Abstract: Motion Tracking and Stereo Vision are complicated,
albeit well-understood problems in computer vision. Existing
softwares that combine the two approaches to perform stereo motion
tracking typically employ complicated and computationally expensive
procedures. The purpose of this study is to create a simple and
effective solution capable of combining the two approaches. The
study aims to explore a strategy to combine the two techniques
of two-dimensional motion tracking using Kalman Filter; and depth
detection of object using Stereo Vision. In conventional approaches
objects in the scene of interest are observed using a single camera.
However for Stereo Motion Tracking; the scene of interest is
observed using video feeds from two calibrated cameras. Using two
simultaneous measurements from the two cameras a calculation for
the depth of the object from the plane containing the cameras is made.
The approach attempts to capture the entire three-dimensional spatial
information of each object at the scene and represent it through a
software estimator object. In discrete intervals, the estimator tracks
object motion in the plane parallel to plane containing cameras and
updates the perpendicular distance value of the object from the plane
containing the cameras as depth. The ability to efficiently track
the motion of objects in three-dimensional space using a simplified
approach could prove to be an indispensable tool in a variety of
surveillance scenarios. The approach may find application from high
security surveillance scenes such as premises of bank vaults, prisons
or other detention facilities; to low cost applications in supermarkets
and car parking lots.
Abstract: Evaluating the performance of a simulator in the
CAVE has to be confirmed by encouraging people to live the
experience of virtual reality. In this paper, a detailed procedure of
recording video is presented. Limitations of the experimental device
are firstly exposed. Then, solutions for improving this idea are finally
described.
Abstract: The IEEE 802.22 working group aims to drive the
Digital Video Broadcasting-Terrestrial (DVB-T) bands for data
communication to the rural area without interfering the TV broadcast.
In this paper, we arrive at a closed-form expression for average
detection probability of Fusion center (FC) with multiple antenna
over the κ − μ fading channel model. We consider a centralized
cooperative multiple antenna network for reporting. The DVB-T
samples forwarded by the secondary user (SU) were combined using
Maximum ratio combiner at FC, an energy detection is performed
to make the decision. The fading effects of the channel degrades
the detection probability of the FC, a generalized independent and
identically distributed (IID) κ − μ and an additive white Gaussian
noise (AWGN) channel is considered for reporting and sensing
respectively. The proposed system performance is verified through
simulation results.
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.
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.
Abstract: Metal matrix composites (MMCs) attract considerable
attention as a result from its ability in providing a high strength, high
modulus, high toughness, high impact properties, improving wear
resistance and providing good corrosion resistance compared to
unreinforced alloy. Aluminium Silicon (Al/Si) alloy MMC has been
widely used in various industrial sectors such as in transportation,
domestic equipment, aerospace, military, construction, etc.
Aluminium silicon alloy is an MMC that had been reinforced with
aluminium nitrate (AlN) particle and become a new generation
material use in automotive and aerospace sector. The AlN is one of
the advance material that have a bright prospect in future since it has
features such as lightweight, high strength, high hardness and
stiffness quality. However, the high degree of ceramic particle
reinforcement and the irregular nature of the particles along the
matrix material that contribute to its low density is the main problem
which leads to difficulties in machining process. This paper examined
the tool wear when milling AlSi/AlN Metal Matrix Composite using
a TiB2 (Titanium diboride) coated carbide cutting tool. The volume
of the AlN reinforced particle was 10% and milling process was
carried out under dry cutting condition. The TiB2 coated carbide
insert parameters used were at the cutting speed of (230, 300 and
370m/min, feed rate of 0.8, Depth of Cut (DoC) at 0.4m). The
Sometech SV-35 video microscope system used to quantify of the
tool wear. The result shown that tool life span increasing with the
cutting speeds at (370m/min, feed rate of 0.8mm/tooth and DoC at
0.4mm) which constituted an optimum condition for longer tool life
lasted until 123.2 mins. Meanwhile, at medium cutting speed which
at 300m/m, feed rate of 0.8mm/tooth and depth of cut at 0.4mm we
found that tool life span lasted until 119.86 mins while at low cutting
speed it lasted in 119.66 mins. High cutting speed will give the best
parameter in cutting AlSi/AlN MMCs material. The result will help
manufacturers in machining process of AlSi/AlN MMCs materials.
Abstract: Steganography is the art and science that hides the information in an appropriate cover carrier like image, text, audio and video media. In this work the authors propose a new image based steganographic method for hiding information within the complex bit planes of the image. After slicing into bit planes the cover image is analyzed to extract the most complex planes in decreasing order based on their bit plane complexity. The complexity function next determines the complex noisy blocks of the chosen bit plane and finally pixel mapping method (PMM) has been used to embed secret bits into those regions of the bit plane. The novel approach of using pixel mapping method (PMM) in bit plane domain adaptively embeds data on most complex regions of image, provides high embedding capacity, better imperceptibility and resistance to steganalysis attack.
