Search results for: multimedia
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 189

Search results for: multimedia

99 Image Authenticity and Perceptual Optimization via Genetic Algorithm and a Dependence Neighborhood

Authors: Imran Usman, Asifullah Khan, Rafiullah Chamlawi, Abdul Majid

Abstract:

Information hiding for authenticating and verifying the content integrity of the multimedia has been exploited extensively in the last decade. We propose the idea of using genetic algorithm and non-deterministic dependence by involving the un-watermarkable coefficients for digital image authentication. Genetic algorithm is used to intelligently select coefficients for watermarking in a DCT based image authentication scheme, which implicitly watermark all the un-watermarkable coefficients also, in order to thwart different attacks. Experimental results show that such intelligent selection results in improvement of imperceptibility of the watermarked image, and implicit watermarking of all the coefficients improves security against attacks such as cover-up, vector quantization and transplantation.

Keywords: Digital watermarking, fragile watermarking, geneticalgorithm, Image authentication.

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98 Delay Specific Investigations on QoS Scheduling Schemes for Real-Time Traffic in Packet Switched Networks

Authors: P.S.Prakash, S.Selvan

Abstract:

Packet switched data network like Internet, which has traditionally supported throughput sensitive applications such as email and file transfer, is increasingly supporting delay-sensitive multimedia applications such as interactive video. These delaysensitive applications would often rather sacrifice some throughput for better delay. Unfortunately, the current packet switched network does not offer choices, but instead provides monolithic best-effort service to all applications. This paper evaluates Class Based Queuing (CBQ), Coordinated Earliest Deadline First (CEDF), Weighted Switch Deficit Round Robin (WSDRR) and RED-Boston scheduling schemes that is sensitive to delay bound expectations for variety of real time applications and an enhancement of WSDRR is proposed.

Keywords: QoS, Delay-sensitive, Queuing delay, Scheduling

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97 Towards an Analysis of Rhetoric of Digital Arabic Discourse

Authors: Gameel Abdelmageed

Abstract:

Arabs have a rhetorical heritage which has greatly contributed to the monitoring and analyzing of the rhetoric of the Holy Quran, Hadith, and Arabic texts on poetry and oratory. But Arab scholars - as far as the researcher knows – have not contributed to monitoring and analyzing the rhetoric of digital Arabic discourse although it has prominence, particularly in social media and has strong effectiveness in the political and social life of Arab society. This discourse has made its impact by using very new rhetorical techniques in language, voice, image, painting and video clips which are known as “Multimedia” and belong to “Digital Rhetoric”. This study suggests that it is time to draw the attention of Arab scholars and invite them to monitor and analyze the rhetoric of digital Arabic discourse.

Keywords: Digital discourse, digital rhetoric, social media, Facebook.

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96 On the Continuous Service of Distributed e-Learning System

Authors: Kazunari Meguro, Shinichi Motomura, Takao Kawamura, Kazunori Sugahara

Abstract:

In this paper, backup and recovery technique for Peer to Peer applications, such as a distributed asynchronous Web-Based Training system that we have previously proposed. In order to improve the scalability and robustness of this system, all contents and function are realized on mobile agents. These agents are distributed to computers, and they can obtain using a Peer to Peer network that modified Content-Addressable Network. In the proposed system, although entire services do not become impossible even if some computers break down, the problem that contents disappear occurs with an agent-s disappearance. As a solution for this issue, backups of agents are distributed to computers. If a failure of a computer is detected, other computers will continue service using backups of the agents belonged to the computer.

Keywords: Distributed Multimedia Systems, e-Learning, P2P, Mobile Agent

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95 Development of a Catalogs System for Augmented Reality Applications

Authors: J. Ierache, N. A. Mangiarua, S. A. Bevacqua, N. N. Verdicchio, M. E. Becerra, D. R. Sanz, M. E. Sena, F. M. Ortiz, N. D. Duarte, S. Igarza

Abstract:

Augmented Reality is a technology that involves the overlay of virtual content, which is context or environment sensitive, on images of the physical world in real time. This paper presents the development of a catalog system that facilitates and allows the creation, publishing, management and exploitation of augmented multimedia contents and Augmented Reality applications, creating an own space for anyone that wants to provide information to real objects in order to edit and share it then online with others. These spaces would be built for different domains without the initial need of expert users. Its operation focuses on the context of Web 2.0 or Social Web, with its various applications, developing contents to enrich the real context in which human beings act permitting the evolution of catalog’s contents in an emerging way.

