29 resultados para Consumer electronics


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In this paper we present a FEC scheme based on simple LDGM codes to protect packetized multimedia streams. We demonstrate that simple LDGM codes working with a limited number of packets (small values of k) obtain recovery capabilities, against bursty packet losses, that are similar to those of other more complex FEC-based schemes designed for this type of channels.

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The increasing use of video editing software requires faster and more efficient editing tools. As a first step, these tools perform a temporal segmentation in shots that allows a later building of indexes describing the video content. Here, we propose a novel real-time high-quality shot detection strategy, suitable for the last generation of video editing software requiring both low computational cost and high quality results. While abrupt transitions are detected through a very fast pixel-based analysis, gradual transitions are obtained from an efficient edge-based analysis. Both analyses are reinforced with a motion analysis that helps to detect and discard false detections. This motion analysis is carried out exclusively over a reduced set of candidate transitions, thus maintaining the computational requirements demanded by new applications to fulfill user needs.

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The last generation of consumer electronic devices is endowed with Augmented Reality (AR) tools. These tools require moving object detection strategies, which should be fast and efficient, to carry out higher level object analysis tasks. We propose a lightweight spatio-temporal-based non-parametric background-foreground modeling strategy in a General Purpose Graphics Processing Unit (GPGPU), which provides real-time high-quality results in a great variety of scenarios and is suitable for AR applications.

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En la actualidad existen cada vez más dispositivos móviles que utilizamos diariamente. Estos dispositivos usan las nuevas tecnologías inalámbricas, ya sean redes de telefonía, Wifi o Bluetooth, lo que conlleva un consumo de energía elevado. Estos dispositivos además tienen una limitación que es la capacidad de la batería. Un ejemplo claro son los smartphones, los usamos a diario y la batería dura un día o poco más. Dada esta problemática del alto consumo de energía el mundo de la electrónica de consumo se ve obligado a desarrollar aplicaciones y sistemas operativos que realicen un consumo de potencia más eficientes, baterías de otro tipo de composiciones, etc. Para lo que es necesario que exista una forma eficaz de medir el consumo de energía. En la actualidad, en el laboratorio del GDEM (Grupo de Diseño Electrónico y Microeletrónico) existen varias corrientes de acción a la hora de resolver o paliar esta problemática. Aquí podemos dividirlo en dos grupos: trabajos que se dediquen a conseguir que el sistema realice un consumo más eficiente de la energía y trabajos dedicados a realizar medidas más precisas de este consumo para que, a su vez, sean utilizadas por el propio sistema para decidir formas de actuar. Con estas motivaciones se ha diseñado una tarjeta capaz de medir la potencia consumida por la BeagleBoard usando un método de medida novedoso. Los resultados obtenidos validan el diseño y el presupuesto total de la fabricación ha sido inferior a diez euros. Por lo tanto, los objetivos se han cumplido fabricando una tarjeta caracterizada por su sencillez y su bajo coste, además de abrir la puerta a que, junto con un trabajo futuro, se consiga que la BeagleBoard sea capaz de conocer el consumo de potencia en tiempo real. ABSTRACT. At present, the number of mobile devices that we use normally are increasing. These devices use the new wireless technologies, whether telephone network, wireless or Bluetooth, which carries a large power consumption. These devices also have a limitation which is the battery capacity. One clear example is the smartphones, we use them daily and the battery is spent in a day. With this problem of high energy consumption the world of consumer electronics is forced to develop applications and operating systems with more efficient power consumption or a battery of other compositions. For that purposese it is necessary to have an effective way to measure energy consumption. In the GDEM (Microelectronic and Electronic Design Group) lab there are several streams action for solving or alleviating this problem. Here we can divide into two groups: jobs that are dedicated to getting the system that perform more efficient consumption of energy and works dedicated to doing more precise measures of this consumption. With these motivations we designed a board which was able to measure the power consumed by the BeagleBoard using a innovative measurement method. The results validate the design and the price of the board is less than 10 euros. Therefore, the goals have been accomplished by making a board which is characterized by its simplicity and low cost. It has also opened the door to, in a future work, the BeagleBoard be able to know the power consumption in real time by adding the necessary software.

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A real-time surveillance system for IP network cameras is presented. Motion, part-body, and whole-body detectors are efficiently combined to generate robust and fast detections, which feed multiple compressive trackers. The generated trajectories are then improved using a reidentification strategy for long term operation.

