To many people, the word `multimedia' simply means the combination of various forms of information: text, speech, music, images, graphics and video. What is often overlooked is the interaction among these forms. I...
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To many people, the word `multimedia' simply means the combination of various forms of information: text, speech, music, images, graphics and video. What is often overlooked is the interaction among these forms. In this paper, we will present our recent results in exploiting the audio-visual interaction that is very significant in multimedia communication. The applications include lip synchronization, joint audio-video coding, and person verification. We will present the enabling technologies, including audio-to-visual mapping and facial image analysis, for these applications. Our results show that the joint processing of audio and video provides advantages that are not available when audio and video are studied separately.
A study of the visual properties of image processing technology and the design features of image processing. In the context of today's general development of computer and digital media technology and visual intera...
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We present a demonstration of the processing of streaming telemetry data from an optical network and machine-learning based video analytics on a cloud-based stream-processing platform. Real-time processing enhances ne...
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ISBN:
(纸本)9781665438681
We present a demonstration of the processing of streaming telemetry data from an optical network and machine-learning based video analytics on a cloud-based stream-processing platform. Real-time processing enhances network security and reliability by combining information from diverse sources.
visual cryptography has a good application prospect in halftone information hiding and anti-counterfeiting. This paper mainly studies the application of this technology in office partition and window painting, decorat...
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Researchers have increasingly turned to crowdfunding platforms to gain insights into entrepreneurial activity and dynamics. While previous studies have explored various factors influencing crowdfunding success, such a...
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Researchers have increasingly turned to crowdfunding platforms to gain insights into entrepreneurial activity and dynamics. While previous studies have explored various factors influencing crowdfunding success, such as technology, communication, and marketing strategies, the role of visual elements that can be automatically extracted from images has received less attention. This is surprising, considering that crowdfunding platforms emphasize the importance of attention-grabbing and high-resolution images, and previous research has shown that image characteristics can significantly impact product evaluations. Indeed, a comprehensive review of empirical articles (n = 202) utilized Kickstarter data, focusing on the incorporation of visualinformation in their analyses. Our findings reveal that only 29.70% controlled for the number of images, and less than 12% considered any image details. In this manuscript, we contribute to the existing literature by emphasizing the significance of visual characteristics as essential variables in empirical investigations of crowdfunding success. We review the literature on image processing and its relevance to the business domain, highlighting two types of visual variables: visual counts (number of pictures and number of videos) and image details. Building upon previous work that discussed the role of color, composition, and figure-ground relationships, we introduce visual scene elements that have not yet been explored in crowdfunding, including the number of faces, the number of concepts depicted, and the ease of identifying those concepts. To demonstrate the predictive value of visual counts and image details, we analyze Kickstarter data using flexible machine learning models (Lasso, Ridge, Bayesian additive regression trees, and eXtreme Gradient Boosting). Our results highlight that visual count features are two of the top three predictors of success and highlight the ease at which researchers can incorporate some information abou
This paper presents an analysis of technologies and resources needed for building of a multimodal information kiosk for deaf people. The considered information kiosk will use sign language as main communication means,...
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A novel approach to steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) is presented in the paper. To minimize possible side effects of the monochromatic light SSVEP-based BCI we propose ...
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ISBN:
(纸本)9786163618238
A novel approach to steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) is presented in the paper. To minimize possible side effects of the monochromatic light SSVEP-based BCI we propose to utilize chromatic green blue flicker stimuli in higher, comparing to the traditionally used, frequencies. The developed safer SSVEP responses are processed an classified with features drawn from EEG power spectra. Results obtained from healthy users support the research hypothesis of the chromatic and higher frequency SSVEP. The feasibility of proposed method is evaluated in a comparison of monochromatic versus chromatic SSVEP responses. We also present preliminary results with empirical mode decomposition (EMD) adaptive filtering which resulted with improved classification accuracies.
The article is based on the basic theories of computer graphic image design and visualcommunication design, combined with the historical background, tasks, creative rules, educational methods, involved fields and thi...
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Design method is an important part of design, and it is an important product of academic and educational research practice. This paper discusses different fields of visual design and their methodological issues, based...
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This research aims to let people know their hierarchy of prolonged distractions starting from the most distracting to the least distracting factors while driving a car. In order to do this, an HTML5 game that simulate...
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ISBN:
(纸本)9781479940202
This research aims to let people know their hierarchy of prolonged distractions starting from the most distracting to the least distracting factors while driving a car. In order to do this, an HTML5 game that simulated a car drive with numerous distractions, which include both audio and visual distractions, was created. The player of the game needs to wear an EEG device, Neurosky, for his or her Beta waves to be detected and collected. The collected Beta waves are then passed to the HTML5 game for processing. This process correlated prolonged distractions with their respective hierarchical position for the player. Once the player receives his/her respective hierarchy of prolonged distractions, he/she will be able to improve and even learn to avoid certain distractions.
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