Keywords: Augmented Reality, Catalog System, Computer Graphics, Mobile Application.

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94 Learning Bridge: A Reading Comprehension Platform with Rich Media

Authors: Yu-Chin Kuo, Szu-Wei Yang, Hsin-Hung Kuo

Abstract:

A Reading Comprehend (RC) Platform has been constructed and developed to facilitate children-s English reading comprehension. Like a learning bridge, the RC Platform focuses on the integration of rich media and picture-book texts. The study is to examine the effects of the project within the RC Platform for children. Two classes of fourth graders were selected from a public elementary school in an urban area of central Taiwan. The findings taken from the survey showed that the students demonstrated high interest in the RC Platform. The students benefited greatly and enjoyed reading via the technology-enhanced project within the RC Platform. This Platform is a good reading bridge to enrich students- learning experiences and enhance their performance in English reading comprehension.

Keywords: English Teaching, Multimedia-based Learning, Learning Platform, Reading Comprehension, Technology EnhancedLearning.

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93 Affirming Students’ Attention and Perceptions on Prezi Presentation via Eye Tracking System

Authors: Mona Masood, Norshazlina Shaik Othman

Abstract:

The purpose of this study was to investigate graduate students’ visual attention and perceptions of a Prezi presentation. Ten postgraduate master students were presented with a Prezi presentation at the Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia (USM). The eye movement indicators such as dwell time, average fixation on the areas of interests, heat maps and focus maps were abstracted to indicate the students’ visual attention. Descriptive statistics was employed to analyze the students’ perception of the Prezi presentation in terms of text, slide design, images, layout and overall presentation. The result revealed that the students paid more attention to the text followed by the images and sub heading presented through the Prezi presentation.

Keywords: Eye tracking, Prezi, visual attention, visual perception.

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92 Design, Development and Evaluation of a Portable Recording System to Capture Dynamic Presentations Using the Teacher´s Tablet PC

Authors: Enrique Barra, Abel Carril, Aldo Gordillo, Joaquín Salvachúa, Juan Quemada

Abstract:

Computers and multimedia equipment have improved a lot in the last years. They have reduced their cost and size while at the same time increased their capabilities. These improvements allowed us to design and implement a portable recording system that also integrates the teacher´s tablet PC to capture what he/she writes on the slides and all that happens in it. This paper explains this system in detail and the validation of the recordings that we did after using it to record all the lectures the “Communications Software” course in our university. The results show that pupils used the recordings for different purposes and consider them useful for a variety of things, especially after missing a lecture.

Keywords: Recording System, capture dynamic presentations, lecture recording.

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91 6DSpaces: Multisensory Interactive Installations

Authors: Pedro Campos, Miguel Campos, Carlos Ferreira

Abstract:

Interactive installations for public spaces are a particular kind of interactive systems, the design of which has been the subject of several research studies. Sensor-based applications are becoming increasingly popular, but the human-computer interaction community is still far from reaching sound, effective large-scale interactive installations for public spaces. The 6DSpaces project is described in this paper as a research approach based on studying the role of multisensory interactivity and how it can be effectively used to approach people to digital, scientific contents. The design of an entire scientific exhibition is described and the result was evaluated in the real world context of a Science Centre. Conclusions bring insight into how the human-computer interaction should be designed in order to maximize the overall experience.

Keywords: interaction design, human-computer interaction, multimedia, multisensory installations

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

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

Abstract:

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

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

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89 Digital Cinema Watermarking State of Art and Comparison

Authors: H. Kelkoul, Y. Zaz

Abstract:

Nowadays, the vigorous popularity of video processing techniques has resulted in an explosive growth of multimedia data illegal use. So, watermarking security has received much more attention. The purpose of this paper is to explore some watermarking techniques in order to observe their specificities and select the finest methods to apply in digital cinema domain against movie piracy by creating an invisible watermark that includes the date, time and the place where the hacking was done. We have studied three principal watermarking techniques in the frequency domain: Spread spectrum, Wavelet transform domain and finally the digital cinema watermarking transform domain. In this paper, a detailed technique is presented where embedding is performed using direct sequence spread spectrum technique in DWT transform domain. Experiment results shows that the algorithm provides high robustness and good imperceptibility.

