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Ninth IEEE International Symposium on Multimedia (ISM 2007)最新文献

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Summarization of Wearable Videos Based on User Activity Analysis 基于用户活动分析的可穿戴视频总结
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.16
R. Katpelly, Tiecheng Liu, Chin-Tser Huang
This paper presents a model for automatic summarization of videos recorded by wearable cameras. The proposed model detects various user activities by computing the transform of matching image features among video frames. Four basic types of user activities are proposed, including "moving closer /farther", "panning", "making a turn", and "rotation". Different summarization techniques are provided for different activity types, and a wearable video sequence can be summarized as a compact set of panoramic images. The user activity analysis is solely based on the analysis of images, without resorting to the information of other sensors. Experimental results on a 19- minute video sequence demonstrate the effectiveness of our proposed model.
提出了一种可穿戴式摄像机视频自动汇总模型。该模型通过计算视频帧之间匹配图像特征的变换来检测各种用户活动。提出了四种基本类型的用户活动,包括“靠近/更远”、“平移”、“转弯”和“旋转”。针对不同的活动类型提供了不同的汇总技术,可穿戴视频序列可以汇总为一组紧凑的全景图像。用户活动分析完全基于对图像的分析,不需要借助其他传感器的信息。在一个19分钟的视频序列上的实验结果证明了该模型的有效性。
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引用次数: 0
A General Scheme for Extracting QR Code from a Non-uniform Background in Camera Phones and Applications 一种从照相手机和应用程序的非均匀背景中提取QR码的通用方案
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.26
Yu-Hsuan Chang, Chung-Hua Chu, Ming-Syan Chen
With the rapid advances in mobile communication technologies, QR code in the embedded camera devices has been used as new input interfaces. However, the previous works for extracting QR code from an image do not consider a non-uniform background. In this paper, we implement the applications of QR code and propose an efficient algorithm to extract QR code from the non-uniform background. In contrast with prior works, our approach is of higher accuracy for QR-code recognition and more practical for use in a mobile information environment.
随着移动通信技术的飞速发展,在嵌入式摄像设备中使用二维码作为新的输入接口。然而,以往从图像中提取QR码的工作并没有考虑到非均匀背景。本文实现了QR码的应用,提出了一种从非均匀背景中提取QR码的高效算法。与之前的工作相比,我们的方法在qr码识别方面具有更高的准确性,并且在移动信息环境中更实用。
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引用次数: 66
A Staggered FEC System for Seamless Handoff in Wireless LANs: Implementation Experience and Experimental Study 无线局域网中用于无缝切换的交错FEC系统:实现经验与实验研究
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.29
Hang Liu, Mingquan Wu, Dekai Li, S. Mathur, K. Ramaswamy, Liqiao Han, D. Raychaudhuri
We report the implementation experience and experimental evaluation of a staggered adaptive forward error correction (FEC) system for video multicast over wireless LANs. In the system, the parity packets generated by a cross-packet FEC code are transmitted at a time delay from the original video packets, i.e. staggercasting video stream and FEC stream in different multicast groups. The delay provides temporal diversity to improve the robustness of video multicast, especially to enable the clients to correct burst packet loss using FEC and to achieve seamless handoff. A wireless client dynamically joins the FEC multicast groups based upon its channel conditions and handoff events. We have implemented the system including the streaming server and client proxy. A novel software architecture is designed to integrate the FEC functionality in the clients without requirement for changing the existing video player software. We conduct extensive experiments to investigate the impact of FEC overhead and the delay between the video stream and FEC stream to the video quality under different interference levels and mobile handoff durations. The efficacy of staggered adaptive FEC system on improving video multicast quality is demonstrated in real system implementation.
