Exhibition spaces are where human civilization is passed along, science and culture are disseminated, and new design concepts and techniques are assimilated to better them over time. Several offline and online exhibitions have been affected, stopped, postponed, or relocated online due to the effect of the outbreak. Presently, the development and enhancement of virtual exhibition halls is underway. Visitors to exposition halls are no longer limited to those from the immediate area; rather, an increasing number of people come from all over the nation and even from other countries. Due to this, pavilions that are equipped with remote tour features become very influential. The cloud exhibition of the film and television art design elements is the focus of this study, and it additionally builds a virtual display platform and presents 3D Imaging and Virtual Reality Technology (3DIVRT). Through the lens of 3D modeling technology and virtual exhibition hall building, this study first investigates the application trend and preliminary practice of digital design in virtual exhibition halls domestically and internationally. A comparison is made between virtual exhibition halls and conventional exhibition halls to summarize the benefits and possibilities of virtual exhibition halls. Second, it elaborates on the features of the 3D experience found in virtual exhibition halls from immersion, interaction, and conceivability perspectives. A fundamental examination and comparison of 3D modeling software is carried out, and Blender and Unity’s impact on the execution of the virtual exhibition hall is detailed. Synchronizing virtual reflection by computational capabilities, which will be identified with certain examples from across the globe, requires multimedia to be successful. Various methods to exhibit activity that uses computer-aided technologies are brought to light in this research study. According to the findings and conclusions, manual presentation and technical distinctions are how artistic and reflective features can be achieved.
This paper examines the creative approaches to labor education by looking at them through the prism of educational and technical advancements. It tackles the current issue of insufficient worker preparation for the complexity of contemporary workplaces caused by antiquated educational methods. There is a widening skills gap since traditional labor education has a hard time keeping up with the changes. Labor Education based on Digital Technologies (LE-DT) is proposed as a solution to this problem in this paper. To make labor education more engaging, accessible, and relevant to today’s workers, LE-DT uses digital technologies and platforms to transform its delivery. Learners’ engagement, retention, and skill development may be improved by the use of multimedia materials, interactive simulations, virtual reality experiences, online courses, and LE-DT. Personalized learning paths, remote collaboration tools, gamified learning modules, and virtual apprenticeships are a few of the many uses of LE-DT covered in the paper. In doing so, it prepares employees for the challenges of the contemporary workplace by bridging the gap between classroom learning and real-world application. The paper evaluates the efficacy of LE-DT in enhancing learning outcomes, boosting labor productivity, and encouraging lifelong learning habits by presenting results from its deployment in various scenarios. Job rates, organizational performance indicators, learner happiness, and skill mastery are some of the evaluation measures.
Due to the continuous development of Internet of Things (IoT) technology and the increasingly stringent teaching standards in universities, educational institutions are increasingly using multimedia in their lesson plans. In today’s classrooms, however, there have been no major changes in curriculum content and teachers’ teaching practices have not eliminated traditional models of skill development. In this environment, intelligent multimedia English classroom teaching using the Internet of Things came into being. Therefore, the Multimedia and IoT-Assisted Intelligent English Teaching Framework (MIoT-IETF) is proposed in this study to improve the stability of the system and enhance the personalized experience of students. Optimizing college English classrooms using intelligent multimedia and IoT is the main focus of this study, and the results of student test scores demonstrate the success of this strategy. The online system based on browser and server (B/S) architecture is the foundation of the system’s English teaching management platform. English teachers can easily access the platform’s monitoring data using the system’s diverse interface. One of the main roles of the English teaching management platform is to receive the data sent by the monitoring terminal based on the Internet of Things, process it, and then display the processing result page to the teacher. The experimental results show that the proposed model can find a reliable research idea for the current intelligent teaching in colleges and universities, and can greatly improve students’ learning performance and narrow the gap in classroom learning performance.