Keywords: Digital cinema, watermarking, wavelet, spread spectrum, JPEG2000.

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88 A Pipelined FSBM Hardware Architecture for HTDV-H.26x

Authors: H. Loukil, A. Ben Atitallah, F. Ghozzi, M. A. Ben Ayed, N. Masmoudi

Abstract:

In MPEG and H.26x standards, to eliminate the temporal redundancy we use motion estimation. Given that the motion estimation stage is very complex in terms of computational effort, a hardware implementation on a re-configurable circuit is crucial for the requirements of different real time multimedia applications. In this paper, we present hardware architecture for motion estimation based on "Full Search Block Matching" (FSBM) algorithm. This architecture presents minimum latency, maximum throughput, full utilization of hardware resources such as embedded memory blocks, and combining both pipelining and parallel processing techniques. Our design is described in VHDL language, verified by simulation and implemented in a Stratix II EP2S130F1020C4 FPGA circuit. The experiment result show that the optimum operating clock frequency of the proposed design is 89MHz which achieves 160M pixels/sec.

Keywords: SAD, FSBM, Hardware Implementation, FPGA.

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87 An Approach for the Integration of the Existing Wireless Networks

Authors: Rajkumar Samanta, Abhishek Pal

Abstract:

The demand of high quality services has fueled dimensional research and development in wireless communications and networking. As a result, different wireless technologies like Wireless LAN, CDMA, GSM, UMTS, MANET, Bluetooth and satellite networks etc. have emerged in the last two decades. Future networks capable of carrying multimedia traffic need IP convergence, portability, seamless roaming and scalability among the existing networking technologies without changing the core part of the existing communications networks. To fulfill these goals, the present networking systems are required to work in cooperation to ensure technological independence, seamless roaming, high security and authentication, guaranteed Quality of Services (QoS). In this paper, a conceptual framework for a cooperative network (CN) is proposed for integration of heterogeneous existing networks to meet out the requirements of the next generation wireless networks.

Keywords: Cooperative Network, Wireless Network, Integration.

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86 Development of Multimodal e-Slide Presentation to Support Self-Learning for the Visually Impaired

Authors: Rustam Asnawi, Wan Fatimah Wan Ahmad

Abstract:

Currently electronic slide (e-slide) is one of the most common styles in educational presentation. Unfortunately, the utilization of e-slide for the visually impaired is uncommon since they are unable to see the content of such e-slides which are usually composed of text, images and animation. This paper proposes a model for presenting e-slide in multimodal presentation i.e. using conventional slide concurrent with voicing, in both languages Malay and English. At the design level, live multimedia presentation concept is used, while at the implementation level several components are used. The text content of each slide is extracted using COM component, Microsoft Speech API for voicing the text in English language and the text in Malay language is voiced using dictionary approach. To support the accessibility, an auditory user interface is provided as an additional feature. A prototype of such model named as VSlide has been developed and introduced.

Keywords: presentation, self-learning, slide, visually impaired

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85 On the Analysis of Bandwidth Management for Hybrid Load Balancing Scheme in WLANs

Authors: Chutima Prommak, Airisa Jantaweetip

Abstract:

In wireless networks, bandwidth is scare resource and it is essential to utilize it effectively. This paper analyses effects of using different bandwidth management techniques on the network performances of the Wireless Local Area Networks (WLANs) that use hybrid load balancing scheme. In particular, we study three bandwidth management schemes, namely Complete Sharing (CS), Complete Partitioning (CP), and Partial Sharing (PS). Performances of these schemes are evaluated by simulation experiments in term of percentage of network association blocking. Our results show that the CS scheme can provide relatively low blocking percentage in various network traffic scenarios whereas the PS scheme can enhance quality of services of the multimedia traffic with rather small expenses on the blocking percentage of the best effort traffic.

Keywords: Bandwidth management, Load Balancing, WLANs.