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A novel GPU-based nonparametric moving object detection strategy for computer vision tools requiring real-time processing is proposed. An alternative and efficient Bayesian classifier to combine nonparametric background and foreground models allows increasing correct detections while avoiding false detections. Additionally, an efficient region of interest analysis significantly reduces the computational cost of the detections.

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This paper presents a novel background modeling system that uses a spatial grid of Support Vector Machines classifiers for segmenting moving objects, which is a key step in many video-based consumer applications. The system is able to adapt to a large range of dynamic background situations since no parametric model or statistical distribution are assumed. This is achieved by using a different classifier per image region that learns the specific appearance of that scene region and its variations (illumination changes, dynamic backgrounds, etc.). The proposed system has been tested with a recent public database, outperforming other state-of-the-art algorithms.

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In contrast to traditional push-based protocols, adaptive streaming techniques like Dynamic Adaptive Streaming over HTTP (DASH) fix attention on the client, who dynamically requests different-quality portions of the content to cope with a limited and variable bandwidth but aiming at maximizing the quality perceived by the user. Since DASH adaptation logic at the client is not covered by the standard, we propose a solution based on Stochastic Dynamic Programming (SDP) techniques to find the optimal request policies that guarantee the users' Quality of Experience (QoE). Our algorithm is evaluated in a simulated streaming session and is compared with other adaptation approaches. The results show that our proposal outperforms them in terms of QoE, requesting higher qualities on average.

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A frame-level distortion model based on perceptual features of the human visual system is proposed to improve the performance of unequal error protection strategies and provide better quality of experience to users in Side-by-Side 3D video delivery systems.

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This paper gives an overview of three recent studies by the authors on the topic of 3D video Quality of Experience (QoE). Two of studies [1,2] investigated different psychological dimension that may be needed for describing 3D video QoE and the third the visibility and annoyance of crosstalk[3]. The results shows that the video quality scale could be sufficient for evaluating S3D video experience for coding and spatial resolution reduction distortions. It was also confirmed that with a more complex mixture of degradations more than one scale should be used to capture the QoE in these cases. The study found a linear relationship between the perceived crosstalk and the amount of crosstalk.

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This paper presents a registration method for images with global illumination variations. The method is based on a joint iterative optimization (geometric and photometric) of the L1 norm of the intensity error. Two strategies are compared to directly find the appropriate intensity transformation within each iteration: histogram specification and the solution obtained by analyzing the necessary optimality conditions. Such strategies reduce the search space of the joint optimization to that of the geometric transformation between the images.

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A novel and high-quality system for moving object detection in sequences recorded with moving cameras is proposed. This system is based on the collaboration between an automatic homography estimation module for image alignment, and a robust moving object detection using an efficient spatiotemporal nonparametric background modeling.

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Video Quality Assessment needs to correspond to human perception. Pixel-based metrics (PSNR or MSE) fail in many circumstances for not taking into account the spatio-temporal property of human's visual perception. In this paper we propose a new pixel-weighted method to improve video quality metrics for artifacts evaluation. The method applies a psychovisual model based on motion, level of detail, pixel location and the appearance of human faces, which approximate the quality to the human eye's response. Subjective tests were developed to adjust the psychovisual model for demonstrating the noticeable improvement of an algorithm when weighting the pixels according to the factors analyzed instead of treating them equally. The analysis developed demonstrates the necessity of models adapted to the specific visualization of contents and the model presents an advance in quality to be applied over sequences when a determined artifact is analyzed.

