Abstract: This research investigates the use of digital technology
namely interactive multimedia in effective art education provided by
museum. Several multimedia experience examples created for art
education are study case subjected to assistance audiences- learning
within the context of existing theory in the field of interactive
multimedia.
Abstract: We see in the present day scenario that the Global
positioning system (GPS) has been an effective tool to track the
vehicle. However the adverse part of it is that it can only track a
vehicle-s position. Our present work provides a better platform to
track and disable a vehicle using wireless technology. In our system
we embed a microcomputer which monitors the series of automotive
systems like engine, fuel and braking system. The external USB
modem is connected with the microcomputer to provide 24 x 7
internet accesses. The microcomputer is synchronized with the
owner-s multimedia mobile by means of a software tool “REMOTE
DESKTOP". A unique username and password is provided to the
software tool, so that the owner can only access the microcomputer
through the internet on owner-s mobile. The key fact is that our
design is placed such that it is known only to the owner.
Abstract: Information hiding, especially watermarking is a
promising technique for the protection of intellectual property rights.
This technology is mainly advanced for multimedia but the same has
not been done for text. Web pages, like other documents, need a
protection against piracy. In this paper, some techniques are
proposed to show how to hide information in web pages using some
features of the markup language used to describe these pages. Most
of the techniques proposed here use the white space to hide
information or some varieties of the language in representing
elements. Experiments on a very small page and analysis of five
thousands web pages show that these techniques have a wide
bandwidth available for information hiding, and they might form a
solid base to develop a robust algorithm for web page watermarking.
Abstract: With the rapid popularization of internet services, it is apparent that the next generation terrestrial communication systems must be capable of supporting various applications like voice, video, and data. This paper presents the performance evaluation of turbo- coded mobile terrestrial communication systems, which are capable of providing high quality services for delay sensitive (voice or video) and delay tolerant (text transmission) multimedia applications in urban and suburban areas. Different types of multimedia information require different service qualities, which are generally expressed in terms of a maximum acceptable bit-error-rate (BER) and maximum tolerable latency. The breakthrough discovery of turbo codes allows us to significantly reduce the probability of bit errors with feasible latency. In a turbo-coded system, a trade-off between latency and BER results from the choice of convolutional component codes, interleaver type and size, decoding algorithm, and the number of decoding iterations. This trade-off can be exploited for multimedia applications by using optimal and suboptimal performance parameter amalgamations to achieve different service qualities. The results are therefore proposing an adaptive framework for turbo-coded wireless multimedia communications which incorporate a set of performance parameters that achieve an appropriate set of service qualities, depending on the application's requirements.
Abstract: Multimedia distributed systems deal with heterogeneous
data, such as texts, images, graphics, video and audio. The specification
of temporal relations among different data types and distributed
sources is an open research area. This paper proposes a fully
distributed synchronization model to be used in multimedia systems.
One original aspect of the model is that it avoids the use of a common
reference (e.g. wall clock and shared memory). To achieve this, all
possible multimedia temporal relations are specified according to
their causal dependencies.
Abstract: This paper describes a platform that faces the main
research areas for e-learning educational contents. Reusability tackles
the possibility to use contents in different courses reducing costs and
exploiting available data from repositories. In our approach the
production of educational material is based on templates to reuse
learning objects. In terms of interoperability the main challenge lays
on reaching the audience through different platforms. E-learning
solution must track social consumption evolution where nowadays
lots of multimedia contents are accessed through the social networks.
Our work faces it by implementing a platform for generation of
multimedia presentations focused on the new paradigm related to
social media. The system produces videos-courses on top of web
standard SMIL (Synchronized Multimedia Integration Language)
ready to be published and shared. Regarding interfaces it is
mandatory to satisfy user needs and ease communication. To
overcome it the platform deploys virtual teachers that provide natural
interfaces while multimodal features remove barriers to pupils with
disabilities.
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.
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.
Abstract: CDMA cellular networks support soft handover,
which guarantees the continuity of wireless services and enhanced
communication quality. Cellular networks support multimedia
services under varied propagation environmental conditions. In this
paper, we have shown the effect of characteristic parameters of the
cellular environments on the soft handover performance. We
consider path loss exponent, standard deviation of shadow fading and
correlation coefficient of shadow fading as the characteristic
parameters of the radio propagation environment. A very useful
statistical measure for characterizing the performance of mobile radio
system is the probability of outage. It is shown through numerical
results that above parameters have decisive effect on the probability
of outage and hence the overall performance of the soft handover
algorithm.
Abstract: Multimedia courseware has been accepted as a tool
that can support teaching and learning process. 'Li2D' courseware
was developed to assist student-s visualization on the topic of Loci in
Two Dimension. This paper describes an evaluation on the
effectiveness and usability of a 'Li2D' courseware. The quasi
experiment was used for the effectiveness evaluation. Usability
evaluation was accomplished based on four constructs of usability,
namely: efficiency, learnability, screen design and satisfaction. An
evaluation on the multimedia elements was also conducted. A total of
63 students of Form Two are involved in the study. The students are
divided into two groups: control and experimental. The experimental
group had to interact with 'Li2D' courseware as part of the learning
activities while the control group used the conventional learning
methods. The results indicate that the experimental group performed
better than the control group in understanding the Loci in Two
Dimensions topic. In terms of usability, the results showed that the
students agreed on the usability in multimedia elements in the 'Li2D'
courseware.