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84 I2Navi: An Indoor Interactive NFC Navigation System for Android Smartphones

Authors: Jing Hang Choo, Soon Nyean Cheong, Yee Lien Lee, Sze Hou Teh

Abstract:

The advancement of smartphones, wireless networking and Near Field Communication (NFC) technology have opened up a new approach to indoor navigation. Although NFC technology has been used to support electronic commerce, access control, and ticketing, there is a lack of research work on building NFC-based indoor navigation system for smartphone users. This paper presents an indoor interactive navigation system (named I2Navi) based on NFC technology for users to navigate within a building with ease using their smartphones. The I2Navi system has been implemented at the Faculty of Engineering (FOE), Multimedia University (MMU) to enable students, parents, visitors who own NFC-enabled Android smartphones to navigate themselves within the faculty. An evaluation is carried out and the results show positive response to the proposed indoor navigation system using NFC and smartphone technologies.

Keywords: Near Field Communication, indoor navigation system, smartphones.

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83 Educational Quiz Board Games for Adaptive E-Learning

Authors: Boyan Bontchev, Dessislava Vassileva

Abstract:

Internet computer games turn to be more and more attractive within the context of technology enhanced learning. Educational games as quizzes and quests have gained significant success in appealing and motivating learners to study in a different way and provoke steadily increasing interest in new methods of application. Board games are specific group of games where figures are manipulated in competitive play mode with race conditions on a surface according predefined rules. The article represents a new, formalized model of traditional quizzes, puzzles and quests shown as multimedia board games which facilitates the construction process of such games. Authors provide different examples of quizzes and their models in order to demonstrate the model is quite general and does support not only quizzes, mazes and quests but also any set of teaching activities. The execution process of such models is explained and, as well, how they can be useful for creation and delivery of adaptive e-learning courseware.

Keywords: Quiz, board game, e-learning, adaptive.

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82 Further the Future: The Exploratory Study in 3D Animation Marketing Trend and Industry in Thailand

Authors: Pawit Mongkolprasit, Proud Arunrangsiwed

Abstract:

Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.

Keywords: Animation, marketing trend, animation industry, Thailand animation.

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81 A Crisis Communication Network Based on Embodied Conversational Agents System with Mobile Services

Authors: Ong Sing Goh, C. Ardil, Chun Che Fung, Kok Wai Wong, Arnold Depickere

Abstract:

In this paper, we proposed a new framework to incorporate an intelligent agent software robot into a crisis communication portal (CCNet) in order to send alert news to subscribed users via email and other mobile services such as Short Message Service (SMS), Multimedia Messaging Service (MMS) and General Packet Radio Services (GPRS). The content on the mobile services can be delivered either through mobile phone or Personal Digital Assistance (PDA). This research has shown that with our proposed framework, the embodied conversation agents system can handle questions intelligently with our multilayer architecture. At the same time, the extended framework can take care of delivery content through a more humanoid interface on mobile devices.

Keywords: Crisis Communication Network (CCNet), EmbodiedConversational Agents (ECAs), Mobile Services, ArtificialIntelligence Neural-network Identity (AINI)

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80 Bridging the Gap Between CBR and VBR for H264 Standard

Authors: Othon Kamariotis

Abstract:

This paper provides a flexible way of controlling Variable-Bit-Rate (VBR) of compressed digital video, applicable to the new H264 video compression standard. The entire video sequence is assessed in advance and the quantisation level is then set such that bit rate (and thus the frame rate) remains within predetermined limits compatible with the bandwidth of the transmission system and the capabilities of the remote end, while at the same time providing constant quality similar to VBR encoding. A process for avoiding buffer starvation by selectively eliminating frames from the encoded output at times when the frame rate is slow (large number of bits per frame) will be also described. Finally, the problem of buffer overflow will be solved by selectively eliminating frames from the received input to the decoder. The decoder detects the omission of the frames and resynchronizes the transmission by monitoring time stamps and repeating frames if necessary.