本文报告了一种用于无线局域网视频组播的交错自适应前向纠错(FEC)系统的实现经验和实验评估。在系统中,由一个跨包的FEC码产生的奇偶校验包从原始视频包中延时传输,即在不同的组播组中错播视频流和FEC流。延迟提供了时间分集,提高了视频组播的鲁棒性,特别是使客户端能够使用FEC纠正突发丢包,实现无缝切换。无线客户端根据自己的信道条件和切换事件动态加入FEC多播组。我们实现了包括流媒体服务器和客户端代理在内的系统。设计了一种新颖的软件体系结构,可以在不改变现有视频播放器软件的情况下将FEC功能集成到客户端。我们进行了大量的实验来研究FEC开销以及视频流和FEC流之间的延迟在不同干扰水平和移动切换持续时间下对视频质量的影响。在实际系统实现中,证明了交错自适应FEC系统在提高视频组播质量方面的有效性。
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引用次数: 10
Analysis of a New Ubiquitous Multimodal Multimedia Computing System 一种新型泛在多模态多媒体计算系统分析
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.45
A. Ramdane-Cherif, M. D. Hina, C. Tadj, N. Lévy
This paper demonstrates the design of a fault- tolerant ubiquitous MM computing system. Our ubiquitous multimodal multimedia (MM) computing system selects the appropriate media and modalities based on the user's context and user's profile. This paper demonstrates the design of a fault-tolerant ubiquitous MM computing system. The requirements analysis is undertaken by considering the quality attributes desired by different stakeholders. We use the attribute-driven design method in the requirement analysis and Architecture Tradeoffs Analysis Method in evaluating the system architecture. In this paper we conduct all tests and explain results through stochastic colored Petri Net specification, citing pre- and postcondition of each scenario.
介绍了一种容错泛在MM计算系统的设计。我们无处不在的多模态多媒体(MM)计算系统根据用户的上下文和用户的配置文件选择适当的媒体和模态。本文介绍了一种容错泛在MM计算系统的设计。需求分析是通过考虑不同涉众所期望的质量属性来进行的。在需求分析中采用属性驱动设计方法,在系统架构评估中采用体系结构权衡分析方法。在本文中,我们通过随机彩色Petri网规范进行所有测试并解释结果,引用每个场景的前置和后置条件。
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引用次数: 4
A Temporal UID Matrix Strategy for Indexing Video Databases 视频数据库索引的时间UID矩阵策略
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.9
Ye-In Chang, Wei-Horng Yeh, Jiun-Rung Chen, Youcheng Chen
In video databases, each video contains temporal and spatial relationships between content objects. One of the well-known video indexing strategies is the 3D C-string strategy. However, it cannot deal with the condition that an object appears and then disappears for more than one time. To solve this problem, in this paper, we propose an indexing strategy, called temporal UID Matrix1. Based on the original 13 spatial relationships proposed by 2D C-string and our three new spatial relationships, we can derive the temporal relationships from the sequence of spatial relationships. Therefore, in our proposed strategy, although we build only index for spatial relationships, and we still can answer the video queries, i.e., spatial, temporal, and spatio-temporal queries. From our simulation study, we show that our proposed strategy is more efficient for video searching than the 3D C-string strategy.
在视频数据库中,每个视频都包含内容对象之间的时间和空间关系。其中一个著名的视频索引策略是三维c字串策略。但是,它不能处理对象出现然后消失不止一次的情况。为了解决这个问题,在本文中,我们提出了一种索引策略,称为时态UID Matrix1。基于二维c弦原先提出的13种空间关系和我们的3种新的空间关系,我们可以从空间关系的序列中推导出时间关系。因此,在我们提出的策略中,虽然我们只建立空间关系的索引,但我们仍然可以回答视频查询,即空间查询,时间查询和时空查询。仿真研究表明,本文提出的策略在视频搜索方面比3D c字串策略更有效。
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引用次数: 1
Event-Based Segmentation of Sports Video Using Motion Entropy 基于运动熵的运动视频事件分割
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.17
Chen-Yu Chen, Jia-Ching Wang, Jhing-Fa Wang, Y. Hu
An event-based segmentation method for sports videos is presented. A motion entropy criterion is employed to characterize the level of intensity of relevant object motion in individual frames of a video sequence. The resulting motion entropy curve then is approximated with a piece-wise linear model using a homoscedastic error model based time series change point detection algorithm. It is observed that interesting sports events are correlated with specific patterns of the piece-wise linear model. A set of empirically derived classification rules then is derived based on these observations. Application of these rules to the motion entropy curve leads to this motion entropy curve, one is able to segment the corresponding video sequence into individual sections, each consisting of a semantically relevant event. The proposed method is tested on six hours of sports videos including basketball, soccer and tennis. Excellent experimental results are observed.
