Multimedia Encryption and Watermarking
Multimedia Encryption and Watermarking presents a comprehensive survey of contemporary multimedia encryption and watermarking techniques, which enable a secure exchange of multimedia intellectual property. Part I, Digital Rights Management (DRM) for Multimedia, introduces DRM concepts and models for multimedia content protection, and presents the key players. Part II, Multimedia Cryptography, provides an overview of modern cryptography, with the focus on modern image, video, speech, and audio encryption techniques. This book also provides an advanced concept of visual and audio sharing techniques. Part III, Digital Watermarking, introduces the concept of watermarking for multimedia, classifies watermarking applications, and evaluates various multimedia watermarking concepts and techniques, including digital watermarking techniques for binary images. Multimedia Encryption and Watermarking is designed for researchers and practitioners, as well as scientists and engineers who design and develop systems for the protection of digital multimedia content. This volume is also suitable as a textbook for graduate courses on multimedia security.
Multimedia Database Retrieval : A Human-Centered Approach
Multimedia Database Retrieval: A Human-Centered Approach presents the latest development in user-centered methods and the state-of-the-art in visual media retrieval. It includes discussion on perceptually inspired non-linear paradigm in user-controlled interactive retrieval (UCIR) systems. It also features a coherent approach which focuses on specific topics within content/concept-based retrievals via audio-visual information modeling of multimedia. Highlights include: * Exploring an adaptive machine that can learn from its environment * Optimizing the learning system by incorporating self-organizing adaptation into the retrieval process * Demonstrating state-of-the-art applications within small, medium, and large databases
Multimedia Content Representation, Classification and Security ; International Workshop, MRCS 2006, Istanbul, Turkey, September 11-13, 2006, Proceedings
This book constitutes the refereed proceedings of the International Workshop on Multimedia Content Representation, Classification and Security, MRCS 2006, held in Istanbul, Turkey in September 2006. The 100 revised papers presented together with 4 invited lectures were carefully reviewed and selected from more than 190 submissions. The papers are organized in topical sections on biometric recognition, multimedia content security, steganography, watermarking, authentication, classification for biometric recognition, digital watermarking, content analysis and representation, 3D object retrieval and classification, representation, analysis and retrieval in cultural heritage, content representation, indexing and retrieval, content analysis and classification, feature extraction and classification, multimodal signal processing, 3D video and free viewpoint video, multimedia content transmission and classification, video and image processing, as well as video analysis and representation.
Multimedia computing systems and virtual reality
Presents recent advancements in multimedia systems as they relate to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization. They then go on to explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modelling and animation of the real world.
Mouse controller using electroencephalography (EEG) device
The growing technologies related to neuroscience has to lead many innovative applications, most importantly Electroencephalography, or EEG for short. This field of study has become recently a trend that many companies around the world have started to enter the race of conquering the brain and controlling everything from a mouse controller to the whole human body. This project aims to help disabled people use a computer with ease and simplicity without needing to use their hands, or anything really, which they can achieve by wearing a headset or get someone to put it on them. The headset is designed to read brain activities and send it to a computer program to understand where the user wants to move the mouse cursor on the computer screen using an Artificial Intelligence model. This project helps further researches in this field which pushes the technology even further from where it is now. The device designed for this project can be repurposed pretty easily to serve many different applications other than controlling a mouse.
Motion-Free Super-Resolution
With the explosion of Internet technology and graphics engines, digital images are now everywhere. Image capturing tools are all pervading - in our pockets to inside a satellite. And although imaging applications demand an availability to high resolution images, such images are not picture perfect and may be lacking sufficient details. This requires that these images be super-resolved for improved details. How to achieve this is what constitutes research in the area of image super-resolution. Motion-Free Super-Resolution explores new technology for image super-resolution - applying cues other than the motion cue in super-resolving a scene. This book will serve as an essential reference for both academecians and practicing engineers in the area of image processing and computer vision, as well as providing a basis for ongoing research in this field.
