Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237769
Sooyong Kang, H. Yeom
As MZR disks have different bandwidths and capacities depending on the zone in use and the performance of continuous media servers is strongly dependent on the block placement scheme for the disks, data placement schemes for traditional CAD disks are not suitable for MZR disks. In this paper, we propose a new block placement algorithm for MZR disk arrays used for continuous media servers. The proposed scheme exploits the bandwidth-saving effect of smoothing VBR data before storing them. To fully utilize characteristics of MZR disks, VBR data are smoothed using multiple smoothing rates (multiplicity is the number of zones of MZR disk). In addition, as the service time of an object in each round is fixed during the lifetime of the stream, it is easy to determine whether the system can provide deterministic service to the new request, which simplifies admission control. Simulation results show that the proposed scheme outperforms previous schemes such as CRT and NCTT.
{"title":"Storing multi-rate smoothed vbr objects to MZR disk array","authors":"Sooyong Kang, H. Yeom","doi":"10.1109/ICME.2001.1237769","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237769","url":null,"abstract":"As MZR disks have different bandwidths and capacities depending on the zone in use and the performance of continuous media servers is strongly dependent on the block placement scheme for the disks, data placement schemes for traditional CAD disks are not suitable for MZR disks. In this paper, we propose a new block placement algorithm for MZR disk arrays used for continuous media servers. The proposed scheme exploits the bandwidth-saving effect of smoothing VBR data before storing them. To fully utilize characteristics of MZR disks, VBR data are smoothed using multiple smoothing rates (multiplicity is the number of zones of MZR disk). In addition, as the service time of an object in each round is fixed during the lifetime of the stream, it is easy to determine whether the system can provide deterministic service to the new request, which simplifies admission control. Simulation results show that the proposed scheme outperforms previous schemes such as CRT and NCTT.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124634818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237822
Peng Xu, Lexing Xie, Shih-Fu Chang, Ajay Divakaran, A. Vetro, Huifang Sun
In this paper, we present a novel system and effective algorithms for soccer video segmentation. The output, about whether the ball is in play, reveals high-level structure of the content. The first step is to classify each sample frame into 3 kinds of view using a unique domain-specific feature, grass-area-ratio. Here the grass value and classification rules are learned and automatically adjusted to each new clip. Then heuristic rules are used in processing the view label sequence, and obtain play/break status of the game. The results provide good basis for detailed content analysis in next step. We also show that low-level features and mid-level view classes can be combined to extract more information about the game, via the example of detecting grass orientation in the field. The results are evaluated under different metrics intended for different applications; the best result in segmentation is 86.5%.
{"title":"Algorithms and system for segmentation and structure analysis in soccer video","authors":"Peng Xu, Lexing Xie, Shih-Fu Chang, Ajay Divakaran, A. Vetro, Huifang Sun","doi":"10.1109/ICME.2001.1237822","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237822","url":null,"abstract":"In this paper, we present a novel system and effective algorithms for soccer video segmentation. The output, about whether the ball is in play, reveals high-level structure of the content. The first step is to classify each sample frame into 3 kinds of view using a unique domain-specific feature, grass-area-ratio. Here the grass value and classification rules are learned and automatically adjusted to each new clip. Then heuristic rules are used in processing the view label sequence, and obtain play/break status of the game. The results provide good basis for detailed content analysis in next step. We also show that low-level features and mid-level view classes can be combined to extract more information about the game, via the example of detecting grass orientation in the field. The results are evaluated under different metrics intended for different applications; the best result in segmentation is 86.5%.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128497209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237869
T. Ebina, Fumiko Matsumoto, T. Miyake, Y. Ishihara, M. Niimi, Shoko Ozaki, Hiroyuki Ohno
a 4-2-1 Nukuikita-machi, Koganei, Tokyo, 184-8795, Japan ABSTRACT Universal accessibility is a challenging issue, one in which many factors have to be considered. The IAA system (that origin is "I Am Alive"), which was introduced for managing the registration and retrieval of victim safety information in the event of a disaster, is evaluated from a universal accessibility point-of-view. Experiments were conducted on five user groups: adult, child, elderly, visually impaired, and hearing impaired. The child and elderly groups had difficulties in conducting a task using the system's interface. An analysis of these two groups showed that the elderly group failed to hear the message, while the child group failed to understand it.