提出了一种基于事件的体育视频分割方法。采用运动熵准则来表征视频序列的各个帧中相关物体运动的强度水平。然后使用基于均方差误差模型的时间序列变化点检测算法,用分段线性模型逼近得到运动熵曲线。观察到,有趣的体育赛事与分段线性模型的特定模式相关。然后根据这些观察得出一组经验推导的分类规则。将这些规则应用到运动熵曲线中,可以将相应的视频序列分割成单独的部分,每个部分由语义相关的事件组成。该方法在包括篮球、足球和网球在内的6个小时的体育视频上进行了测试。实验结果良好。
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引用次数: 10
Optimizing Cache Performance of the Discrete Wavelet Transform Using a Visualization Tool 使用可视化工具优化离散小波变换的缓存性能
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.12
J. Tao, A. Shahbahrami, B. Juurlink, R. Buchty, Wolfgang Karl, S. Vassiliadis
The 2D DWT consists of two 1D DWT in both directions: horizontal filtering processes the rows followed by vertical filtering processes the columns. It is well known that a straightforward implementation of the vertical filtering shows quite different performance with various working set sizes. The only reasonable explanation for this has to be the access behavior of the cache memory. As known, vertical filtering has mapping conflicts in the cache with a working set size that is power of two. However, it is not clear how this conflict forms and whether cache problems exist with other data sizes. Such knowledge is the base for efficient code optimization. In order to acquire this knowledge and to achieve more accurate optimization potentials, we apply a cache visualization tool to examine the runtime cache activities of the vertical implementation. We find that besides mapping conflicts, vertical filtering also shows a large number of capacity misses. More specifically, the visualization tool allows us to detect the parameters related to the strategies. This guarantees the feasibility of the optimization. Our initial experimental results on several different architectures show an up to 215% gain in execution time compared to an already optimized baseline implementation.
2D DWT由两个方向上的两个1D DWT组成:水平过滤处理行,然后垂直过滤处理列。众所周知,垂直滤波的直接实现在不同的工作集大小下表现出截然不同的性能。对此唯一合理的解释是缓存内存的访问行为。众所周知,垂直过滤在缓存中具有映射冲突,其工作集大小为2的幂。但是,目前尚不清楚这种冲突是如何形成的,以及其他数据大小是否存在缓存问题。这些知识是高效代码优化的基础。为了获得这些知识并获得更准确的优化潜力,我们应用缓存可视化工具来检查垂直实现的运行时缓存活动。我们发现除了映射冲突外,垂直过滤也会出现大量的容量缺失。更具体地说,可视化工具允许我们检测与策略相关的参数。这保证了优化的可行性。我们在几个不同架构上的初步实验结果显示,与已经优化的基线实现相比,执行时间最多可增加215%。
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引用次数: 14
Realistic Character Motion Response in Computer Fighting Game 电脑格斗游戏中的逼真人物动作反应
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.30
Huai-Che Lee, C. Chang, Jui-Shiang Chao, Wei-Te Lin
We present a hybrid motion response model for presenting dynamic character behavior during character interactions in computer games. The method seamlessly integrates motion captured data with physics-based character simulation. The result preserves the desired character motion styles and allows physically realistic responsive behaviors for lifelike character presentation. Based on studies in human balance control and responsive behavior, we designed a mechanism to generate character balancing behaviors for a common computer fighting game scenario. The results demonstrate the capabilities of such mechanism as a set of building blocks for presenting more complex responsive behaviors in computer games.