Keywords: H264, CBR, VBR, Video Streaming, Digital Video, Multimedia, Buffering, Encoding, Decoding, Compression, Video-On-Demand

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79 Complexity of Mathematical Expressions in Adaptive Multimodal Multimedia System Ensuring Access to Mathematics for Visually Impaired Users

Authors: Ali Awde, Yacine Bellik, Chakib Tadj

Abstract:

Our adaptive multimodal system aims at correctly presenting a mathematical expression to visually impaired users. Given an interaction context (i.e. combination of user, environment and system resources) as well as the complexity of the expression itself and the user-s preferences, the suitability scores of different presentation format are calculated. Unlike the current state-of-the art solutions, our approach takes into account the user-s situation and not imposes a solution that is not suitable to his context and capacity. In this wok, we present our methodology for calculating the mathematical expression complexity and the results of our experiment. Finally, this paper discusses the concepts and principles applied on our system as well as their validation through cases studies. This work is our original contribution to an ongoing research to make informatics more accessible to handicapped users.

Keywords: Adaptive system, intelligent multi-agent system, mathematics for visually-impaired users.

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78 A 3D Virtual Navigation System Integrating User Positioning and Pre-Download Mechanism

Authors: Ching-Sheng Wang, Yu-Hung Su, Ching-Yang Hong

Abstract:

This paper takes the actual scene of Aletheia University campus – the Class 2 national monument, the first educational institute in northern Taiwan as an example, to present a 3D virtual navigation system which supports user positioning and pre-download mechanism. The proposed system was designed based on the principle of Voronoi Diagra) to divide the virtual scenes and its multimedia information, which combining outdoor GPS positioning and the indoor RFID location detecting function. When users carry mobile equipments such as notebook computer, UMPC, EeePC...etc., walking around the actual scenes of indoor and outdoor areas of campus, this system can automatically detect the moving path of users and pre-download the needed data so that users will have a smooth and seamless navigation without waiting.

Keywords: GPS, Positioning, RFID, Virtual Navigation, Voronoi Diagram.

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77 Formal Specification and Description Language and Message Sequence Chart to Model and Validate Session Initiation Protocol Services

Authors: Sa’ed Abed, Mohammad H. Al Shayeji, Ovais Ahmed, Sahel Alouneh

Abstract:

Session Initiation Protocol (SIP) is a signaling layer protocol for building, adjusting and ending sessions among participants including Internet conferences, telephone calls and multimedia distribution. SIP facilitates user movement by proxying and forwarding requests to the present location of the user. In this paper, we provide a formal Specification and Description Language (SDL) and Message Sequence Chart (MSC) to model and define the Internet Engineering Task Force (IETF) SIP protocol and its sample services resulted from informal SIP specification. We create an “Abstract User Interface” using case analysis so that can be applied to identify SIP services more explicitly. The issued sample SIP features are then used as case scenarios; they are revised in MSCs format and validated to their corresponding SDL models.

Keywords: Modeling, MSC, SDL, SIP, validating.

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

Authors: Blaise Fyama, Elie Museng, Grace Mukoma

Abstract:

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

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

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75 Video Quality Assessment Methods: A Bird’s-Eye View

Authors: P. M. Arun Kumar, S. Chandramathi

Abstract:

The proliferation of multimedia technology and services in today’s world provide ample research scope in the frontiers of visual signal processing. Wide spread usage of video based applications in heterogeneous environment needs viable methods of Video Quality Assessment (VQA). The evaluation of video quality not only depends on high QoS requirements but also emphasis the need of novel term ‘QoE’ (Quality of Experience) that perceive video quality as user centric. This paper discusses two vital video quality assessment methods namely, subjective and objective assessment methods. The evolution of various video quality metrics, their classification models and applications are reviewed in this work. The Mean Opinion Score (MOS) based subjective measurements and algorithm based objective metrics are discussed and their challenges are outlined. Further, this paper explores the recent progress of VQA in emerging technologies such as mobile video and 3D video.

Keywords: 3D-Video, no reference metric, quality of experience, video quality assessment, video quality metrics.

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74 The Video Database for Teaching and Learning in Football Refereeing

Authors: M. Armenteros, A. Domínguez, M. Fernández, A. J. Benítez

Abstract:

The following paper describes the video database tool used by the Fédération Internationale de Football Association (FIFA) as part of the research project developed in collaboration with the Carlos III University of Madrid. The database project began in 2012, with the aim of creating an educational tool for the training of instructors, referees and assistant referees, and it has been used in all FUTURO III courses since 2013. The platform now contains 3,135 video clips of different match situations from FIFA competitions. It has 1,835 users (FIFA instructors, referees and assistant referees). In this work, the main features of the database are described, such as the use of a search tool and the creation of multimedia presentations and video quizzes. The database has been developed in MySQL, ActionScript, Ruby on Rails and HTML. This tool has been rated by users as "very good" in all courses, which prompt us to introduce it as an ideal tool for any other sport that requires the use of video analysis.