{"title":"An analysis of safety information registration interface on the iaa system - a first step toward universal accessibility","authors":"T. Ebina, Fumiko Matsumoto, T. Miyake, Y. Ishihara, M. Niimi, Shoko Ozaki, Hiroyuki Ohno","doi":"10.1109/ICME.2001.1237869","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237869","url":null,"abstract":"a 4-2-1 Nukuikita-machi, Koganei, Tokyo, 184-8795, Japan ABSTRACT Universal accessibility is a challenging issue, one in which many factors have to be considered. The IAA system (that origin is \"I Am Alive\"), which was introduced for managing the registration and retrieval of victim safety information in the event of a disaster, is evaluated from a universal accessibility point-of-view. Experiments were conducted on five user groups: adult, child, elderly, visually impaired, and hearing impaired. The child and elderly groups had difficulties in conducting a task using the system's interface. An analysis of these two groups showed that the elderly group failed to hear the message, while the child group failed to understand it.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128512372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237758
Cheng-Fa Tsai, C. Tsai, Han-Chan Wu
In order to have computers successfully become consumer electronics for multimedia multicast communication applications, we propose a novel multimedia multicast routing approach for the internet in this paper.
{"title":"A novel multimedia multicast routing approach for the internet","authors":"Cheng-Fa Tsai, C. Tsai, Han-Chan Wu","doi":"10.1109/ICME.2001.1237758","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237758","url":null,"abstract":"In order to have computers successfully become consumer electronics for multimedia multicast communication applications, we propose a novel multimedia multicast routing approach for the internet in this paper.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128706607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237732
Lin Luo, Jin Li, Shipeng Li, Zhenquan Zhuang, Ya-Qin Zhang
A motion compensated lifting (MCLIFT) framework is proposed for the 3D wavelet video coder. By using bi-directional motion compensation in each lifting step of the temporal direction, the video frames are effectively de-correlated. With proper entropy coding and bitstream packaging schemes, the MCLIFT wavelet video coder can be scalable in frame rate and quality level. Experimental results show that the MCLIFT video coder outperforms the 3D wavelet video coder with the same entropy coding scheme by an average of 1.1-1.6dB, and outperforms MPEG-4 coder by an average of 0.9-1.4dB.
{"title":"Motion compensated lifting wavelet and its application in video coding","authors":"Lin Luo, Jin Li, Shipeng Li, Zhenquan Zhuang, Ya-Qin Zhang","doi":"10.1109/ICME.2001.1237732","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237732","url":null,"abstract":"A motion compensated lifting (MCLIFT) framework is proposed for the 3D wavelet video coder. By using bi-directional motion compensation in each lifting step of the temporal direction, the video frames are effectively de-correlated. With proper entropy coding and bitstream packaging schemes, the MCLIFT wavelet video coder can be scalable in frame rate and quality level. Experimental results show that the MCLIFT video coder outperforms the 3D wavelet video coder with the same entropy coding scheme by an average of 1.1-1.6dB, and outperforms MPEG-4 coder by an average of 0.9-1.4dB.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127436356","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237680
Isato Kataoka, K. Shimohara, Atsuhito Sekiguchi, M. Okada, O. Katai
A computer installation that enables a person to rediscover his/her own identity is proposed. Aiming to stimulate an individual’s creativity and expand a new possibility of communication, we expanded how an individual can play in a sandbox electronically by enabling the individual to interact with it. The audio-visually aided sandbox acquires a model of the person playing in the sandbox. This model is used to display an image of the person’s ego. We call the image the person’s “alter ego” because it interactively retains the characteristics of the person, apart from his/her own physical existence. The interaction between the subject and the alter ego helps the subject realize and thereby more deeply recreate his/her own identity.
{"title":"Audio-visually aided interactive sandbox: extensions of a traditional playground","authors":"Isato Kataoka, K. Shimohara, Atsuhito Sekiguchi, M. Okada, O. Katai","doi":"10.1109/ICME.2001.1237680","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237680","url":null,"abstract":"A computer installation that enables a person to rediscover his/her own identity is proposed. Aiming to stimulate an individual’s creativity and expand a new possibility of communication, we expanded how an individual can play in a sandbox electronically by enabling the individual to interact with it. The audio-visually aided sandbox acquires a model of the person playing in the sandbox. This model is used to display an image of the person’s ego. We call the image the person’s “alter ego” because it interactively retains the characteristics of the person, apart from his/her own physical existence. The interaction between the subject and the alter ego helps the subject realize and thereby more deeply recreate his/her own identity.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130855773","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237925
Wenli Zhang, Yunyun Cao, Yoshitiomo Yagimuma, M. Sakauchi
{"title":"Proposal for movie video stream description language and its application","authors":"Wenli Zhang, Yunyun Cao, Yoshitiomo Yagimuma, M. Sakauchi","doi":"10.1109/ICME.2001.1237925","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237925","url":null,"abstract":"","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123172568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237677
T. Oohashi, T. Maekawa, O. Ueno, E. Nishina, N. Kawai
As previously reported [1], we developed a general platform for simulation and visualization called SIVA. With SIVA, one can simulate life activities and their evolution in conditions that approximate an actual terrestrial ecosystem and living organisms. These simulations are based on the development and examination of SIVA-I, II, and III as prototypes of the simulator. SIVA is characterized by simulated environmental conditions that are finite and heterogeneous, and by simulated individuals that are able to self-decompose as well as selfreproduce. The Java language source program of SIVA version 1.1 is distributed by ATR. In the present study, we conducted simulations with SIVA to examine evolutionary adaptation, and tried to clarify through examination of the simulation results whether the development of a broad distribution of individuals was the result of divergent proliferation of the most prolific individuals or the result of a complication of habitat segregation. It was found through a comparative analysis of visualized habitable area and of the degree of correspondence of genetic information that the complications of habitat segregation led to a broad distribution of individuals. This finding will introduce a way method to investigate the constructive mechanism of habitat segregation in an actual terrestrial ecosystem, and also points to a survival strategy for human beings.