Motion in Games ; 1st International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games.The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
Modern parallel programming with C++ and assembly language : X86 SIMD development using AVX, AVX2, and AVX-512
Understand the essential details about x86 SIMD architectures and instruction sets including AVX, AVX2, and AVX-512. / Master x86 SIMD data types, arithmetic instructions, and data management operations using both integer and floating-point operands. / Code performance-enhancing functions and algorithms that fully exploit the SIMD capabilities of a modern x86 processor. Employ C++ intrinsic functions and x86-64 assembly language code to carry out arithmetic calculations using common programming constructs including arrays, matrices, and user-defined data structures. Harness the x86 SIMD instruction sets to significantly accelerate the performance of computationally intense algorithms in applications such as machine learning, image processing, computer graphics, statistics, and matrix arithmetic. / Apply leading-edge coding strategies and techniques to optimally exploit the x86 SIMD instruction sets for maximum possible performance.
Modeling and Management of Fuzzy Semantic RDF Data
Presents the latest research findings in fuzzy RDF data modeling and management. Fuzziness widely exist in many data and knowledge intensive applications. With the increasing amount of metadata available, efficient and scalable management of massive semantic data with uncertainty is of crucial importance. This book goes to great depth concerning the fast-growing topic of technologies and approaches of modeling and managing fuzzy metadata with Resource Description Framework (RDF) format. Its major topics include representation of fuzzy RDF data, fuzzy RDF graph matching, query of fuzzy RDF data, and persistence of fuzzy RDF data in diverse databases. The objective of the book is to provide the state-of-the-art information to researchers, practitioners, and postgraduates students who work on the area of big data intelligence and at the same time serve as the uncertain data and knowledge engineering professional as a valuable real-world reference.
Mobility, data mining and privacy : Geographic knowledge discovery
This book assesses this research frontier from a computer science perspective, investigating the various scientific and technological issues, open problems, and roadmap. The editors manage a research project called GeoPKDD, Geographic Privacy-Aware Knowledge Discovery and Delivery, funded by the EU Commission and involving 40 researchers from 7 countries, and this book tightly integrates and relates their findings in 13 chapters covering all related subjects, including the concepts of movement data and knowledge discovery from movement data; privacy-aware geographic knowledge discovery; wireless network and next-generation mobile technologies; trajectory data models, systems and warehouses; privacy and security aspects of technologies and related regulations; querying, mining and reasoning on spatiotemporal data; and visual analytics methods for movement data.
Mobile World : Past, Present and Future
Key reading for all those involved with the future of mobile communications, this book is a valuable resource, particularly for advanced undergraduate and postgraduate students on Mobile Technology courses, practitioners, and researchers working in mobile communications, CSCW and HCI. This volume is a sequel to Brown et al: Wireless World: Social and Interactional Aspects of the Mobile Age, also in the CSCW series. "This book presents a rich insight into how and why the mobile has become so important in today’s society. It explores the strong emotional attachment that people have to these devices, and argues that it is people and not the technology that developers must put at the heart of future mobile offerings. A valuable book for industry and academics alike."
Mobile Wireless Middleware, Operating Systems and Applications ; 9th EAI International Conference, MOBILWARE 2020, Hohhot, China, July 11, 2020, Proceedings
This book constitutes the refereed conference proceedings of the 9th International Conference on Mobile Wireless Middleware, Operating Systems and Applications, MOBILWARE 2020, held in Hohhot, China, in July 2020. Due to COVID-19 pandemic the conference was held virtually. The 21 revised full papers were reviewed and selected from 69 submissions and are organized in tracks on MobilWare; Big data, data mining and artificial intelligence workshop; Blockchain and internet of things workshop.
Mobile health technologies for ambient assisted living and healthcare
The use of telemedicine and mobile devices is growing, and sensors might aid in creating creative solutions. Developing these solutions is crucial for monitoring senior citizens, lifestyles, and medical procedures. The development of assistive technology for various users to follow sports and other activities is strongly tied to this study area. Data protection is crucial, and the development of these solutions for medical uses should be verified. The security and privacy of the information may be tied to other recognized research projects for their acceptability. ICT research has considerably improved quality of life and has fully assimilated all citizens into society through medical rehabilitation and assistive technology. The technologies and research fields that influence medical informatics include databases, networking, graphical user interfaces, data mining, machine learning, intelligent decision support systems, and specialized programming languages.
