948 resultados para Digital Video
Resumo:
Kelp forests represent a major habitat type in coastal waters worldwide and their structure and distribution is predicted to change due to global warming. Despite their ecological and economical importance, there is still a lack of reliable spatial information on their abundance and distribution. In recent years, various hydroacoustic mapping techniques for sublittoral environments evolved. However, in turbid coastal waters, such as off the island of Helgoland (Germany, North Sea), the kelp vegetation is present in shallow water depths normally excluded from hydroacoustic surveys. In this study, single beam survey data consisting of the two seafloor parameters roughness and hardness were obtained with RoxAnn from water depth between 2 and 18 m. Our primary aim was to reliably detect the kelp forest habitat with different densities and distinguish it from other vegetated zones. Five habitat classes were identified using underwater-video and were applied for classification of acoustic signatures. Subsequently, spatial prediction maps were produced via two classification approaches: Linear discriminant analysis (LDA) and manual classification routine (MC). LDA was able to distinguish dense kelp forest from other habitats (i.e. mixed seaweed vegetation, sand, and barren bedrock), but no variances in kelp density. In contrast, MC also provided information on medium dense kelp distribution which is characterized by intermediate roughness and hardness values evoked by reduced kelp abundances. The prediction maps reach accordance levels of 62% (LDA) and 68% (MC). The presence of vegetation (kelp and mixed seaweed vegetation) was determined with higher prediction abilities of 75% (LDA) and 76% (MC). Since the different habitat classes reveal acoustic signatures that strongly overlap, the manual classification method was more appropriate for separating different kelp forest densities and low-lying vegetation. It became evident that the occurrence of kelp in this area is not simply linked to water depth. Moreover, this study shows that the two seafloor parameters collected with RoxAnn are suitable indicators for the discrimination of different densely vegetated seafloor habitats in shallow environments.
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In Video over IP services, perceived video quality heavily depends on parameters such as video coding and network Quality of Service. This paper proposes a model for the estimation of perceived video quality in video streaming and broadcasting services that combines the aforementioned parameters with other that depend mainly on the information contents of the video sequences. These fitting parameters are derived from the Spatial and Temporal Information contents of the sequences. This model does not require reference to the original video sequence so it can be used for online, real-time monitoring of perceived video quality in Video over IP services. Furthermore, this paper proposes a measurement workbench designed to acquire both training data for model fitting and test data for model validation. Preliminary results show good correlation between measured and predicted values.
Resumo:
The paper proposes a model for estimation of perceived video quality in IPTV, taking as input both video coding and network Quality of Service parameters. It includes some fitting parameters that depend mainly on the information contents of the video sequences. A method to derive them from the Spatial and Temporal Information contents of the sequences is proposed. The model may be used for near real-time monitoring of IPTV video quality.
Resumo:
Multimedia distribution through wireless networks in the home environment presents a number of advantages which have fueled the interest of industry in recent years, such as simple connectivity and data delivery to a variety of devices. Together with High-Definition (HD) contents, multimedia wireless networks have been proposed for several applications, such as IPTV and Digital TV distribution for multiple devices in the home environment. For these scenarios, we propose a multicast distribution system for High-Definition video over 802.11 wireless networks based on rate-limited packet retransmission. We develop a limited rate ARQ system that retransmits packets according to the importance of their content (prioritization scheme) and according to their delay limitations (delay control). The performance of our proposed ARQ system is evaluated and compared with a similarly rate-limited ARQ algorithm. The results show a higher packet recovery rate and improvements in video quality for our proposed system.
