visual content. This encryption scheme with compression process with low cost, and keeps the file format unchanged with some direct operations supported. Simulation was being carried out in Matlab.

Keywords: AES-128, CAVLC, H.264, ISMACryp

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1644 Game Theory Based Diligent Energy Utilization Algorithm for Routing in Wireless Sensor Network

Authors: X. Mercilin Raajini, R. Raja Kumar, P. Indumathi, V. Praveen

Abstract:

Many cluster based routing protocols have been proposed in the field of wireless sensor networks, in which a group of nodes are formed as clusters. A cluster head is selected from one among those nodes based on residual energy, coverage area, number of hops and that cluster-head will perform data gathering from various sensor nodes and forwards aggregated data to the base station or to a relay node (another cluster-head), which will forward the packet along with its own data packet to the base station. Here a Game Theory based Diligent Energy Utilization Algorithm (GTDEA) for routing is proposed. In GTDEA, the cluster head selection is done with the help of game theory, a decision making process, that selects a cluster-head based on three parameters such as residual energy (RE), Received Signal Strength Index (RSSI) and Packet Reception Rate (PRR). Finding a feasible path to the destination with minimum utilization of available energy improves the network lifetime and is achieved by the proposed approach. In GTDEA, the packets are forwarded to the base station using inter-cluster routing technique, which will further forward it to the base station. Simulation results reveal that GTDEA improves the network performance in terms of throughput, lifetime, and power consumption.

Keywords: Cluster head, Energy utilization, Game Theory, LEACH, Sensor network.

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1643 Effect of Modification and Expansion on Emergence of Cooperation in Demographic Multi-Level Donor-Recipient Game

Authors: Tsuneyuki Namekata, Yoko Namekata

Abstract:

It is known that the mean investment evolves from a very low initial value to some high level in the Continuous Prisoner's Dilemma. We examine how the cooperation level evolves from a low initial level to a high level in our Demographic Multi-level Donor-Recipient situation. In the Multi-level Donor-Recipient game, one player is selected as a Donor and the other as a Recipient randomly. The Donor has multiple cooperative moves and one defective move. A cooperative move means the Donor pays some cost for the Recipient to receive some benefit. The more cooperative move the Donor takes, the higher cost the Donor pays and the higher benefit the Recipient receives. The defective move has no effect on them. Two consecutive Multi-level Donor-Recipient games, one as a Donor and the other as a Recipient, can be viewed as a discrete version of the Continuous Prisoner's Dilemma. In the Demographic Multi-level Donor-Recipient game, players are initially distributed spatially. In each period, players play multiple Multi-level Donor-Recipient games against other players. He leaves offspring if possible and dies because of negative accumulated payoff of him or his lifespan. Cooperative moves are necessary for the survival of the whole population. There is only a low level of cooperative move besides the defective move initially available in strategies of players. A player may modify and expand his strategy by his recent experiences or practices. We distinguish several types of a player about modification and expansion. We show, by Agent-Based Simulation, that introducing only the modification increases the emergence rate of cooperation and introducing both the modification and the expansion further increases it and a high level of cooperation does emerge in our Demographic Multi-level Donor-Recipient Game.

Keywords: Agent-based simulation, donor-recipient game, emergence of cooperation, spatial structure, TFT, TF2T.

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1642 Constructing of Classifier for Face Recognition on the Basis of the Conjugation Indexes

Authors: Vladimir A. Fursov, Nikita E. Kozin

Abstract:

In this work the opportunity of construction of the qualifiers for face-recognition systems based on conjugation criteria is investigated. The linkage between the bipartite conjugation, the conjugation with a subspace and the conjugation with the null-space is shown. The unified solving rule is investigated. It makes the decision on the rating of face to a class considering the linkage between conjugation values. The described recognition method can be successfully applied to the distributed systems of video control and video observation.

Keywords: Conjugation, Eigenfaces, Recognition.

