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

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.

Preliminary Study on Analysis of Pinching Motion Actuated by Electro-Active Polymers

Hand exoskeletons have been developed in order to assist daily activities for disabled and elder people. A figure exoskeleton was developed using ionic polymer metal composite (IPMC) actuators, and the performance of it was evaluated in this study. In order to study dynamic performance of a finger dummy performing pinching motion, force generating characteristics of an IPMC actuator and pinching motion of a thumb and index finger dummy actuated by IMPC actuators were analyzed. The blocking force of 1.54 N was achieved under 4 V of DC. A thumb and index finger dummy, which has one degree of freedom at the proximal joint of each figure, was manufactured by a three dimensional rapid prototyping. Each figure was actuated by an IPMC actuator, and the maximum fingertip force was 1.18 N. Pinching motion of a dummy was analyzed by two video cameras in vertical top and horizontal left end view planes. A figure dummy powered by IPMC actuators could perform flexion and extension motion of an index figure and a thumb.

Viral Advertising: Popularity and Willingness to Share among the Czech Internet Population

This paper presents results of primary quantitative research on viral advertising with focus on popularity and willingness to share viral video among Czech Internet population. It starts with brief theoretical debate on viral advertising, which is used for the comparison of the results. For purpose of collecting data, online questionnaire survey was given to 384 respondents. Statistics utilized in this research included frequency, percentage, correlation and Pearson’s Chi-square test. Data was evaluated using SPSS software. The research analysis disclosed high popularity of viral advertising video among Czech Internet population but implies lower willingness to share it. Significant relationship between likability of viral video technique and age of the viewer was found.

Sensory Characterization of Cookies with Chestnut Flour

In this work sensory characteristics of cookies with different amount of chestnut flour were determined by sensory and instrumental methods. The wheat flour for cookies was substituted with chestnut flour in three different levels (20, 40 and 60%) and the dough moisture was 22%. The control sample was with 100% of wheat flour. Sensory quality of the cookies was described using quantity descriptive method (QDA) by six trained members of descriptive panel. Instrumental evaluation included texture characterization by texture analyzer, the color measurements (CIE L*a*b* system) and determination by videometer. The samples with 20% of chestnut flour were with highest ponderated score for overall sensory impression (17.6), which is very close to score for control sample (18). Increase in amount of chestnut flour caused decrease in scores for all sensory properties, thus overall sensory score decreased also. Compared to control sample and with increase in amount of chestnut flour, instrumental determination of the samples confirmed the sensory analysis results. The hardness of the cookies increased, as well as the values of red a* and yellow (b*) component coordinate, but the values for lightness (L*) decreased. Also the values, evaluated by videometer at defined wavelength, were the highest for control cookies and decreased with increase in amount of chestnut flour.

Experimental Investigation and Constitutive Modeling of Volume Strain under Uniaxial Strain Rate Jump Test in HDPE

In this work, tensile tests on high density polyethylene have been carried out under various constant strain rate and strain rate jump tests. The dependency of the true stress and specially the variation of volume strain have been investigated, the volume strain due to the phenomena of damage was determined in real time during the tests by an optical extensometer called Videotraction. A modified constitutive equations, including strain rate and damage effects, are proposed, such a model is based on a non-equilibrium thermodynamic approach called (DNLR). The ability of the model to predict the complex nonlinear response of this polymer is examined by comparing the model simulation with the available experimental data, which demonstrate that this model can represent the deformation behavior of the polymer reasonably well.

DSLEP (Data Structure Learning Platform to Aid in Higher Education IT Courses)

The advances in technology in the last five years allowed an improvement in the educational area, as the increasing in the development of educational software. One of the techniques that emerged in this lapse is called Gamification, which is the utilization of video game mechanics outside its bounds. Recent studies involving this technique provided positive results in the application of these concepts in many areas as marketing, health and education. In the last area there are studies that covers from elementary to higher education, with many variations to adequate to the educators methodologies. Among higher education, focusing on IT courses, data structures are an important subject taught in many of these courses, as they are base for many systems. Based on the exposed this paper exposes the development of an interactive web learning environment, called DSLEP (Data Structure Learning Platform), to aid students in higher education IT courses. The system includes basic concepts seen on this subject such as stacks, queues, lists, arrays, trees and was implemented to ease the insertion of new structures. It was also implemented with gamification concepts, such as points, levels, and leader boards, to engage students in the search for knowledge and stimulate self-learning.

Virtual Science Hub: An Open Source Platform to Enrich Science Teaching

This paper presents the Virtual Science Hub platform. It is an open source platform that combines a social network, an e-learning authoring tool, a videoconference service and a learning object repository for science teaching enrichment. These four main functionalities fit very well together. The platform was released in April 2012 and since then it has not stopped growing. Finally we present the results of the surveys conducted and the statistics gathered to validate this approach.