Abstract: This paper discusses the role of music as a ludic
activity and constituent element of voice in the construction and
consolidation of the relationship of the baby and his/her mother or
caretaker, evaluating its implications in his/her psychic structure and
constitution as a subject. The work was based on the research
developed as part of the author’s doctoral activities carried out from
her insertion in a project of the Music Department of Federal
University of Rio Grande do Sul - UFRGS, which objective was the
development of musical activities with groups of babies from 0 to 24
months old and their caretakers. Observations, video recordings of
the meetings, audio testemonies, and evaluation tools applied to
group participants were used as instruments for this research.
Information was collected on the participation of 195 babies, among
which 8 were more focused on through interviews with their mothers
or caretakers. These interviews were analyzed based on the
referential of French Discourse Analysis, Psychoanalysis, Psychology
of Development and Musical Education. The results of the research
were complemented by other posterior experiences that the author
developed with similar groups, in a context of a private clinic. The
information collected allowed the observation of the ludic and
structural functions of musical activities, when developed in a
structured environment, as well as the importance of the musicality of
the mother’s voice to the psychical structuring of the baby, allowing
his/her insertion in the language and his/her constitution as a subject.
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.
Abstract: Key frame extraction methods select the most
representative frames of a video, which can be used in different areas
of video processing such as video retrieval, video summary, and video
indexing. In this paper we present a novel approach for extracting key
frames from video sequences. The frame is characterized uniquely by
his contours which are represented by the dominant blocks. These
dominant blocks are located on the contours and its near textures.
When the video frames have a noticeable changement, its dominant
blocks changed, then we can extracte a key frame. The dominant
blocks of every frame is computed, and then feature vectors are
extracted from the dominant blocks image of each frame and arranged
in a feature matrix. Singular Value Decomposition is used to calculate
sliding windows ranks of those matrices. Finally the computed ranks
are traced and then we are able to extract key frames of a video.
Experimental results show that the proposed approach is robust
against a large range of digital effects used during shot transition.
Abstract: Human movement in the real world provides
important information for developing human behaviour models and
simulations. However, it is difficult to assess ‘real’ human behaviour
since there is no established method available. As part of the AUNTSUE
(Accessibility and User Needs in Transport – Sustainable Urban
Environments) project, this research aimed to propose a method to
assess human movement and behaviour in crowded areas. The
method is based on the three major steps of video recording,
conceptual behavior modelling and video analysis. The focus is on
individual human movement and behaviour in normal situations
(panic situations are not considered) and the interactions between
individuals in localized areas. Emphasis is placed on gaining
knowledge of characteristics of human movement and behaviour in
the real world that can be modelled in the virtual environment.
Abstract: A study was conducted to determine the diversity and
abundance of shorebird species habituating the mudflat area of Jeram
Beach and Remis Beach, Selangor, Peninsular Malaysia. Direct
observation technique (using binoculars and video camera) was
applied to record the presence of bird species in the sampling sites
from August 2013 until July 2014. A total of 32 species of shorebird
were recorded during both migratory and non-migratory seasons. Of
these, eleven species (48%) are migrants, six species (26%) have both
migrant and resident populations, four species (17%) are vagrants and
two species (9%) are residents. The compositions of the birds
differed significantly in all months (χ2 = 84.35, p < 0.001). There is a
significant difference in avian abundance between migratory and
non-migratory seasons (Mann-Whitney, t = 2.39, p = 0.036). The
avian abundance were differed significantly in Jeram and Remis
Beaches during migratory periods (t = 4.39, p = 0.001) but not during
non-migratory periods (t = 0.78, p = 0.456). Shorebird diversity was
also affected by tidal cycle. There is a significance difference
between high tide and low tide (Mann-Whitney, t = 78.0, p < 0.005).
Frequency of disturbance also affected the shorebird distribution
(Mann-Whitney, t = 57.0, p = 0.0134). Therefore, this study
concluded that tides and disturbances are two factors that affecting
temporal distribution of shorebird in mudflats area.
Abstract: The present study debates students’ perceptions of the
use of technology in learning English as a Foreign Language. Its aim
is to explore and understand students’ preparation and presentation of
Posters, PowerPoint and Animated Videos by drawing attention to
visual and oral elements. The data is collected through observations
and semi-structured interviews and analyzed through
phenomenological data analysis steps. The themes emerged from the
data, visual learning satisfaction in using information and
communication technology, providing structure to oral presentation,
learning from peers’ presentations, draw attention to using Posters,
PowerPoint and Animated Videos as each supports visual learning
and organization of thoughts in oral presentations.
