We propose an information-theoretic framework to measure narratives, providing a formalism to understand pivotal moments, cliffhangers, and plot twists. This approach offers creatives and AI researchers tools to analyse and benchmark human- and AI-created stories. We illustrate our method in TV shows, showing its ability to quantify narrative complexity and emotional dynamics across genres. We discuss applications in media and in human-in-the-loop generative AI storytelling.
A recently released cutting-edge AR device, Microsoft HoloLens, has attracted considerable attention with its advanced capabilities. In this article, we report the design and execution of a series of experiments to quantitatively evaluate HoloLens' performance in head localization, real environment reconstruction, spatial mapping, hologram visualization, and speech recognition.
This paper introduces a spike camera with a distinct video capture scheme and proposes two methods of decoding the spike stream for texture reconstruction. The spike camera captures light and accumulates the converted luminance intensity at each pixel. A spike is fired when the accumulated intensity exceeds the dispatch threshold. The spike stream generated by the camera indicates the luminance variation. Analyzing the patterns of the spike stream makes it possible to reconstruct the picture of any moment which enables the playback of high speed movement.
The widespread use of JPEG images makes them good covers for secret messages storing and transmitting. This paper proposes a new algorithm for embedding information in JPEG images based on the steganographic QIM method. The main problem of such embedding is the vulnerability to statistical steganalysis. To solve this problem, it is proposed to use a variable quantization step, which is adaptively selected for each block of the JPEG cover image. Experimental results show that the proposed approach successfully increases the security of embedding.
Luca Rossetto, Mahnaz Amiri Parian, Ralph Gasser
et al.
This paper presents an after-the-fact summary of the participation of the vitrivr system to the 2019 Video Browser Showdown. Analogously to last year's report, the focus of this paper lies on additions made since the original publication and the system's performance during the competition.
Klaus Schoeffmann, Bernd Münzer, Jürgen Primus
et al.
This short paper provides further details of the diveXplore system (formerly known as CoViSS), which has been used by team ITEC1 for the Video Browser Showdown (VBS) 2018. In particular, it gives a short overview of search features and some details of final system changes, not included in the corresponding VBS2018 paper, as well as a basic analysis of how the system has been used for VBS2018 (from a user perspective).
Over the years, researchers have proposed various approaches to JPEG forgery detection and localization. In most cases, experimental evaluation was limited to JPEG quality levels that are multiples of 5 or 10. Each study used a different dataset, making it difficult to directly compare the reported results. The goal of this work is to perform a unified, large-scale and fine-grained evaluation of the most popular state-of-the-art detectors. The obtained results allow to compare the detectors with respect to various criteria, and shed more light on the compression configurations where reliable tampering localization can be expected.
The OpenGL ES standard is implemented in modern desktop and mobile browsers through the WebGL API. This paper explores the potential for using OpenGL ES hardware acceleration for real time video processing in standard HTML5 applications. It analyses the WebGL performance across device types and compares it with the standard JavaScript and canvas performance.
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR headsets, content providers should focus on producing high quality immersive content for these devices. Similarly, multimedia streaming service providers should enable the means to stream 360 VR content on their platforms. In this study, we try to cover different aspects related to VR content representation, streaming, and quality assessment that will help establishing the basic knowledge of how to build a VR streaming system.
While the daily user of digital, Internet-enabled devices has some explicit control over what they read and see, the providers fulfilling searches, offering options, and presenting material are using increasingly sophisticated real-time algorithms that tune and target content for the particular user. They redefine the historical relationships between tellers and users, providing a responsiveness paralleled only by forms of live performance incorporating elements of improvisation and audience interaction. The general accessibility of algorithmically driven content delivery techniques suggests significant untapped potential for new approaches to narrative beyond advertising and commercially orientated customization.
V. N. Gorbachev, E. M. Kaynarova, I. K. Metelev
et al.
To hide a binary pattern in the palette image a steganographic scheme with blind detection is considered. The embedding algorithm uses the Lehmer code by palette color permutations for which the cover image palette is generally required. The found transformation between the palette and RGB images allows to extract the hidden data without any cover work.
Steganalysis tools play an important part in saving time and providing new angles of attack for forensic analysts. StegExpose is a solution designed for use in the real world, and is able to analyse images for LSB steganography in bulk using proven attacks in a time efficient manner. When steganalytic methods are combined intelligently, they are able generate even more accurate results. This is the prime focus of StegExpose.
The aim of this paper is to introduce a new schema, based on a Compressive Sampling technique, for the recovery of lost data in multimedia streaming. The audio streaming data are encapsuled in different packets by using an interleaving technique. The Compressive Sampling technique is used to recover audio information in case of lost packets. Experimental results are presented on speech and musical audio signals to illustrate the performances and the capabilities of the proposed methodology.
This paper presents an adaptable steganography (information hiding) method for digital radio communication. Many radio steganography methods exist, but most are defined at higher levels of the protocol stack and are thus protocol dependent. In contrast, this method is defined at the physical layer, which makes it widely applicable regardless of the protocols used at higher layers. This approach is also adaptive; the covertness of the hidden channel is simple to control via a single continuous parameter either manually or automatically. Several variations are introduced, each with performance evaluated by simulation. Results show this to be a feasible method with a reasonable trade-off between performance and covertness.
In this paper, we propose a reversible data hiding method in the spatial domain for compressed grayscale images. The proposed method embeds secret bits into a compressed thumbnail of the original image by using a novel interpolation method and the Neighbour Mean Interpolation (NMI) technique as scaling up to the original image occurs. Experimental results presented in this paper show that the proposed method has significantly improved embedding capacities over the approach proposed by Jung and Yoo.
This paper gives a summary of the content-based Image Retrieval and Content-based Audio Retrieval, which are two parts of the Content-based Retrieval. Content-based Retrieval is the retrieval based on the features of the content. Generally, it is a way to extract features of the media data and find other data with the similar features from the database automatically. Content-based Retrieval can not only work on discrete media like texts, but also can be used on continuous media, such as video and audio.
Florian Niedermeier, Michael Niedermeier, Harald Kosch
In this paper, the performance of the emerging MPEG-4 SVC CODEC is evaluated. In the first part, a brief introduction on the subject of quality assessment and the development of the MPEG-4 SVC CODEC is given. After that, the used test methodologies are described in detail, followed by an explanation of the actual test scenarios. The main part of this work concentrates on the performance analysis of the MPEG-4 SVC CODEC - both objective and subjective.