80 research outputs found
Motivating the citizens to transact with the government through a Gamified experience
The current paper explores the implementation of
gamification in the government as a way to win back trust from the
citizens. The motivation of the citizens to interact with the public
authorities through e-government, requires a suitable gamification
framework. Octalysis framework is chosen among the available
gamification frameworks due to its motivation orientated nature.
Octalyis is used a tool for a pilot study to gamify the Greek taxation
information system TAXIS and reveals that TAXIS requires
entertaining web aspects for its long term use by the citizens.peer-reviewe
Automatic stereoscopic video object-based watermarking using qualified significant wavelet trees
In this paper a fully automatic scheme for embedding visually recognizable watermark patterns to video objects is proposed. The architecture consists of 3 main modules. During the first module unsupervised video object extraction is performed, by analyzing stereoscopic pairs of frames. In the second module each video object is decomposed into three levels with ten subbands, using the Shape Adaptive Discrete Wavelet Transform (SA-DWT) and three pairs of subbands are formed (HL3 , HL2), (LH3, LH2) and (HH3, HH2). Next Qualified Significant Wavelet Trees (QSWTs) are estimated for the specific pair of subbands with the highest energy content. QSWTs are derived from the Embedded Zerotree Wavelet (EZW) algorithm and they are high-energy paths of wavelet coefficients. Finally during the third module, visually recognizable watermark patterns are redundantly embedded to the coefficients of the highest energy QSWTs and the inverse SA-DWT is applied to provide the watermarked video object. Performance of the proposed video object watermarking system is tested under various signal distortions such as JPEG lossy compression, sharpening, blurring and adding different types of noise. Furthermore the case of transmission losses for the watermarked video objects is also investigated. Experimental results on real life video objects indicate the efficiency and robustness of the proposed schemeFacultad de Informátic
Remote authentication via biometrics: a robust video-object steganographic mechanism over wireless networks
In wireless communications sensitive information is
frequently exchanged, requiring remote authentication. Remote
authentication involves the submission of encrypted information,
along with visual and audio cues (facial images/videos, human
voice etc.). Nevertheless, Trojan Horse and other attacks can
cause serious problems, especially in cases of remote examinations
(in remote studying) or interviewing (for personnel hiring). This
paper proposes a robust authentication mechanism based on
semantic segmentation, chaotic encryption and data hiding. Assuming
that user X wants to be remotely authenticated, initially
X’s video object (VO) is automatically segmented, using a headand-body
detector. Next, one of X’s biometric signals is encrypted
by a chaotic cipher. Afterwards the encrypted signal is inserted to
the most significant wavelet coefficients of the VO, using its Qualified
Significant Wavelet Trees (QSWTs). QSWTs provide both
invisibility and significant resistance against lossy transmission
and compression, conditions that are typical in wireless networks.
Finally, the Inverse Discrete Wavelet Transform (IDWT) is
applied to provide the stego-object (SO). Experimental results,
regarding: (a) security merits of the proposed encryption scheme,
(b) robustness to steganalytic attacks, to various transmission
losses and JPEG compression ratios and (c) bandwidth efficiency
measures, indicate the promising performance of the proposed
biometrics-based authentication scheme
Multiresolution organization of social media users' profiles: fast detection and efficient transmission of characteristic profiles
In this paper, multiresolution organization of social media users' profiles is proposed that enables fast browsing and effective transmission of characteristic profiles. The scheme results in the construction of a novel three-layer tree structure. At layer 0 the root-node contains the most representative profile among class representatives (CRs). Each node of layer 1 represents a class of profiles, while in layer 2 the full resolution is available (all profiles). The nodes of the proposed tree structure contain viewing elements and in this paper we focus on the extraction of viewing elements for layers 0, and 1. Towards this direction the viewing elements of layer 1 are optimally extracted using an interpolation method, while the viewing element of layer 0 is estimated from the viewing elements of layer 1. The resulting tree-structure enables users to quickly browse and detect profiles of interest, by selecting the viewing elements they like. Experimental results on reallife social media users indicate the promising performance of this innovative scheme
Wall-content selection in social media: a revelance feedback scheme based on explicit crowdsourcing
This paper proposes an innovative relevance feedback algorithm for wall-content selection in social media. The procedure results in an iterative loop, which recursively updates a weighted distance. The distance is then used for finding multimedia items that are relevant to a user's preferences. To do so, the activity log of the user under investigation is considered and his/her attention at previous intervals is analyzed. Another novel point of the proposed approach is the incorporation of friends' attention into the relevance feedback scheme. In particular, interactions among users and posted multimedia items are considered as an explicit crowdsourcing activity. By this way some multimedia items receive more attention, while some others receive less or no attention. By analyzing these social interactions, a social computing framework is formed, which affects the evolution of the content selection process. Overall, the iterative relevance feedback algorithm takes into consideration visual features, activity log and social attention, in order to select the wall information of each social media user. Experimental results and comparisons on real data, exhibit the advantages of the proposed scheme and future directions are also discussed
Unsupervised sports video particles annotation based on social latent semantic analysis
Large volumes of video particles on practically every major sports event are posted on social media. According to socialbakers.com [1], four of the top twenty Facebook pages focus on sports. These particles can be processed and automatically annotated with events, entities etc. Furthermore, several annotated particles referring to a different time interval of the same sports event, could be synchronized to accomplish annotation of full sports games. Towards this direction, in this paper an innovative scheme is proposed that performs unsupervised annotation of sports video particles, posted on social media. The scheme is based on an intelligent wrapper architecture that automatically gathers and segments content and on the newly introduced Social Latent Semantic Analysis. This paper forms an initial study of automatic sports video particles annotation and experiments indicate its promising performance
Unsupervised stereoscopic video object segmentation based on active contours and retrainable neural networks
Abstract:- In this paper an unsupervised scheme for stereoscopic video object extraction is presented based on a neural network classifier. More particularly, the procedure includes: (A) A retraining algorithm for adapting neural network weights to current conditions and (B) An active contour module, which extracts the retraining set. The retraining algorithm takes into consideration both the former and the current network knowledge in order to achieve good generalization and reduce retraining time. The retrained network performs video object tracking to the rest of the frames within a shot. Retraining set extraction is accomplished by utilizing depth information, provided by stereoscopic video analysis and incorporating an active contour. Finally results are presented which illustrate the promising performance of the proposed approach in real life experiments. Key-Words:- Adaptive neural networks, video objects, MPEG-4, depth based segmentation, active contours
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