Search results for "multimedia"
showing 10 items of 692 documents
Scientific studies on writing in second language learning (2005-2017)
2019
Este artículo revisa críticamente las líneas temáticas que desde 2005 hasta 2017 se han publicado sobre Second Language Writing (SLW) con el objetivo de presentar un análisis de las tendencias predominantes en las publicaciones indexadas en SCOPUS. Como metodología de estudio se ha procedido a la selección de aquellas contribuciones que han recibido 60 citas o más. De la revisión de literatura científica realizada se concluye que son tres las líneas de investigación mayoritarias: el proceso de composición o redacción del texto escrito; la retroalimentación que el docente ofrece al aprendiz; y la escritura en línea de una L2. Las conclusiones señalan la necesidad de profundizar en la investi…
RootsGLOH2: embedding RootSIFT 'square rooting' in sGLOH2
2020
This study introduces an extension of the shifting gradient local orientation histogram doubled (sGLOH2) local image descriptor inspired by RootSIFT ‘square rooting’ as a way to indirectly alter the matching distance used to compare the descriptor vectors. The extended descriptor, named RootsGLOH2, achieved the best results in terms of matching accuracy and robustness among the latest state-of-the-art non-deep descriptors in recent evaluation contests dealing with both planar and non-planar scenes. RootsGLOH2 also achieves a matching accuracy very close to that obtained by the best deep descriptors to date. Beside confirming that ‘square rooting’ has beneficial effects on sGLOH2 as it happe…
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…
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…
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…
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 …
Efficient and accurate monitoring of the depth information in a Wireless Multimedia Sensor Network based surveillance
2017
International audience; Abstract—Wireless Multimedia Sensor Network (WMSN) is a promising technology capturing rich multimedia data like audio and video, which can be useful to monitor an environment under surveillance. However, many scenarios in real time monitoring requires 3D depth information. In this research work, we propose to use the disparity map that is computed from two or multiple images, in order to monitor the depth information in an object or event under surveillance using WMSN. Our system is based on distributed wireless sensors allowing us to notably reduce the computational time needed for 3D depth reconstruction, thus permitting the success of real time solutions. Each pa…
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…
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…
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…