Mobile 3D Graphics
Historically, not enough was understood about how to deliver a high quality playing experience on handheld, small screen, small memory devices, plus there has been considerable confusion about the hardware’s abilities and restrictions. By addressing these issues this book provides: • A comprehensive explanation of 3D mobile graphics programming • Includes an extensive range of code samples in both C and Java • Combines 3D and 2D mobile graphics methods • Covers recent advances in mobile computer graphics techniques and applications. The book teaches fundamental 3D mobile graphics programming with standard APIs, and covers the basic and advanced application programme interfaces behind the major wireless and mobile devices supporting 3D graphics applications. Advanced undergraduates and postgraduates, as well as mobile application and games developers, will find this an excellent reference source.
Mind conversation = التنبؤ بالحروف العربية من خلال الإشارات الدماغية
Throughout history, humans have long dreamed of understanding what goes on inside the human mind—what people are thinking or feeling. It seemed like something from a far-off future or a magical realm. But now, thanks to amazing technology called EEG and BCI, this dream is turning into reality. EEG stands for electroencephalography. It's a way of listening to what the brain is up to by placing small sensors on or near the head. These sensors pick up tiny electrical signals produced by the brain's activity. It's like eavesdropping on the brain's conversations with itself. BCI, or Brain-Computer Interface, is like a bridge between the brain and machines. It lets the brain talk to devices or computers. This means people can control things without using their hands or voices. Our system takes advantage of EEG and BCI to create something helpful, a special mobile app. This app is designed for people who can't move their bodies, like those who are paralyzed. It helps them use their phones to express what they are thinking about.
Microprocessor 2 : Communication in a digital system
Focuses more particularly on the first generations of microprocessors, that is to say those that handle integers in 4 and 8-bit formats. The first chapter presents the calculation function and reminds the memory function. The following is devoted to notions of calculation model and architecture. The concept of bus is then presented. Chapters 4 and 5 can then address the internal organization and operation of the microprocessor first in hardware and then software. The mechanism of the function call, conventional and interrupted, is more particularly detailed in a separate chapter. The book ends with a presentation of architectures of the first microcomputers for a historical perspective. The knowledge is presented in the most exhaustive way possible with examples drawn from current and old technologies that illustrate and make accessible the theoretical concepts. Each chapter ends if necessary with corrected exercises and a bibliography. The list of acronyms used and an index are at the end of the book.
Methodological Investigations in Agent-Based Modelling : With Applications for the Social Sciences
Examines the methodological complications of using complexity science concepts within the social science domain. The opening chapters take the reader on a tour through the development of simulation methodologies in the fields of artificial life and population biology, then demonstrates the growing popularity and relevance of these methods in the social sciences. Following an in-depth analysis of the potential impact of these methods on social science and social theory, the text provides substantive examples of the application of agent-based models in the field of demography. This work offers a unique combination of applied simulation work and substantive, in-depth philosophical analysis, and as such has potential appeal for specialist social scientists, complex systems scientists, and philosophers of science interested in the methodology of simulation and the practice of interdisciplinary computing research.
Messages security application
The rapid development of communication technology, is bringing many technological conveniences with it and simplifying our lives. On the other hand, it has disadvantages such as hiding the information that is continuously roaming through various communication media resources between senders and receivers and avoid sharing them with third parties. Eliminating these disadvantages via specific security methods and algorithms is related to the discipline called cryptography, which includes information security. Encryption is the process of turning a plaintext to jargon or the method of changing a confidential file to jargon in order to prevent unauthorized persons from gaining access to confidential message. A Message is the transfer of information from the sender to the receiver through a particular medium. Encryption is the most effective process for achieving data security.
Membrane Computing ; Vol. 3365 ; 5th International Workshop, WMC 2004, Milan, Italy, June 14-16, 2004, Revised Selected and Invited Papers
Constitutes the refereed extended postproceedings of the 5th International Workshop on Membrane Computing, held in Italy, in June 2004. This book addresses various topics in the area of membrane computing, ranging from mathematics and theoretical computer science to applications in biology, linguistics, and computer graphics.
Medical imaging systems : An introductory guide
Gives a complete and comprehensive introduction to the fields of medical imaging systems, as designed for a broad range of applications. The authors of the book first explain the foundations of system theory and image processing, before highlighting several modalities in a dedicated chapter. The initial focus is on modalities that are closely related to traditional camera systems such as endoscopy and microscopy. This is followed by more complex image formation processes: magnetic resonance imaging, X-ray projection imaging, computed tomography, X-ray phase-contrast imaging, nuclear imaging, ultrasound, and optical coherence tomography.



