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1641 Robust Digital Cinema Watermarking

Authors: Sadi Vural, Hiromi Tomii, Hironori Yamauchi

Abstract:

With the advent of digital cinema and digital broadcasting, copyright protection of video data has been one of the most important issues. We present a novel method of watermarking for video image data based on the hardware and digital wavelet transform techniques and name it as “traceable watermarking" because the watermarked data is constructed before the transmission process and traced after it has been received by an authorized user. In our method, we embed the watermark to the lowest part of each image frame in decoded video by using a hardware LSI. Digital Cinema is an important application for traceable watermarking since digital cinema system makes use of watermarking technology during content encoding, encryption, transmission, decoding and all the intermediate process to be done in digital cinema systems. The watermark is embedded into the randomly selected movie frames using hash functions. Embedded watermark information can be extracted from the decoded video data. For that, there is no need to access original movie data. Our experimental results show that proposed traceable watermarking method for digital cinema system is much better than the convenient watermarking techniques in terms of robustness, image quality, speed, simplicity and robust structure.

Keywords: Decoder, Digital content, JPEG2000 Frame, System-On-Chip, traceable watermark, Hash Function, CRC-32.

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1640 Investigating the Performance of Minimax Search and Aggregate Mahalanobis Distance Function in Evolving an Ayo/Awale Player

Authors: Randle O. A., Olugbara, O. O., Lall M.

Abstract:

In this paper we describe a hybrid technique of Minimax search and aggregate Mahalanobis distance function synthesis to evolve Awale game player. The hybrid technique helps to suggest a move in a short amount of time without looking into endgame database. However, the effectiveness of the technique is heavily dependent on the training dataset of the Awale strategies utilized. The evolved player was tested against Awale shareware program and the result is appealing.

Keywords: Minimax Search, Mahalanobis Distance, Strategic Game, Awale

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1639 A Video-based Algorithm for Moving Objects Detection at Signalized Intersection

Authors: Juan Li, Chunfu Shao, Chunjiao Dong, Dan Zhao, Yinhong Liu

Abstract:

Mixed-traffic (e.g., pedestrians, bicycles, and vehicles) data at an intersection is one of the essential factors for intersection design and traffic control. However, some data such as pedestrian volume cannot be directly collected by common detectors (e.g. inductive loop, sonar and microwave sensors). In this paper, a video based detection algorithm is proposed for mixed-traffic data collection at intersections using surveillance cameras. The algorithm is derived from Gaussian Mixture Model (GMM), and uses a mergence time adjustment scheme to improve the traditional algorithm. Real-world video data were selected to test the algorithm. The results show that the proposed algorithm has the faster processing speed and more accuracy than the traditional algorithm. This indicates that the improved algorithm can be applied to detect mixed-traffic at signalized intersection, even when conflicts occur.

Keywords: detection, intersection, mixed traffic, moving objects.

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1638 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

Abstract:

The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: Gesture recognition, Kinect, shadow play animation, VRPN.

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1637 Active Learning Strategies and Academic Achievement among Some Psychology Undergraduates in Barbados

Authors: Grace Adebisi Fayombo

Abstract:

This study investigated the relationships between the active learning strategies (discussion, video clips, game show, role– play, five minute paper, clarification pauses, and small group) and academic achievement among a sample of 158 undergraduate psychology students in The University of the West Indies (UWI), Barbados. Results revealed statistically significant positive correlations between active learning strategies and students’ academic achievement; so also the active learning strategies contributed 22% (Rsq=0.222) to the variance being accounted for in academic achievement and this was found to be statistically significant (F(7,150) = 6.12, p < .05). Additionally, group work emerged as the best active learning strategy and had the highest correlation with the students’ academic achievement. These results were discussed in the light of the importance of the active learning strategies promoting academic achievement among the university students.

Keywords: Academic achievement, active learning strategies, psychology, undergraduates.

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1636 A Frugal Bidding Procedure for Replicating WWW Content

Authors: Samee Ullah Khan, C. Ardil

Abstract:

Fine-grained data replication over the Internet allows duplication of frequently accessed data objects, as opposed to entire sites, to certain locations so as to improve the performance of largescale content distribution systems. In a distributed system, agents representing their sites try to maximize their own benefit since they are driven by different goals such as to minimize their communication costs, latency, etc. In this paper, we will use game theoretical techniques and in particular auctions to identify a bidding mechanism that encapsulates the selfishness of the agents, while having a controlling hand over them. In essence, the proposed game theory based mechanism is the study of what happens when independent agents act selfishly and how to control them to maximize the overall performance. A bidding mechanism asks how one can design systems so that agents- selfish behavior results in the desired system-wide goals. Experimental results reveal that this mechanism provides excellent solution quality, while maintaining fast execution time. The comparisons are recorded against some well known techniques such as greedy, branch and bound, game theoretical auctions and genetic algorithms.