The classification and processing of multimedia audio and video teaching resources data is crucial for the development of the next generation of multimedia technology. In music courses, the traditional method of merging, classification, and identification of multimedia audio and video teaching resources uses functional traditional fuzzy C-average class methods, and treats the entire document as a systematic research object. However, this method cannot subdivide documents, let alone handle information about multimedia audio and video teaching resources that are specific to music courses. To address this issue, we propose a method of improving the fuzzy C-average polyet algorithm to classify and identify multimedia audio and video teaching resources with dual subtraction backgrounds. First, we use information entropy as a standard for classification and identification, and leverage the nonlinear mapping ability of neural networks to calculate and blur the weight fuzzy C-average polyet algorithm. This approach solves the issues of inaccurate classification and incompetence of classes. For actual test verification, we used five documents, with five documents in each category and three functional items. The results show that the improved fuzzy C-average polyet algorithm can more effectively identify and classify multimedia audio and video teaching resources in classified music courses. It is less characteristic, more distributed in the distribution of multimedia audio teaching resources in random music courses, and has strong convergence and high application value. Overall, this study demonstrates the effectiveness of the proposed method in classifying and identifying multimedia audio and video teaching resources in music courses. The improved fuzzy C-average polyet algorithm can be used as a valuable tool for researchers and practitioners in the field of multimedia technology.
A didactic project is being developed using multimedia techniques at the Physics Department of the University of Bologna to help both students and teachers. The ISHTAR WWW server comprises several courses on different chapters of physics and a set of tools for helping with the didactical activities. The level of the courses is adapted for students in their last years at high school and in their first years at university, and it is especially designed for students of the life sciences.
The possibility to produce scientific reviews with interactive mechanisms allows the user to verify and experiment more directly the contents of such books. There are many reasons that lead to think of the interactive books as a successful means of spread information in the large world of electronic publishing, like the need of the author to capture the attention of the reader and to allow a stronger integration between reader and content of the book.
Much work has been done to optimize wavelet transforms for SIMD extensions of modern CPUs. However, these approaches are mostly restricted to the vertical part of 2-D transforms with line-wise organized memory layouts because this leads to a rather straight forward SIMD-implementation. This work shows for an example of a common wavelet filter new approaches to use SIMD operations on 1-D transforms that are able to produce reasonable speedups. As a result, the performance of algorithms that use wavelet transforms, such as JPEG2000, can be increased significantly. Various variants of parallelization are presented and compared. Their advantages and disadvantages for general filters are discussed.
This paper presents an improved framework for voice retrieval of Mandarin broadcast news speech. First, several unsupervised and data-driven approaches for broadcast news transcription were proposed to improve the speech recognition accuracy and efficiency. Then, a multiscale indexing paradigm for broadcast news retrieval was exploited to alleviate the problems caused by the speech recognition errors and the flexible wording structure of the Chinese language. Finally, we used the PDA as the platform and broadcast radio programs collected in Taiwan as the document collection to establish a speech-based multimedia information retrieval prototype system. Very encouraging results were obtained.
This paper briefly studies the method of collecting audio signals and the method of adding noise to audio signals. It comprehensively applies various basic knowledge of digital signal processing, and then performs spectrum analysis on noise-free frequency signals and spectral analysis of noise-added frequency signals, and filtering processing. Through theoretical derivation, the corresponding conclusions are drawn, and then MATLAB is used as a programming tool to carry out computer implementation to verify the conclusions derived. In the research process, the filter processing was completed by designing the IIR digital filter and the FIR digital filter, and MATLAB was used to draw the graphics and calculate and simulate some data in the whole design.
Power consumption of multimedia applications executing on embedded cores is heavily dependent on data transfers between system memory and processing units. The purpose of this paper is to extend an existing power optimizing methodology based on data-reuse decisions, in order to determine the optimal solution in a rapid and reliable way. An analytical approach is proposed by extracting expressions for the number of accesses to each memory layer. Moreover, the design space is further reduced since these analytical expressions are calculated only for a subset of all transformations. The results concerning the power efficiency of data-reuse transformations are in agreement to those in previous studies. However, the exploration time of the design space is significantly reduced. The proposed methodology is also applied to the case of multiple parallel processing cores, proving that the relative effect of each transformation is independent on the number of processors and the applied memory architecture.