Resumo:
The latest video coding standards developed, like HEVC (High Efficiency Video Coding, approved in January 2013), require for their implementation the use of devices able to support a high computational load. Considering that currently it is not enough the usage of one unique Digital Signal Processor (DSP), multicore devices have appeared recently in the market. However, due to its novelty, the working methodology that allows produce solutions for these configurations is in a very initial state, since currently the most part of the work needs to be performed manually. In consequence, the objective set consists on finding methodologies that ease this process. The study has been focused on extend a methodology, under development, for the generation of solutions for PCs and embedded systems. During this study, the standards RVC (Reconfigurable Video Coding) and HEVC have been employed, as well as DSPs of the Texas Instruments company. In its development, it has been tried to address all the factors that influence both the development and deployment of these new implementations of video decoders, ranging from tools up to aspects of the partitioning of algorithms, without this can cause a drop in application performance. The results of this study are the description of the employed methodology, the characterization of the software migration process and performance measurements for the HEVC standard in an RVC-based implementation. RESUMEN Los estándares de codificación de vídeo desarrollados más recientemente, como HEVC (High Efficiency Video Coding, aprobado en enero de 2013), requieren para su implementación el uso de dispositivos capaces de soportar una elevada carga computacional. Teniendo en cuenta que actualmente no es suficiente con utilizar un único Procesador Digital de Señal (DSP), han aparecido recientemente dispositivos multinúcleo en el mercado. Sin embargo, debido a su novedad, la metodología de trabajo que permite elaborar soluciones para tales configuraciones se encuentra en un estado muy inicial, ya que actualmente la mayor parte del trabajo debe realizarse manualmente. En consecuencia, el objetivo marcado consiste en encontrar metodologías que faciliten este proceso. El estudio se ha centrado en extender una metodología, en desarrollo, para la generación de soluciones para PC y sistemas empotrados. Durante dicho estudio se han empleado los estándares RVC (Reconfigurable Video Coding) y HEVC, así como DSPs de la compañía Texas Instruments. En su desarrollo se ha tratado de atender a todos los factores que influyen tanto en el desarrollo como en la puesta en marcha de estas nuevas implementaciones de descodificadores de vídeo; abarcando desde las herramientas a utilizar hasta aspectos del particionado de los algoritmos, sin que por ello se produzca una reducción en el rendimiento de las aplicaciones. Los resultados de este estudio son una descripción de la metodología empleada, la caracterización del proceso de migración de software, y medidas de rendimiento para el estándar HEVC en una implementación basada en RVC.
Resumo:
Recently, three-dimensional (3D) video has decisively burst onto the entertainment industry scene, and has arrived in households even before the standardization process has been completed. 3D television (3DTV) adoption and deployment can be seen as a major leap in television history, similar to previous transitions from black and white (B&W) to color, from analog to digital television (TV), and from standard definition to high definition. In this paper, we analyze current 3D video technology trends in order to define a taxonomy of the availability and possible introduction of 3D-based services. We also propose an audiovisual network services architecture which provides a smooth transition from two-dimensional (2D) to 3DTV in an Internet Protocol (IP)-based scenario. Based on subjective assessment tests, we also analyze those factors which will influence the quality of experience in those 3D video services, focusing on effects of both coding and transmission errors. In addition, examples of the application of the architecture and results of assessment tests are provided.
Resumo:
A gene expression atlas is an essential resource to quantify and understand the multiscale processes of embryogenesis in time and space. The automated reconstruction of a prototypic 4D atlas for vertebrate early embryos, using multicolor fluorescence in situ hybridization with nuclear counterstain, requires dedicated computational strategies. To this goal, we designed an original methodological framework implemented in a software tool called Match-IT. With only minimal human supervision, our system is able to gather gene expression patterns observed in different analyzed embryos with phenotypic variability and map them onto a series of common 3D templates over time, creating a 4D atlas. This framework was used to construct an atlas composed of 6 gene expression templates from a cohort of zebrafish early embryos spanning 6 developmental stages from 4 to 6.3 hpf (hours post fertilization). They included 53 specimens, 181,415 detected cell nuclei and the segmentation of 98 gene expression patterns observed in 3D for 9 different genes. In addition, an interactive visualization software, Atlas-IT, was developed to inspect, supervise and analyze the atlas. Match-IT and Atlas-IT, including user manuals, representative datasets and video tutorials, are publicly and freely available online. We also propose computational methods and tools for the quantitative assessment of the gene expression templates at the cellular scale, with the identification, visualization and analysis of coexpression patterns, synexpression groups and their dynamics through developmental stages.
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The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market and its emerging geography with the rise of Asia. Second, within this global landscape the paper explores how the changes derived from mobile and on-line gaming enabled major transformations of this industry. From here, some conclusions on the lessons from the evolution of this sector for the whole media and content industries are presented.
