Search results for "Computer Science - Multimedia"

showing 9 items of 9 documents

A robust blind 3-D mesh watermarking based on wavelet transform for copyright protection

2019

Nowadays, three-dimensional meshes have been extensively used in several applications such as, industrial, medical, computer-aided design (CAD) and entertainment due to the processing capability improvement of computers and the development of the network infrastructure. Unfortunately, like digital images and videos, 3-D meshes can be easily modified, duplicated and redistributed by unauthorized users. Digital watermarking came up while trying to solve this problem. In this paper, we propose a blind robust watermarking scheme for three-dimensional semiregular meshes for Copyright protection. The watermark is embedded by modifying the norm of the wavelet coefficient vectors associated with th…

FOS: Computer and information sciences0209 industrial biotechnologyComputer sciencevideo watermarking02 engineering and technologyWatermarkingimage watermarking020901 industrial engineering & automationWaveletcopy protectionvectorsRobustness (computer science)Computer Science::Multimedia0202 electrical engineering electronic engineering information engineeringwavelet coefficient vectorsControlled IndexingComputer visionPolygon meshQuantization (image processing)RobustnessDigital watermarkingComputingMilieux_MISCELLANEOUSComputer Science::Cryptography and SecurityQuantization (signal)digital watermarkingbusiness.industrycopyrightedge normal normsWavelet transformunauthorized usersWatermarkThree-dimensional meshesMultimedia (cs.MM)mesh generationwavelet transformssynchronizing primitives3D semiregular meshesSolid modelingrobust blind 3D mesh watermarking020201 artificial intelligence & image processingArtificial intelligenceLaplacian smoothingbusinessCopyright protection[SPI.SIGNAL]Engineering Sciences [physics]/Signal and Image processingComputer Science - Multimediaimage resolutionDigital images
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Hybrid blind robust image watermarking technique based on DFT-DCT and Arnold transform

2018

In this paper, a robust blind image watermarking method is proposed for copyright protection of digital images. This hybrid method relies on combining two well-known transforms that are the discrete Fourier transform (DFT) and the discrete cosine transform (DCT). The motivation behind this combination is to enhance the imperceptibility and the robustness. The imperceptibility requirement is achieved by using magnitudes of DFT coefficients while the robustness improvement is ensured by applying DCT to the DFT coefficients magnitude. The watermark is embedded by modifying the coefficients of the middle band of the DCT using a secret key. The security of the proposed method is enhanced by appl…

FOS: Computer and information sciencesComputer Science - Cryptography and SecurityComputer Networks and CommunicationsComputer scienceMultiple Watermarking02 engineering and technologyDiscrete Fourier transformImage (mathematics)Digital imageDiscrete Fourier transform (DFT)SchemeRobustness (computer science)Quantization0202 electrical engineering electronic engineering information engineeringMedia TechnologyDiscrete cosine transformHybrid method[INFO]Computer Science [cs]Digital watermarkingDiscrete cosine transform (DCT)DistanceImage watermarking020207 software engineeringWatermarkMultimedia (cs.MM)Hardware and ArchitectureMedical ImagesEmbedding020201 artificial intelligence & image processingArnold transformWavelet DomainSvdCryptography and Security (cs.CR)AlgorithmCopyright protectionSoftwareComputer Science - Multimedia
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Towards Multimodal MIR: Predicting individual differences from music-induced movement

2020

As the field of Music Information Retrieval grows, it is important to take into consideration the multi-modality of music and how aspects of musical engagement such as movement and gesture might be taken into account. Bodily movement is universally associated with music and reflective of important individual features related to music preference such as personality, mood, and empathy. Future multimodal MIR systems may benefit from taking these aspects into account. The current study addresses this by identifying individual differences, specifically Big Five personality traits, and scores on the Empathy and Systemizing Quotients (EQ/SQ) from participants' free dance movements. Our model succe…

FOS: Computer and information sciencesComputer Science - Machine LearningStatistics - Machine LearningMachine Learning (stat.ML)Computer Science - MultimediaMachine Learning (cs.LG)Multimedia (cs.MM)
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Accessibility in 360-degree video players

2020

Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these environments are adapted to be fully accessible. However, until recently the focus has been mostly on adapting the existing techniques to fit immersive displays, rather than considering new approaches for accessibility designed specifically for these increasingly relevant media experiences. This paper surveys a wide range of 360-degree video players and examines the features they include for dealing with accessibility, such as Subtitles, Audio Description, Sign …

FOS: Computer and information sciencesComputer Science - MultimediaMultimedia (cs.MM)
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…