Abstract: In this work we develop an object extraction method
and propose efficient algorithms for object motion characterization.
The set of proposed tools serves as a basis for development of objectbased
functionalities for manipulation of video content. The
estimators by different algorithms are compared in terms of quality
and performance and tested on real video sequences. The proposed
method will be useful for the latest standards of encoding and
description of multimedia content – MPEG4 and MPEG7.
Abstract: This paper introduces and studies new indexing techniques for content-based queries in images databases. Indexing is the key to providing sophisticated, accurate and fast searches for queries in image data. This research describes a new indexing approach, which depends on linear modeling of signals, using bases for modeling. A basis is a set of chosen images, and modeling an image is a least-squares approximation of the image as a linear combination of the basis images. The coefficients of the basis images are taken together to serve as index for that image. The paper describes the implementation of the indexing scheme, and presents the findings of our extensive evaluation that was conducted to optimize (1) the choice of the basis matrix (B), and (2) the size of the index A (N). Furthermore, we compare the performance of our indexing scheme with other schemes. Our results show that our scheme has significantly higher performance.
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.
Abstract: The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Abstract: This work deals with unsupervised image deblurring.
We present a new deblurring procedure on images provided by lowresolution
synthetic aperture radar (SAR) or simply by multimedia in
presence of multiplicative (speckle) or additive noise, respectively.
The method we propose is defined as a two-step process. First, we
use an original technique for noise reduction in wavelet domain.
Then, the learning of a Kohonen self-organizing map (SOM) is
performed directly on the denoised image to take out it the blur. This
technique has been successfully applied to real SAR images, and the
simulation results are presented to demonstrate the effectiveness of
the proposed algorithms.
Abstract: In our modern world, more physical transactions are being substituted by electronic transactions (i.e. banking, shopping, and payments), many businesses and companies are performing most of their operations through the internet. Instead of having a physical commerce, internet visitors are now adapting to electronic commerce (e-Commerce). The ability of web users to reach products worldwide can be greatly benefited by creating friendly and personalized online business portals. Internet visitors will return to a particular website when they can find the information they need or want easily. Dealing with this human conceptualization brings the incorporation of Artificial/Computational Intelligence techniques in the creation of customized portals. From these techniques, Fuzzy-Set technologies can make many useful contributions to the development of such a human-centered endeavor as e-Commerce. The main objective of this paper is the implementation of a Paradigm for the Intelligent Design and Operation of Human-Computer interfaces. In particular, the paradigm is quite appropriate for the intelligent design and operation of software modules that display information (such Web Pages, graphic user interfaces GUIs, Multimedia modules) on a computer screen. The human conceptualization of the user personal information is analyzed throughout a Cascaded Fuzzy Inference (decision-making) System to generate the User Ascribe Qualities, which identify the user and that can be used to customize portals with proper Web links.
Abstract: When programming in languages such as C, Java, etc.,
it is difficult to reconstruct the programmer's ideas only from the
program code. This occurs mainly because, much of the programmer's
ideas behind the implementation are not recorded in the code during
implementation. For example, physical aspects of computation such as
spatial structures, activities, and meaning of variables are not required
as instructions to the computer and are often excluded. This makes the
future reconstruction of the original ideas difficult. AIDA, which is a
multimedia programming language based on the cyberFilm model, can
solve these problems allowing to describe ideas behind programs
using advanced annotation methods as a natural extension to
programming. In this paper, a development environment that
implements the AIDA language is presented with a focus on the
annotation methods. In particular, an actual scientific numerical
computation code is created and the effects of the annotation methods
are analyzed.
Abstract: Computers are increasingly being used as educational
tools in elementary/primary schools worldwide. A specific
application of such computer use, is that of multimedia games, where
the aim is to combine pedagogy and entertainment. This study
reports on a case-study whereby an educational multimedia game has
been developed for use by elementary school children. The stages of
the application-s design, implementation and evaluation are
presented. Strengths of the game are identified and discussed, and its
weaknesses are identified, allowing for suggestions for future redesigns.
The results show that the use of games can engage children
in the learning process for longer periods of time with the added
benefit of the entertainment factor.
Abstract: Image watermarking has proven to be quite an
efficient tool for the purpose of copyright protection and
authentication over the last few years. In this paper, a novel image
watermarking technique in the wavelet domain is suggested and
tested. To achieve more security and robustness, the proposed
techniques relies on using two nested watermarks that are embedded
into the image to be watermarked. A primary watermark in form of a
PN sequence is first embedded into an image (the secondary
watermark) before being embedded into the host image. The
technique is implemented using Daubechies mother wavelets where
an arbitrary embedding factor α is introduced to improve the
invisibility and robustness. The proposed technique has been applied
on several gray scale images where a PSNR of about 60 dB was
achieved.
Abstract: In this research, we propose a weighted class based
queuing (WCBQ) mechanism to provide class differentiation and to
reduce the load for the IMS (IP Multimedia Subsystem) presence
server (PS). The tasks of admission controller for the PS are
demonstrated. Analysis and simulation models are developed to
quantify the performance of WCBQ scheme. An optimized dropping
time frame has been developed based on which some of the preexisting
messages are dropped from the PS-buffer. Cost functions are
developed and simulation comparison has been performed with FCFS
(First Come First Served) scheme. The results show that the PS
benefits significantly from the proposed queuing and dropping
algorithm (WCBQ) during heavy traffic.