Field programmable gate array (FPGA)-based digital signal processing has been widely used in multimedia applications. By combining distributed arithmetic (DA) and residue number system (RNS) in such designs, efficient area, speed and power efficiency can be achieved. In this paper, we propose novel techniques for the design and FPGA implementation of DA-RNS finite impulse response (FIR) filters. By introducing a novel low-cost moduli set and its selection method, efficient modulo arithmetic units inside the subfilters are designed. Then, a new residue-to-binary conversion algorithm, a so-called modified DA Chinese remainder theorem, is derived to reduce the modulo operations and provide an efficient residue-to-binary converter suitable to FPGA implementation. Based on these proposed techniques, a seventh-order DA-RNS FIR filter is designed, implemented and tested by using Xilinx FPGA tools. The implementation results show that the proposed filter design consumes only 77% of the power that the existing filter12,13 requires, while maintaining the same speed (throughput).
Widespread growth of multimedia content distribution can increase the cost and time of the content distribution. The multimedia services are stored by the service provider and the user is provided based on their demand. Basically, the network user number increases quickly, and the response time for huge numbers of users also increases rapidly. Therefore, the need of service cannot be reached. Initially, we solicited notable extraction technique to collect the interest features of user. The adjacent region and similar service interests of users are divided into service user and nonservice user. Therefore, the coherent utility value is suggested to the user evaluation procedure, so the combination of different users experience character is needed to calculate the integrated utility value. Hence, the users experience characteristics are derived by presentation of physical user, behavior of selfish user and character of the user. Consequently, we minimized the content distribution cost and time with crossover-based sine cosine algorithm (CSCA). The proposed CSCA was established for the selection of user service number. The experimental results of proposed method can decrease the multimedia user cost and improve the performance of multimedia content.
This paper illustrates an object-oriented programming environment, called Application Conference Interface (ACI), which has been designed in order to facilitate the implementation of cooperative information systems. It interfaces developers of cooperative applications with services provided by a software platform, called ImagineDesk. The platform offers a rich set of services which can be exploited by developers of cooperative applications in order to manage them, to exchange multimedia data and to control users' interactions according to their roles. Basically, the ACI provides a set of local abstractions of remote services. These abstractions take the form of local objects, hiding the details of the underlying physical network from the application developer. By exploiting the object-oriented paradigm, the ACI clearly confines the host environment and network constraints in few easily upgradable objects, thus resulting in a highly system-independent architecture.
A method of multimedia information data acquisition is proposed based on fuzzy rules, where multimedia mean the five human senses. Observed information is characterized by VAGOT (visual, acoustic, gustatory, olfactory and tactile) time series data and the goal is to extract an appropriate subset of VAGOT data based on a given instruction. Here, Multimedia Information centers on image and sound, represented by membership functions. Fuzzy rules based on visual and acoustic information are used to identify the appropriate time interval in three experiments: various cars on a general road, sunny-side-up eggs and fireworks multimedia information.
This paper discusses a group communication protocol to exchange multimedia messages in a group of multiple peer processes. Quality of Service (QoS) required by an application has to be supported. In traditional protocols like RTP, a process can reliably deliver messages to one or more than one process. In the group communication, each process sends a message to multiple processes while receiving messages from multiple processes in a group. Due to the limited computation and communication capacity, we cannot adopt traditional one-to-one or one-to-many transmission ways to the group communication. We propose a notification-based data transmission procedure to exchange multimedia messages among multiple processes so as to satisfy QoS requirement.
In this paper, we propose a Kansei retrieval method based on the design pattern of traditional Japanese crafting object to provide a user with the desired presentation space in digital traditional Japanese crafting system. The visual quantitative feature values are extracted by using Visual Pattern Image Coding (VPIC). These values include the total number, the frequency, the dispersion rate and the deviation rate for different edges. The quantitative feature values for traditional Japanese crafting objects are registered in the multimedia database and the relation between Kansei words and the visual feature of traditional Japanese crafting objects are analyzed by using the questionnaire. Then, the visual features are compared with the quantitative feature values. Through the above process, we can find the relation between the design pattern components and edge types using VPIC. By finding this relation, the Kansei retrieval method can be realized.