Comparative Study of Scheduling Algorithms for LTE Networks

Scheduling is the process of dynamically allocating physical resources to User Equipment (UE) based on scheduling algorithms implemented at the LTE base station. Various algorithms have been proposed by network researchers as the implementation of scheduling algorithm which represents an open issue in Long Term Evolution (LTE) standard. This paper makes an attempt to study and compare the performance of PF, MLWDF and EXP/PF scheduling algorithms. The evaluation is considered for a single cell with interference scenario for different flows such as Best effort, Video and VoIP in a pedestrian and vehicular environment using the LTE-Sim network simulator. The comparative study is conducted in terms of system throughput, fairness index, delay, packet loss ratio (PLR) and total cell spectral efficiency.

Factorial Design Analysis for Quality of Video on MANET

The quality of video transmitted by mobile ad hoc networks (MANETs) can be influenced by several factors, including protocol layers; parameter settings of each protocol. In this paper, we are concerned with understanding the functional relationship between these influential factors and objective video quality in MANETs. We illustrate a systematic statistical design of experiments (DOE) strategy can be used to analyze MANET parameters and performance. Using a 2k factorial design, we quantify the main and interactive effects of 7 factors on a response metric (i.e., mean opinion score (MOS) calculated by PSNR with Evalvid package) we then develop a first-order linear regression model between the influential factors and the performance metric.

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

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

Fuzzy Sequential Algorithm for Discrimination and Decision Maker in Sporting Events

Events discrimination and decision maker in sport field are the subject of many interesting studies in computer vision and artificial intelligence. A large volume of research has been conducted for automatic semantic event detection and summarization of sports videos. Indeed the results of these researches have a very significant contribution, as well to television broadcasts as to the football teams, since the result of sporting event can be reflected on the economic field. In this paper, we propose a novel fuzzy sequential technique which lead to discriminate events and specify the technico-tactics on going the game, nor the fuzzy system or the sequential one, may be able to respond to the asked question, in fact fuzzy process is not sufficient, it does not respect the chronological order according the time of various events, similarly the sequential process needs flexibility about the parameters used in this study, it may affect a membership degree of each parameter on the one hand and respect the sequencing of events for each frame on the other hand. Indeed this technique describes special events such as dribbling, headings, short sprints, rapid acceleration or deceleration, turning, jumping, kicking, ball occupation, and tackling according velocity vectors of the two players and the ball direction.

Face Recognition Based On Vector Quantization Using Fuzzy Neuro Clustering

A face recognition system is a computer application for automatically identifying or verifying a person from a digital image or a video frame. A lot of algorithms have been proposed for face recognition. Vector Quantization (VQ) based face recognition is a novel approach for face recognition. Here a new codebook generation for VQ based face recognition using Integrated Adaptive Fuzzy Clustering (IAFC) is proposed. IAFC is a fuzzy neural network which incorporates a fuzzy learning rule into a competitive neural network. The performance of proposed algorithm is demonstrated by using publicly available AT&T database, Yale database, Indian Face database and a small face database, DCSKU database created in our lab. In all the databases the proposed approach got a higher recognition rate than most of the existing methods. In terms of Equal Error Rate (ERR) also the proposed codebook is better than the existing methods.

Multiplayer RC-Car Driving System in a Collaborative Augmented Reality Environment

We developed a prototype system for multiplayer RC-car driving in a collaborative augmented reality (AR) environment. The tele-existence environment is constructed by superimposing digital data onto images captured by a camera on an RC-car, enabling players to experience an augmented coexistence of the digital content and the real world. Marker-based tracking was used for estimating position and orientation of the camera. The plural RC-cars can be operated in a field where square markers are arranged. The video images captured by the camera are transmitted to a PC for visual tracking. The RC-cars are also tracked by using an infrared camera attached to the ceiling, so that the instability is reduced in the visual tracking. Multimedia data such as texts and graphics are visualized to be overlaid onto the video images in the geometrically correct manner. The prototype system allows a tele-existence sensation to be augmented in a collaborative AR environment.

An Experiment of Three-Dimensional Point Clouds Using GoPro

Construction of geo-spatial information recently tends to develop as multi-dimensional geo-spatial information. People constructing spatial information is also expanding its area to the general public from some experts. As well as, studies are in progress using a variety of devices, with the aim of near real-time update. In this paper, getting the stereo images using GoPro device used widely also to the general public as well as experts. And correcting the distortion of the images, then by using SIFT, DLT, is acquired the point clouds. It presented a possibility that on the basis of this experiment, using a video device that is readily available in real life, to create a real-time digital map.