Abstract: Frequent, continuous speech training has proven to be
a necessary part of a successful speech therapy process, but
constraints of traveling time and employment dispensation become
key obstacles especially for individuals living in remote areas or for
dependent children who have working parents. In order to ameliorate
speech difficulties with ample guidance from speech therapists, a
website has been developed that supports speech therapy and training
for people with articulation disorders in the standard Thai language.
This web-based program has the ability to record speech training
exercises for each speech trainee. The records will be stored in a
database for the speech therapist to investigate, evaluate, compare
and keep track of all trainees’ progress in detail. Speech trainees can
request live discussions via video conference call when needed.
Communication through this web-based program facilitates and
reduces training time in comparison to walk-in training or
appointments. This type of training also allows people with
articulation disorders to practice speech lessons whenever or
wherever is convenient for them, which can lead to a more regular
training processes.
Abstract: There is an essential need for obtaining the mathematical representation of fish body undulations, which can be used for designing and building new innovative types of marine propulsion systems with less environmental impact. This research work presents a case study to derive the mathematical model for fish body movement. Observation and capturing image methods were used in this study in order to obtain a mathematical representation of Clariasbatrachus fish (catfish). An experiment was conducted by using an aquarium with dimension 0.609 m x 0.304 m x 0.304 m, and a 0.5 m ruler was attached at the base of the aquarium. Progressive Scan Monochrome Camera was positioned at 1.8 m above the base of the aquarium to provide swimming sequences. Seven points were marked on the fish body using white marker to indicate the fish movement and measuring the amplitude of undulation. Images from video recordings (20 frames/s) were analyzed frame by frame using local coordinate system, with time interval 0.05 s. The amplitudes of undulations were obtained for image analysis from each point that has been marked on fish body. A graph of amplitude of undulations versus time was plotted by using computer to derive a mathematical fit. The function for the graph is polynomial with nine orders.
Abstract: We present a dedicated video-based monitoring
system for quantification of patient’s attention to visual feedback
during robot assisted gait rehabilitation. Two different approaches for
eye gaze and head pose tracking are tested and compared. Several
metrics for assessment of patient’s attention are also presented.
Experimental results with healthy volunteers demonstrate that
unobtrusive video-based gaze tracking during the robot-assisted gait
rehabilitation is possible and is sufficiently robust for quantification
of patient’s attention and assessment of compliance with the
rehabilitation therapy.
Abstract: According to the scientific information management literature, the improper use of information technology (e.g. personal computers) by employees are one main cause for operational and information security loss events. Therefore, organizations implement information security awareness programs to increase employees’ awareness to further prevention of loss events. However, in many cases these information security awareness programs consist of conventional delivery methods like posters, leaflets, or internal messages to make employees aware of information security policies. We assume that a viral information security awareness video might be more effective medium than conventional methods commonly used by organizations. The purpose of this research is to develop a viral video artifact to improve employee security behavior concerning information technology.
Abstract: Experimental Film Class Project is supported by the Institute for Research and Development at Suan Sunandha Rajabhat University. This project is purported to provide academic and professional services to improve the quality standards of the community and locals in accordance with the mission of the university, which is to improve and expand knowledge for the community and to develop and transfer such knowledge and professions to the next generation. Eventually, it leads to sustainable development because the development of human resources is deemed as the key for sustainable development. Moreover, the Experimental Film Class is an integral part of the teaching of film production at Suan Sunandha International School of Art (SISA). By means of giving opportunities to students for participation in projects by sharing experience, skill and knowledge and participation in field activities, it helps students in the film production major to enhance their abilities and potentials as preparation for their readiness in the marketplace. Additionally, in this class, we provide basic film knowledge, screenwriting techniques, editing and subtitles including uploading videos on social media such as YouTube and Facebook for the participant students.
Abstract: Recent growth in digital multimedia technologies has presented a lot of facilities in information transmission, reproduction and manipulation. Therefore, the concept of information security is one of the superior articles in the present day situation. The biometric information security is one of the information security mechanisms. It has the advantages as well as disadvantages. The biometric system is at risk to a range of attacks. These attacks are anticipated to bypass the security system or to suspend the normal functioning. Various hazards have been discovered while using biometric system. Proper use of steganography greatly reduces the risks in biometric systems from the hackers. Steganography is one of the fashionable information hiding technique. The goal of steganography is to hide information inside a cover medium like text, image, audio, video etc. through which it is not possible to detect the existence of the secret information. Here in this paper a new security concept has been established by making the system more secure with the help of steganography along with biometric security. Here the biometric information has been embedded to a skin tone portion of an image with the help of proposed steganographic technique.
Abstract: Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.