Resumo:
In 2014, eight academic libraries in the state of New York collaborated on a group patron driven acquisition (PDA) pilot program with Kanopy, a video streaming service for libraries. The institutions, despite vast differences in size and profile, each launched Kanopy’s streaming solution on their campuses under a program where they would jointly contribute to and acquire films based on group usage. The pilot ran for seven months and led to some fascinating insights into the differences in demand for film across campuses, the possibility of PDA as a model for library acquisition, and the feasibility of a group approach to acquisition. This paper presents the background to, results of, and reflections on the pilot program from the three unique perspectives of the consortium, the vendor, and one of the libraries involved, providing a holistic view of the success of the pilot and the lessons learned.
Resumo:
Evento con motivo del Día de Internet en el que varios profesionales hablarán sobre las tendencias en marketing, comunicación y publicidad digital: marketing de influencia, video marketing, SEO social, blogging.
Resumo:
La TV Digital ha tenido en estos últimos años una gran expansión en todo el mundo (en algunos países ya se está implementando el "apagón analógico", luego del cual toda transmisión televisiva será digital) y con una creciente cobertura en toda Latinoamérica debido a las políticas activas que en los últimos años han llevado a cabo los gobiernos (por ejemplo, el sistema de TDA – Televisión Digital Abierta de Argentina tiene una cobertura actual superior al 80% de la población). Esta expansión se debe a que esta tecnología permite no sólo una mejor calidad de imagen sino también una experiencia de usuario-televidente mucho más rica gracias a que el sistema puede transmitir y procesar datos, además del video y el sonido, y permite interacciones más complejas que la TV tradicional o analógica. Sin embargo, y a pesar de su alcance cada vez más masivo, las grandes ventajas de la TV Digital no están siendo aún explotadas en todo su potencial. Esto se debe, según los estudios realizados, a dos razones principales: (1) no se ha encontrado aún un modelo de negocios superador de la TV tradicional que aproveche la interacción del usuario-televidente (el cual, generalmente por desconocimiento, tampoco exige mayor complejidad y riqueza en su interacción con la TV) y (2) no hay suficientes recursos humanos adecuadamente formados que puedan desarrollar productos que exploten la compleja interacción entre el producto de TV (serie, unitario, película, documental) y el software (que permite el procesamiento de los datos y la interacción con el usuario-televidente) para generar producciones innovadoras en el campo televisivo. El Centro Tecnológico Comunitario de la Municipalidad de Nono (CTC Nono) nos ha solicitado ser recipiente de actividades de extensión que apunten a subsanar específicamente esta segunda causa, la falta de recursos humanos que puedan apropiarse de esta tecnología. A diferencia de muchos otros Centros Tecnológicos Comunitarios, el CTC Nono pudo continuar funcionando durante estos 14 años gracias a la capacidad de sus dirigentes de adaptar permanentemente sus objetivos y su forma de funcionamiento. EL CTC Nono, como tal, comenzó siendo un centro de alfabetización informática y de acceso popular a los servicios TIC básicos, para llegar a ser hoy un activo centro generador de programas de TV regional por un lado y de desarrollos de software por otro. Sin embargo, la característica principal que ha permanecido inmutable a lo largo de estos años es la de ser un centro de atracción, contención y aprendizaje abierto para todos los vecinos con inquietudes productivas y artísticas. Es por ello que, concientes de la enorme potencialidad y alcance de la TV Digital, es que el CTC Nono realiza esta demanda de transferencia que implica proveer conocimiento teórico y práctico para el desarrollo de programas interactivos de TV Digital a grupos multidisciplinarios (de programadores, artistas y productores de TV) de toda la zona de Traslasierra que les permita expandir su producción a esta nueva tecnología de difusión masiva. Es de esperarse que de los cursos, talleres y actividades de seguimiento de proyectos, se podrán obtener productos innovadores que aprovechen todos los beneficios que brinda la TV Digital, llevando el polo de desarrollo de TV generado gracias al CTC Nono a una nueva etapa, de expansión y uso de esta novedosa tecnología.