{"title":"Sumiwake structure in a finite and heterogeneous ecosystem","authors":"T. Oohashi, T. Maekawa, O. Ueno, E. Nishina, N. Kawai","doi":"10.1109/ICME.2001.1237677","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237677","url":null,"abstract":"As previously reported [1], we developed a general platform for simulation and visualization called SIVA. With SIVA, one can simulate life activities and their evolution in conditions that approximate an actual terrestrial ecosystem and living organisms. These simulations are based on the development and examination of SIVA-I, II, and III as prototypes of the simulator. SIVA is characterized by simulated environmental conditions that are finite and heterogeneous, and by simulated individuals that are able to self-decompose as well as selfreproduce. The Java language source program of SIVA version 1.1 is distributed by ATR. In the present study, we conducted simulations with SIVA to examine evolutionary adaptation, and tried to clarify through examination of the simulation results whether the development of a broad distribution of individuals was the result of divergent proliferation of the most prolific individuals or the result of a complication of habitat segregation. It was found through a comparative analysis of visualized habitable area and of the degree of correspondence of genetic information that the complications of habitat segregation led to a broad distribution of individuals. This finding will introduce a way method to investigate the constructive mechanism of habitat segregation in an actual terrestrial ecosystem, and also points to a survival strategy for human beings.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124960938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237772
Keiji Yanai
Due to the recent explosive progress of WWW (World-Wide Web), we can easily access a large number of images from WWW. There are, however, no established methods to make use of WWW as a large image database. In this paper, we describe an automatic image-gathering system from WWW employing keywords and image features, which is called the Image Collector. By exploiting some existing keyword-based search engines and selecting images by their image features, our system obtains, with high accuracy, images that are strongly related to query keywords. We have implemented the system that gathers more than one hundred images from WWW in about five minutes.
{"title":"Image collector: an image-gathering system from the world-wide web employing keyword-based search engines","authors":"Keiji Yanai","doi":"10.1109/ICME.2001.1237772","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237772","url":null,"abstract":"Due to the recent explosive progress of WWW (World-Wide Web), we can easily access a large number of images from WWW. There are, however, no established methods to make use of WWW as a large image database. In this paper, we describe an automatic image-gathering system from WWW employing keywords and image features, which is called the Image Collector. By exploiting some existing keyword-based search engines and selecting images by their image features, our system obtains, with high accuracy, images that are strongly related to query keywords. We have implemented the system that gathers more than one hundred images from WWW in about five minutes.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122411318","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2001-08-22DOI: 10.1109/ICME.2001.1237736
S. Fels, M. Yedlin
EasyOGL is a Tcl/Tk extension that adds three new dynamically loadable packages: a new Tk 3D graphics widget, an OpenGL package and an OpenGLU package. The 3D graphics widget provides a context for drawing 3D graphics. The OpenGL/GLU packages provide interpretive access to the OpenGL/GLU libraries so that developers can script interactive 3D graphics that appear inside an active 3D drawing context. Since EasyOGL is embedded in Tcl, it provides an extensible, easy-to-use, fast prototyping environment for 3D multimedia applications.
{"title":"EasyOGL: fast prototyping platform for 3D multimedia integration using TCL/TK and OpenGL","authors":"S. Fels, M. Yedlin","doi":"10.1109/ICME.2001.1237736","DOIUrl":"https://doi.org/10.1109/ICME.2001.1237736","url":null,"abstract":"EasyOGL is a Tcl/Tk extension that adds three new dynamically loadable packages: a new Tk 3D graphics widget, an OpenGL package and an OpenGLU package. The 3D graphics widget provides a context for drawing 3D graphics. The OpenGL/GLU packages provide interpretive access to the OpenGL/GLU libraries so that developers can script interactive 3D graphics that appear inside an active 3D drawing context. Since EasyOGL is embedded in Tcl, it provides an extensible, easy-to-use, fast prototyping environment for 3D multimedia applications.","PeriodicalId":405589,"journal":{"name":"IEEE International Conference on Multimedia and Expo, 2001. ICME 2001.","volume":"334 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122442136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}