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El control, o cancelación activa de ruido, consiste en la atenuación del ruido presente en un entorno acústico mediante la emisión de una señal igual y en oposición de fase al ruido que se desea atenuar. La suma de ambas señales en el medio acústico produce una cancelación mutua, de forma que el nivel de ruido resultante es mucho menor al inicial. El funcionamiento de estos sistemas se basa en los principios de comportamiento de los fenómenos ondulatorios descubiertos por Augustin-Jean Fresnel, Christiaan Huygens y Thomas Young entre otros. Desde la década de 1930, se han desarrollado prototipos de sistemas de control activo de ruido, aunque estas primeras ideas eran irrealizables en la práctica o requerían de ajustes manuales cada poco tiempo que hacían inviable su uso. En la década de 1970, el investigador estadounidense Bernard Widrow desarrolla la teoría de procesado adaptativo de señales y el algoritmo de mínimos cuadrados LMS. De este modo, es posible implementar filtros digitales cuya respuesta se adapte de forma dinámica a las condiciones variables del entorno. Con la aparición de los procesadores digitales de señal en la década de 1980 y su evolución posterior, se abre la puerta para el desarrollo de sistemas de cancelación activa de ruido basados en procesado de señal digital adaptativo. Hoy en día, existen sistemas de control activo de ruido implementados en automóviles, aviones, auriculares o racks de equipamiento profesional. El control activo de ruido se basa en el algoritmo fxlms, una versión modificada del algoritmo LMS de filtrado adaptativo que permite compensar la respuesta acústica del entorno. De este modo, se puede filtrar una señal de referencia de ruido de forma dinámica para emitir la señal adecuada que produzca la cancelación. Como el espacio de cancelación acústica está limitado a unas dimensiones de la décima parte de la longitud de onda, sólo es viable la reducción de ruido en baja frecuencia. Generalmente se acepta que el límite está en torno a 500 Hz. En frecuencias medias y altas deben emplearse métodos pasivos de acondicionamiento y aislamiento, que ofrecen muy buenos resultados. Este proyecto tiene como objetivo el desarrollo de un sistema de cancelación activa de ruidos de carácter periódico, empleando para ello electrónica de consumo y un kit de desarrollo DSP basado en un procesador de muy bajo coste. Se han desarrollado una serie de módulos de código para el DSP escritos en lenguaje C, que realizan el procesado de señal adecuado a la referencia de ruido. Esta señal procesada, una vez emitida, produce la cancelación acústica. Empleando el código implementado, se han realizado pruebas que generan la señal de ruido que se desea eliminar dentro del propio DSP. Esta señal se emite mediante un altavoz que simula la fuente de ruido a cancelar, y mediante otro altavoz se emite una versión filtrada de la misma empleando el algoritmo fxlms. Se han realizado pruebas con distintas versiones del algoritmo, y se han obtenido atenuaciones de entre 20 y 35 dB medidas en márgenes de frecuencia estrechos alrededor de la frecuencia del generador, y de entre 8 y 15 dB medidas en banda ancha. ABSTRACT. Active noise control consists on attenuating the noise in an acoustic environment by emitting a signal equal but phase opposed to the undesired noise. The sum of both signals results in mutual cancellation, so that the residual noise is much lower than the original. The operation of these systems is based on the behavior principles of wave phenomena discovered by Augustin-Jean Fresnel, Christiaan Huygens and Thomas Young. Since the 1930’s, active noise control system prototypes have been developed, though these first ideas were practically unrealizable or required manual adjustments very often, therefore they were unusable. In the 1970’s, American researcher Bernard Widrow develops the adaptive signal processing theory and the Least Mean Squares algorithm (LMS). Thereby, implementing digital filters whose response adapts dynamically to the variable environment conditions, becomes possible. With the emergence of digital signal processors in the 1980’s and their later evolution, active noise cancellation systems based on adaptive signal processing are attained. Nowadays active noise control systems have been successfully implemented on automobiles, planes, headphones or racks for professional equipment. Active noise control is based on the fxlms algorithm, which is actually a modified version of the LMS adaptive filtering algorithm that allows compensation for the acoustic response of the environment. Therefore it is possible to dynamically filter a noise reference signal to obtain the appropriate cancelling signal. As the noise cancellation space is limited to approximately one tenth of the wavelength, noise attenuation is only viable for low frequencies. It is commonly accepted the limit of 500 Hz. For mid and high frequencies, conditioning and isolating passive techniques must be used, as they produce very good results. The objective of this project is to develop a noise cancellation system for periodic noise, by using consumer electronics and a DSP development kit based on a very-low-cost processor. Several C coded modules have been developed for the DSP, implementing the appropriate signal processing to the noise reference. This processed signal, once emitted, results in noise cancellation. The developed code has been tested by generating the undesired noise signal in the DSP. This signal is emitted through a speaker simulating the noise source to be removed, and another speaker emits an fxlms filtered version of the same signal. Several versions of the algorithm have been tested, obtaining attenuation levels around 20 – 35 dB measured in a tight bandwidth around the generator frequency, or around 8 – 15 dB measured in broadband.