我们提出了一个混合运动响应模型来呈现电脑游戏中角色交互过程中的动态角色行为。该方法将运动捕获数据与基于物理的角色模拟无缝集成。结果保留了期望的角色运动风格,并允许为逼真的角色呈现物理现实的响应行为。基于对人类平衡控制和反应行为的研究,我们设计了一种机制来生成一个常见的电脑格斗游戏场景中的角色平衡行为。研究结果表明,这种机制可以作为一组构建模块,在电脑游戏中呈现更复杂的响应行为。
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引用次数: 5
RISA: A Real-Time Interactive Shadow Avatar RISA:一个实时互动的影子化身
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.47
Yangmi Lim, Jinsu Kim, Jinseok Chae
As Webcams become an important factor in the PC environment, many camera-based communication techniques have been developed. Among them, gesture-based communication is attracting attention. In this paper, we propose a real-time interactive shadow avatar (RISA) which can express facial emotions by changing as response to the user's gestures. The avatar's shape is a virtual shadow constructed from a real-time sampled picture of user's shape. Several predefined facial animations overlap on the face area of the virtual shadow, according to the types of hand gestures. We use the background subtraction method to separate the virtual shadow, and a simplified region-based tracking method is adopted for tracking hand positions and detecting hand gestures. In order to achieve a smooth change of emotions, we use a refined morphing method which uses many more frames in contrast to traditional dynamic emoticons. Through our experiments, we found that in the cases where there was enough distance between a camera and a user, the accuracy was higher than in the cases where the distance between them was very close. We have found RISA to be very useful in simple online chatting and PC game environments and it was also highlighted in a real media art exhibition.
随着网络摄像头成为PC环境中的一个重要因素,许多基于摄像头的通信技术被开发出来。其中,基于手势的交流方式备受关注。在本文中,我们提出了一种实时交互式影子化身(RISA),它可以通过响应用户的手势来改变面部情绪。虚拟角色的形状是由用户的实时形状采样图像构建的虚拟阴影。根据手势的类型,几个预定义的面部动画重叠在虚拟阴影的面部区域上。采用背景减法分离虚拟阴影,采用简化的基于区域的跟踪方法进行手部位置跟踪和手势检测。为了实现情绪的平滑变化,我们使用了一种改进的变形方法,与传统的动态表情相比,使用了更多的帧。通过我们的实验,我们发现在相机和用户之间有足够距离的情况下,准确度比两者之间距离很近的情况下要高。我们发现RISA在简单的在线聊天和PC游戏环境中非常有用,并且在一个真实的媒体艺术展览中也得到了强调。
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引用次数: 0
Scratch Line Removal on Aged Films 旧胶片上划痕线的去除
Pub Date : 2007-12-10 DOI: 10.1109/ISM.2007.20
Yang-Ta Kao, T. Shih, Hsing-Ying Zhong, Liang-Kuang Dai
Aged motion pictures may contain different types of defects, such as spikes and scratch lines. Several detection mechanisms were proposed to find scratches. However, it is relatively hard to precisely restore aged films if the continuation of image property is not considered in the temporal domain. This paper proposes a technique on restoring aged films based on simultaneously considering the outmost patches/pixels which are going to be inpainted. The inpainting order plays an important factor for human visualization. By eliminating the inpainting order problem, the results of restored films have good quality as compared to earlier approach. Application of our technique can be used in the restoration of aged films.
老化的电影可能包含不同类型的缺陷,如尖刺和划痕线。提出了几种检测机制来发现划痕。然而,如果不考虑图像属性在时域的延续,就很难精确地还原老胶片。本文提出了一种基于同时考虑最外围补片/像素的老胶片修复技术。绘画顺序对人的视觉效果起着重要的影响作用。通过消除涂膜顺序问题,修复后的胶片质量较之前的方法好。该技术可用于老化胶片的修复。
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引用次数: 4
期刊
Ninth IEEE International Symposium on Multimedia (ISM 2007)
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