In the last few years peer-to-peer (P2P) systems have gained ground for multipoint video content distribution over IP networks. P2P technologies give new opportunities to define an efficient multimedia streaming application, but at the same time they involve a set of technical challenges and issues due to the best-effort service offered by the underlying Internet, and its dynamic and heterogeneous nature. Stringent requirements in terms of end-to-end delay for real-time applications motivates the choice of a tree-structured topology against other topologies that have been introduced in the last research works, but mainly aimed at non-real-time services like video on demand and live streaming. The target of this paper is to present a platform for multipoint multimedia transmission based on a tree overlay network with jitter control and to show through experiments on real environment that our platform performs better than a traditional tree overlay network system in terms of PSNR, frame loss and playout frozen time.
This exploration aims to transfer, process and store multimedia information timely, accurately and comprehensively through computer comprehensive technology processing, and organically combine various elements under the background of big data analysis, so as to form a complete intelligent platform design for multimedia information processing and application. In this exploration, the intelligent vehicle monitoring system is taken as an example. Data acquisition, data transmission, real-time data processing, data storage and data application are realized through the real-time data stream processing framework of Flume+Kafka+Storm of big data technology. Data interaction is realized through Spring, Spring MVC, VUE front-end framework, and Ajax asynchronous communication local update technology. Data storage is achieved through Red is cache database, and intelligent vehicle operation supervision system is achieved through multimedia information technology processing. Its purpose is to manage the vehicle information, real-time monitor the running state of the vehicle and give an alarm when there are some problems. The basic functions of vehicle operation monitoring and management system based on big data analysis are realized. The research on the design of vehicle operation monitoring and management system based on big data analysis shows that big data technology can be applied to the design of computer multimedia intelligent platform, and provides a reference case for the development of computer multimedia intelligent platform based on big data analysis.
The Internet-mediated distance learning has received a lot of attention in both universities and corporations in the past few years. With the proliferation of new network and multimedia technologies, there is an increasing need for delivering TV-like video lectures. The Cisco IP/TV system has been widely used as an efficient platform in supporting TV-like lectures in MPEG-1 format. However, since it relies on Microsoft multimedia technology, IP/TV cannot be architecture-neutral. Further, in spite that a Web interface to IP/TV is provided, it lacks in application program interfaces to endorse the development of interaction applications between instructors and students. Both limitations can be relieved by appealing to the emerging Java technology. However, playing RTP/MPEG objects using JMF (Java Media Framework) is a non-trivial task. This paper presents a novel Java-based TV-like distance learning system by integrating Cisco IP/TV and Java JMF technology so that the superiority of both models can be complemented. In particular, we enhance the JMF engine to make playing RTP/MPEG media objects over the Internet possible. This system offers two learning modes, namely on-demand learning via unicast connection and scheduled learning via multicast connection. A course sample and its performance evaluation are illustrated to validate the effectiveness and efficiency of delivering TV-like courseware. Furthermore, synchronous distance learning services can be implemented at less cost.
In this paper, we present a novel scheme on video content representation by exploring the spatio-temporal information. A pseudo-object-based shot representation containing more semantics is proposed to measure shot similarity and force competition approach is proposed to group shots into scene based on content coherences between shots. Two content descriptors, color objects: Dominant Color Histograms (DCH) and Spatial Structure Histograms (SSH), are introduced. To represent temporal content variations, a shot can be segmented into several subshots that are of coherent content, and shot similarity measure is formulated as subshot similarity measure that serves to shot retrieval. With this shot representation, scene structure can be extracted by analyzing the splitting and merging force competitions at each shot boundary. Experimental results on real-world sports video prove that our proposed approach for video shot retrievals achieve the best performance on the average recall (AR) and average normalized modified retrieval rank (ANMRR), and Experiment on MPEG-7 test videos achieves promising results by the proposed scene extraction algorithm.
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