Keywords: Internet, data content replication, static allocation, mechanism design, equilibrium.

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1635 A Fast Replica Placement Methodology for Large-scale Distributed Computing Systems

Authors: Samee Ullah Khan, C. Ardil

Abstract:

Fine-grained data replication over the Internet allows duplication of frequently accessed data objects, as opposed to entire sites, to certain locations so as to improve the performance of largescale content distribution systems. In a distributed system, agents representing their sites try to maximize their own benefit since they are driven by different goals such as to minimize their communication costs, latency, etc. In this paper, we will use game theoretical techniques and in particular auctions to identify a bidding mechanism that encapsulates the selfishness of the agents, while having a controlling hand over them. In essence, the proposed game theory based mechanism is the study of what happens when independent agents act selfishly and how to control them to maximize the overall performance. A bidding mechanism asks how one can design systems so that agents- selfish behavior results in the desired system-wide goals. Experimental results reveal that this mechanism provides excellent solution quality, while maintaining fast execution time. The comparisons are recorded against some well known techniques such as greedy, branch and bound, game theoretical auctions and genetic algorithms.

Keywords: Data replication, auctions, static allocation, pricing.

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1634 A New H.264-Based Rate Control Algorithm for Stereoscopic Video Coding

Authors: Yi Liao, Wencheng Yang, Gangyi Jiang

Abstract:

According to investigating impact of complexity of stereoscopic frame pairs on stereoscopic video coding and transmission, a new rate control algorithm is presented. The proposed rate control algorithm is performed on three levels: stereoscopic group of pictures (SGOP) level, stereoscopic frame (SFrame) level and frame level. A temporal-spatial frame complexity model is firstly established, in the bits allocation stage, the frame complexity, position significance and reference property between the left and right frames are taken into account. Meanwhile, the target buffer is set according to the frame complexity. Experimental results show that the proposed method can efficiently control the bitrates, and it outperforms the fixed quantization parameter method from the rate distortion perspective, and average PSNR gain between rate-distortion curves (BDPSNR) is 0.21dB.

Keywords: Stereoscopic video coding, rate control, stereoscopic group of pictures, complexity of stereoscopic frame pairs.

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1633 Transform-Domain Rate-Distortion Optimization Accelerator for H.264/AVC Video Encoding

Authors: Mohammed Golam Sarwer, Lai Man Po, Kai Guo, Q.M. Jonathan Wu

Abstract:

In H.264/AVC video encoding, rate-distortion optimization for mode selection plays a significant role to achieve outstanding performance in compression efficiency and video quality. However, this mode selection process also makes the encoding process extremely complex, especially in the computation of the ratedistortion cost function, which includes the computations of the sum of squared difference (SSD) between the original and reconstructed image blocks and context-based entropy coding of the block. In this paper, a transform-domain rate-distortion optimization accelerator based on fast SSD (FSSD) and VLC-based rate estimation algorithm is proposed. This algorithm could significantly simplify the hardware architecture for the rate-distortion cost computation with only ignorable performance degradation. An efficient hardware structure for implementing the proposed transform-domain rate-distortion optimization accelerator is also proposed. Simulation results demonstrated that the proposed algorithm reduces about 47% of total encoding time with negligible degradation of coding performance. The proposed method can be easily applied to many mobile video application areas such as a digital camera and a DMB (Digital Multimedia Broadcasting) phone.

Keywords: Context-adaptive variable length coding (CAVLC), H.264/AVC, rate-distortion optimization (RDO), sum of squareddifference (SSD).

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1632 Prospective Class Teachers- Computer Experiences and Computer Attitudes

Authors: L. Deniz

Abstract:

The main purpose of the research is to investigate the computer experiences and computer attitudes of prospective class teachers. The research also investigated the differences between computer attitudes and computer experiences, computer competencies and the influence of genders. Ninety prospective class teachers participated in the research. Computer Attitude Scale- Marmara (CAS-M), and a questionnaire, about their computer experiences, and opinions toward the use of computers in the classroom setting, were administrated. The major findings are as follows: (1) 62% of prospective class teachers have computer at home; (2) 50% of the computer owners have computers less than three years; (3) No significant differences were found between computer attitudes and gender; (4) Differences were found between general computer attitudes and computer liking attitudes of prospective class teachers based on their computer competencies in favor of more competent ones.

Keywords: Computer attitude, computer experience, prospective class teacher

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1631 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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1630 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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