3,784 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A QoE adaptive management system for high definition video streaming over wireless networks

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    [EN] The development of the smart devices had led to demanding high-quality streaming videos over wireless communications. In Multimedia technology, the Ultra-High Definition (UHD) video quality has an important role due to the smart devices that are capable of capturing and processing high-quality video content. Since delivery of the high-quality video stream over the wireless networks adds challenges to the end-users, the network behaviors 'factors such as delay of arriving packets, delay variation between packets, and packet loss, are impacted on the Quality of Experience (QoE). Moreover, the characteristics of the video and the devices are other impacts, which influenced by the QoE. In this research work, the influence of the involved parameters is studied based on characteristics of the video, wireless channel capacity, and receivers' aspects, which collapse the QoE. Then, the impact of the aforementioned parameters on both subjective and objective QoE is studied. A smart algorithm for video stream services is proposed to optimize assessing and managing the QoE of clients (end-users). The proposed algorithm includes two approaches: first, using the machine-learning model to predict QoE. Second, according to the QoE prediction, the algorithm manages the video quality of the end-users by offering better video quality. As a result, the proposed algorithm which based on the least absolute shrinkage and selection operator (LASSO) regression is outperformed previously proposed methods for predicting and managing QoE of streaming video over wireless networks.This work has been partially supported by the "Ministerio de Economia y Competitividad" in the "Programa Estatal de Fomento de la Investigacion Cientifica y Tecnica de Excelencia, Subprograma Estatal de Generacion de Conocimiento" with in the Project under Grant TIN2017-84802-C2-1-P. This study has been partially done in the computer science departments at the (University of Sulaimani and Halabja).Taha, M.; Canovas, A.; Lloret, J.; Ali, A. (2021). A QoE adaptive management system for high definition video streaming over wireless networks. Telecommunication Systems. 77(1):63-81. https://doi.org/10.1007/s11235-020-00741-2638177

    State of the art in 2D content representation and compression

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    Livrable D1.3 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D3.1 du projet

    On the relative importance of audio and video in the presence of packet losses

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    Improved Image Partitioning for Compression and Representation using the Lab Color Space in the LAR Image Codec

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    International audienceThe LAR codec is an advanced image compression method relying on a quadtree partitioning of the image. The partitioning strongly impacts the LAR codec efficiency and enables both compression and representation efficiency. In order to increase the perceptual representation abilities without penalizing the compression efficiency we introduce and evaluate two partitioning criteria working in the Lab color space. These criteria are confronted to the original criterion and their compression and robustness performances are analyzed

    Space-variant picture coding

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    PhDSpace-variant picture coding techniques exploit the strong spatial non-uniformity of the human visual system in order to increase coding efficiency in terms of perceived quality per bit. This thesis extends space-variant coding research in two directions. The first of these directions is in foveated coding. Past foveated coding research has been dominated by the single-viewer, gaze-contingent scenario. However, for research into the multi-viewer and probability-based scenarios, this thesis presents a missing piece: an algorithm for computing an additive multi-viewer sensitivity function based on an established eye resolution model, and, from this, a blur map that is optimal in the sense of discarding frequencies in least-noticeable- rst order. Furthermore, for the application of a blur map, a novel algorithm is presented for the efficient computation of high-accuracy smoothly space-variant Gaussian blurring, using a specialised filter bank which approximates perfect space-variant Gaussian blurring to arbitrarily high accuracy and at greatly reduced cost compared to the brute force approach of employing a separate low-pass filter at each image location. The second direction is that of artifi cially increasing the depth-of- field of an image, an idea borrowed from photography with the advantage of allowing an image to be reduced in bitrate while retaining or increasing overall aesthetic quality. Two synthetic depth of field algorithms are presented herein, with the desirable properties of aiming to mimic occlusion eff ects as occur in natural blurring, and of handling any number of blurring and occlusion levels with the same level of computational complexity. The merits of this coding approach have been investigated by subjective experiments to compare it with single-viewer foveated image coding. The results found the depth-based preblurring to generally be significantly preferable to the same level of foveation blurring

    Optimized Scalable Image and Video Transmission for MIMO Wireless Channels

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    In this chapter, we focus on proposing new strategies to efficiently transfer a compressed image/video content through wireless links using a multiple antenna technology. The proposed solutions can be considered as application layer physical layer (APP-PHY) cross layer design methods as they involve optimizing both application and physical layers. After a wide state-of-the-art study, we present two main solutions. The first focuses on using a new precoding algorithm that takes into account the image/video content structure when assigning transmission powers. We showed that its results are better than the existing conventional precoders. Second, a link adaptation process is integrated to efficiently assign coding parameters as a function of the channel state. Simulations over a realistic channel environment show that the link adaptation activates a dynamic process that results in a good image/video reconstruction quality even if the channel is varying. Finally, we incorporated soft decoding algorithms at the receiver side, and we showed that they could induce further improvements. In fact, almost 5 dB peak signal-to-noise ratio (PSNR) improvements are demonstrated in the case of transmission over a Rayleigh channel

    Perceptually relevant browsing environments for large texture databases

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    This thesis describes the development of a large database of texture stimuli, the production of a similarity matrix re ecting human judgements of similarity about the database, and the development of three browsing models that exploit structure in the perceptual information for navigation. Rigorous psychophysical comparison experiments are carried out and the SOM (Self Organising Map) found to be the fastest of the three browsing models under examination. We investigate scalable methods of augmenting a similarity matrix using the SOM browsing environment to introduce previously unknown textures. Further psychophysical experiments reveal our method produces a data organisation that is as fast to navigate as that derived from the perceptual grouping experiments.Engineering and Physical Sciences Research Council (EPSRC
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