Resumo:
O presente relatório regista a descrição do processo de trabalho de um projecto de investigação inserido no âmbito do Mestrado em Ilustração e Animação, do Instituto Politécnico de Cávado e do Ave. Este projecto, intitulado de “Histórias Sem Interesse”, resume-se no contínuo desenvolvimento de uma série de cartoons, tanto ao nível ilustrado como animado, e ao estudo das diferenças metodológicas na sua construção para os dois media. As tiras – ou comic strips – e os clips animados resultantes, são inspirados no dia-a-dia de uma jovem adulta (com apontamentos de carácter autobiográfico) e na subsistência social, académica e profissional, deparando-se com inúmeros episódios do quotidiano urbano. Estas histórias assumem um olhar humorístico, ainda que baseadas na experiência pessoal enquanto autora, assim como na dos restantes intervenientes. A partir desta premissa, pretendeu-se que a análise da relação entre as versões estática e animada fosse concretizada através de uma comparação de processos de construção e, numa segunda fase, entre os métodos e resultados da auto-publicação de ambas, levada a cabo por meio das plataformas digitais.
Resumo:
A domain independent ICA-based approach to watermarking is presented. This approach can be used on images, music or video to embed either a robust or fragile watermark. In the case of robust watermarking, the method shows high information rate and robustness against malicious and non-malicious attacks, while keeping a low induced distortion. The fragile watermarking scheme, on the other hand, shows high sensitivity to tampering attempts while keeping the requirement for high information rate and low distortion. The improved performance is achieved by employing a set of statistically independent sources (the independent components) as the feature space and principled statistical decoding methods. The performance of the suggested method is compared to other state of the art approaches. The paper focuses on applying the method to digitized images although the same approach can be used for other media, such as music or video.
Resumo:
This article aims to gain a greater understanding of relevant and successful methods of stimulating an ICT culture and skills development in rural areas. The paper distils good practice activities, utilizing criteria derived from a review of the rural dimensions of ICT learning, from a range of relevant initiatives and programmes. These good practice activities cover: community resource centres providing opportunities for ‘tasting’ ICTs; video games and Internet Cafe´s as tools removing ‘entry barriers’; emphasis on ‘user management’ as a means of creating ownership; service delivery beyond fixed locations; use of ICT capacities in the delivery of general services; and selected use of financial support.
Resumo:
The use of digital communication systems is increasing very rapidly. This is due to lower system implementation cost compared to analogue transmission and at the same time, the ease with which several types of data sources (data, digitised speech and video, etc.) can be mixed. The emergence of packet broadcast techniques as an efficient type of multiplexing, especially with the use of contention random multiple access protocols, has led to a wide-spread application of these distributed access protocols in local area networks (LANs) and a further extension of them to radio and mobile radio communication applications. In this research, a proposal for a modified version of the distributed access contention protocol which uses the packet broadcast switching technique has been achieved. The carrier sense multiple access with collision avoidance (CSMA/CA) is found to be the most appropriate protocol which has the ability to satisfy equally the operational requirements for local area networks as well as for radio and mobile radio applications. The suggested version of the protocol is designed in a way in which all desirable features of its precedents is maintained. However, all the shortcomings are eliminated and additional features have been added to strengthen its ability to work with radio and mobile radio channels. Operational performance evaluation of the protocol has been carried out for the two types of non-persistent and slotted non-persistent, through mathematical and simulation modelling of the protocol. The results obtained from the two modelling procedures validate the accuracy of both methods, which compares favourably with its precedent protocol CSMA/CD (with collision detection). A further extension of the protocol operation has been suggested to operate with multichannel systems. Two multichannel systems based on the CSMA/CA protocol for medium access are therefore proposed. These are; the dynamic multichannel system, which is based on two types of channel selection, the random choice (RC) and the idle choice (IC), and the sequential multichannel system. The latter has been proposed in order to supress the effect of the hidden terminal, which always represents a major problem with the usage of the contention random multiple access protocols with radio and mobile radio channels. Verification of their operation performance evaluation has been carried out using mathematical modelling for the dynamic system. However, simulation modelling has been chosen for the sequential system. Both systems are found to improve system operation and fault tolerance when compared to single channel operation.