Enhanced Approaches to Rectify the Noise, Illumination and Shadow Artifacts

Enhancing the quality of two dimensional signals is one of the most important factors in the fields of video surveillance and computer vision. Usually in real-life video surveillance, false detection occurs due to the presence of random noise, illumination and shadow artifacts. The detection methods based on background subtraction faces several problems in accurately detecting objects in realistic environments: In this paper, we propose a noise removal algorithm using neighborhood comparison method with thresholding. The illumination variations correction is done in the detected foreground objects by using an amalgamation of techniques like homomorphic decomposition, curvelet transformation and gamma adjustment operator. Shadow is removed using chromaticity estimator with local relation estimator. Results are compared with the existing methods and prove as high robustness in the video surveillance.

Revitalisation of Indigenous Food in Africa through Print and Electronic Media

Language and culture are interwoven that they cannot be separated, for the knowledge of a language cannot be complete without having the culture of the language. Indigenous food is a cultural aspect of any language that is expected to be acquired by all the speakers of the language. Indigenous food is known to be vital right from early years, which is also attributed to the healthy living of the ancient people. However it is discovered that the indigenous food is almost being replaced by fast food products such as Indomie noodles, Spaghetti and Macaroni to the extent that majority of the young folks prefer the eating of the fast foods and cannot prepare the indigenous foods which are good for growth and healthy living of people. Therefore, there is need to revitalize and re-educate people on the indigenous food which is an aspect of inter-cultural education of any language to prevent it from being forgotten or neglected. African foods are many, but this study focused on Nigerian food using some Yoruba dishes as a case study. Examples of Yoruba dishes are pounded yam and melon with vegetable and dried fish soup, beans pudding (moin moin) and pap (eko), water yam pudding with fish and meat (ikokore) and many more. The ingredients needed for the preparation of these indigenous foods contain some basic food nutrients which will be analyzed and their nutritional importance to human bodies will also be discussed. The process of re- awakening the education of indigenous food to the present and up-coming generation should be via print and electronic media in form of advertisements on posters, billboards, calendars and in rhymes on television programs, radio presentations, video tapes and CD–ROM apart from classroom teaching and learning. Indigenous food is a panacea to healthy living and longevity, a prevention of diseases and a means of accelerated healing of the body through natural foods.

Evaluation of Droplet Sizes from Video Images for Metal Working Fluids

Metal working fluids were used in the preparation of oil in water emulsions. The size of oil droplets were evaluated by using the analysis of video images taken from the zeta potential measurements. The evaluated size distributions for emulsions were also tested by microscopic analysis. In addition, emulsion stabilities were discussed depending on electrolyte concentration and pH. The results showed that the stability of oil emulsions was strongly related to pH and the concentration of CaCl2. However, the same dependency was not observed for NaCl.

Determination of Alkali Treatment Conditions Effects Which Influence the Variability of Kenaf Fiber Mean Cross Sectional Area

Fiber cross sectional area value is a crucial factor in determining the strength properties of natural fiber. Furthermore, unlike synthetic fiber, a diameter and cross sectional area of natural fiber has a large variation along and between the fibers. This study aims to determine the main and interaction effects of alkali treatment conditions which influence kenaf bast fiber mean cross sectional area. Three alkali treatment conditions at two different levels were selected. The conditions setting were alkali concentrations at 2 and 10 w/v %; fiber immersed temperature at room temperature and 1000C; and fiber immersed duration for 30 and 480 minutes. Untreated kenaf fiber was used as a control unit. Kenaf bast fiber bundle mounting tab was prepared according to ASTM C1557-03. Cross sectional area was measured using a Leica video analyzer. The study result showed that kenaf fiber bundle mean cross sectional area was reduced 6.77% to 29.88% after alkali treatment. From analysis of variance, it shows that interaction of alkali concentration and immersed time has a higher magnitude at 0.1619 compared to alkali concentration and immersed temperature interaction which was 0.0896. For the main effect, alkali concentration factor contributes to the higher magnitude at 0.1372 which indicated are decrease pattern of variability when the level was change from lower to higher level. Then, it was followed by immersed temperature at 0.1261 and immersed time at 0.0696 magnitudes.

Development of Mobile Application Social Guidance and Counseling for Junior High School

At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.

Video-Based Face Recognition Based On State-Space Model

This paper proposes a video-based framework for face recognition to identify which faces appear in a video sequence. Our basic idea is like a tracking task - to track a selection of person candidates over time according to the observing visual features of face images in video frames. Hence, we employ the state-space model to formulate video-based face recognition by dividing this problem into two parts: the likelihood and the transition measures. The likelihood measure is to recognize whose face is currently being observed in video frames, for which two-dimensional linear discriminant analysis is employed. The transition measure estimates the probability of changing from an incorrect recognition at the previous stage to the correct person at the current stage. Moreover, extra nodes associated with head nodes are incorporated into our proposed state-space model. The experimental results are also provided to demonstrate the robustness and efficiency of our proposed approach.