2019

Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…

FOS: Computer and information sciencesJ.4Computer scienceComputer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and SocietyBehavioral Neuroscience[SCCO]Cognitive science0302 clinical medicineSoftwareUser experience designHuman–computer interactionB.8; C.4; D.0; J.4Reliability (statistics)05 social sciencesHuman factors and ergonomicsCognitionMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityVRC.4Optical head-mounted displayCognitive neuroscienceVirtual realitypsychology050105 experimental psychologyHuman-Computer Interaction (cs.HC)lcsh:RC321-57103 medical and health sciencesHMDComputers and Society (cs.CY)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological Psychiatrybusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEHuman NeuroscienceD.0Systematic ReviewbusinessComputer Science - Multimedia030217 neurology & neurosurgery
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Tag2Risk: Harnessing social music tags for characterizing depression risk

2020

Musical preferences have been considered a mirror of the self. In this age of Big Data, online music streaming services allow us to capture ecologically valid music listening behavior and provide a rich source of information to identify several user-specific aspects. Studies have shown musical engagement to be an indirect representation of internal states including internalized symptomatology and depression. The current study aims at unearthing patterns and trends in the individuals at risk for depression as it manifests in naturally occurring music listening behavior. Mental well-being scores, musical engagement measures, and listening histories of Last.fm users (N=541) were acquired. Soci…

FOS: Computer and information sciencesSound (cs.SD)Audio and Speech Processing (eess.AS)FOS: Electrical engineering electronic engineering information engineeringbehavioral disciplines and activitiesInformation Retrieval (cs.IR)Computer Science - MultimediaComputer Science - SoundhumanitiesMultimedia (cs.MM)Computer Science - Information RetrievalElectrical Engineering and Systems Science - Audio and Speech Processing
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Semantic Computing of Moods Based on Tags in Social Media of Music

2014

Social tags inherent in online music services such as Last.fm provide a rich source of information on musical moods. The abundance of social tags makes this data highly beneficial for developing techniques to manage and retrieve mood information, and enables study of the relationships between music content and mood representations with data substantially larger than that available for conventional emotion research. However, no systematic assessment has been done on the accuracy of social tags and derived semantic models at capturing mood information in music. We propose a novel technique called Affective Circumplex Transformation (ACT) for representing the moods of music tracks in an interp…

FOS: Computer and information sciencesVocabularyComputer scienceMusic information retrievalmedia_common.quotation_subjectSemantic analysis (machine learning)Moodscomputer.software_genreAffect (psychology)SemanticsComputer Science - Information RetrievalSemantic computingMusic information retrievalAffective computingmedia_commonSocial and Information Networks (cs.SI)ta113Probabilistic latent semantic analysisSocial tagsbusiness.industryComputer Science - Social and Information NetworksMultimedia (cs.MM)Semantic analysisComputer Science ApplicationsMoodComputational Theory and MathematicsWeb miningta6131Vector space modelArtificial intelligenceGenresbusinesscomputerComputer Science - MultimediaInformation Retrieval (cs.IR)MusicNatural language processingPrediction.Information SystemsIEEE Transactions on Knowledge and Data Engineering
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Quantum GestART: Identifying and Applying Correlations between Mathematics, Art, and Perceptual Organization

2020

Mathematics can help analyze the arts and inspire new artwork. Mathematics can also help make transformations from one artistic medium to another, considering exceptions and choices, as well as artists' individual and unique contributions. We propose a method based on diagrammatic thinking and quantum formalism. We exploit decompositions of complex forms into a set of simple shapes, discretization of complex images, and Dirac notation, imagining a world of "prototypes" that can be connected to obtain a fine or coarse-graining approximation of a given visual image. Visual prototypes are exchanged with auditory ones, and the information (position, size) characterizing visual prototypes is con…

FOS: Computer and information sciencesdiagrams; Dirac notation; Gestalt; Gestural similarity; sonificationmedia_common.quotation_subjectHistory and Overview (math.HO)ComputerApplications_COMPUTERSINOTHERSYSTEMSThe artsGestaltBra–ket notationPerceptionGestural similarityFOS: MathematicssonificationQuantummedia_commonCognitive scienceSettore INF/01 - InformaticaMathematics - History and OverviewApplied MathematicsSettore MAT/04 - Matematiche ComplementariMultimedia (cs.MM)Gestural similarity Gestalt diagrams Dirac notation sonificationComputational MathematicsdiagramsSonificationModeling and SimulationGestalt psychologyDirac notationInformationSystems_MISCELLANEOUSSettore ING-INF/05 - Sistemi di Elaborazione delle InformazioniComputer Science - MultimediaMusic
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