Keywords: Video database, FIFA, refereeing, e-learning.

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73 Evaluation of AR-4BL-MAST with Multiple Markers Interaction Technique for Augmented Reality Based Engineering Application

Authors: Waleed Maqableh, Ahmad Al-Hamad, Manjit Sidhu

Abstract:

Augmented reality (AR) technology has the capability to provide many benefits in the field of education as a modern technology which aided learning and improved the learning experience. This paper evaluates AR based application with multiple markers interaction technique (touch-to-print) which is designed for analyzing the kinematics of 4BL mechanism in mechanical engineering. The application is termed as AR-4BL-MAST and it allows the users to touch the symbols on a paper in natural way of interaction. The evaluation of this application was performed with mechanical engineering students and human–computer interaction (HCI) experts to test its effectiveness as a tangible user interface application where the statistical results show its ability as an interaction technique, and it gives the users more freedom in interaction with the virtual mechanical objects.

Keywords: Augmented reality, engineering, four-bar linkage, Multimedia, user interface, visualization.

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72 Vision Based Hand Gesture Recognition

Authors: Pragati Garg, Naveen Aggarwal, Sanjeev Sofat

Abstract:

With the development of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are not sufficient. Due to the limitation of these devices the useable command set is also limited. Direct use of hands as an input device is an attractive method for providing natural Human Computer Interaction which has evolved from text-based interfaces through 2D graphical-based interfaces, multimedia-supported interfaces, to fully fledged multi-participant Virtual Environment (VE) systems. Imagine the human-computer interaction of the future: A 3Dapplication where you can move and rotate objects simply by moving and rotating your hand - all without touching any input device. In this paper a review of vision based hand gesture recognition is presented. The existing approaches are categorized into 3D model based approaches and appearance based approaches, highlighting their advantages and shortcomings and identifying the open issues.

Keywords: Computer Vision, Hand Gesture, Hand Posture, Human Computer Interface.

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71 A Non-Parametric Based Mapping Algorithm for Use in Audio Fingerprinting

Authors: Analise Borg, Paul Micallef

Abstract:

Over the past few years, the online multimedia collection has grown at a fast pace. Several companies showed interest to study the different ways to organise the amount of audio information without the need of human intervention to generate metadata. In the past few years, many applications have emerged on the market which are capable of identifying a piece of music in a short time. Different audio effects and degradation make it much harder to identify the unknown piece. In this paper, an audio fingerprinting system which makes use of a non-parametric based algorithm is presented. Parametric analysis is also performed using Gaussian Mixture Models (GMMs). The feature extraction methods employed are the Mel Spectrum Coefficients and the MPEG-7 basic descriptors. Bin numbers replaced the extracted feature coefficients during the non-parametric modelling. The results show that nonparametric analysis offer potential results as the ones mentioned in the literature.

Keywords: Audio fingerprinting, mapping algorithm, Gaussian Mixture Models, MFCC, MPEG-7.

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70 Visual Arts as a Vehicle of Communication

Authors: Perumal, V., Sharji, E. A

Abstract:

This paper reports a case study on how a conceptual and analytical thinking approach was used in Art and Design Department at Multimedia University (Malaysia) in addressing the issues of one nation and its impact in the society through artworks. The art project was designed for students to increase the know-how and develop creative thinking in design and communication. Goals of the design project were: (1) to develop creative thinking in design and communication, (2) to increase student understanding on the process of problem solving for design work, and (3) to use design elements and principles to generate interest, attention and emotional responses. An exhibition entitled "One Nation" was showcased to local and international viewers consisting of the general public, professionals, academics, artists and students. Findings indicate that the project supported several visual art standards, as well as generated awareness in the society. This project may be of interest to current and future art educators and others interested in the potential of utilizing global issues as content for art, community and environment studies for the purpose of educational art.

Keywords: Conceptual and analytical thinking, Visual arts, Communication, Art & design.

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