scholarly journals WATERMARKING TECHNIQUES

2012 ◽  
Vol 2 (3) ◽  
pp. 122-124 ◽  
Author(s):  
Man Kan Dan ◽  
Dr. T. Meyappan

Embedding a hidden stream of bits in a file is called Digital watermarking. The file could be an image, audio, video or text. Nowadays, a digital watermarking has many applications such as broadcast monitoring, owner identification, proof of ownership, transaction tracking, content authentication, copy control, device control and file reconstruction. It is intended to complement cryptographic processes. It is a visible or preferably invisible, identification code that is permanently embedded in the data and remains present within the data after any decryption process. The focus of this paper will detail digital watermarking for multimedia applications and covered by definition of digital watermarking, purpose, techniques and types of watermarking attacks briefly discussed.

Author(s):  
Patrick Wolf

Digital watermarking has become an accepted security technology to protect media such as images, audio, video, 3-D, or even text-based documents (Cox & Miller, 2002). Watermarking algorithms embed information into media data by imperceptible changes of the media. They enable copyright or integrity protection, broadcast monitoring, and various other applications. Depending on targeted application and media type, various concepts and approaches for digital watermarking exist.


Author(s):  
Rajesh Kumar Verma ◽  
Chhabi Rani Panigrahi ◽  
Bibudhendu Pati ◽  
Joy Lal Sarkar

Background & Objective: Multimedia aggregates various types of media such as audio, video, images, animations, etc., to form a rich media content which produces an everlasting effect in the minds of the people. Methods: In order to process multimedia applications using mobile devices, we encounter a big challenge as these devices have limited resources and power. To address these limitations, in this work, we have proposed an efficient approach named as mMedia, wherein multimedia applications will utilize the multi cloud environment using Mobile Cloud Computing (MCC), for faster processing. The proposed approach selects the best available network. The authors have also considered using the Lyapunov optimization technique for efficient transmission between the mobile device and the cloud. Results: The simulation results indicate that mMedia can be useful for various multimedia applications by considering the energy delay tradeoff decision. Conclusion: The results have been compared alongside the base algorithm SALSA on the basis of different parameters like time average queue backlog, delay and time average utility and indicate that the mMedia outperforms in all the aspects.


Author(s):  
Árpád Huszák

In this chapter we present a novel selective retransmission scheme, based on congestion control algorithm. Our method is efficient in narrowband networks for multimedia applications, which demand higher bandwidth. Multimedia applications are becoming increasingly popular in IP networks, while in mobile networks the limited bandwidth and the higher error rate arise in spite of its popularity. These are restraining factors for mobile clients using multimedia applications such as video streaming. In some conditions the retransmission of lost and corrupted packets should increase the quality of the multimedia service, but these retransmissions should be enabled only if the network is not in congested state. Otherwise the retransmitted packet will intensify the congestion and it will have negative effect on the audio/video quality. Our proposed mechanism selectively retransmits the corrupted packets based on the actual video bit rate and the TCP-Friendly Rate Control (TFRC), which is integrated to the preferred DCCP transport protocol.


Author(s):  
Seung Youn (Yonnie) Chyung ◽  
Joann Swanson

While the concept of utilizing learning objects has been addressed in instructional design for some time, slightly different definitions of the term “learning object” are found in the literature. For example, the Institute of Electrical and Electronics Engineers (IEEE) (2005) defines a learning object as “any entity, digital or non-digital, which can be used, re-used or referenced during technology supported learning.” Wiley (2000) similarly defines a learning object as “any digital resource that can be reused to support learning” (p. 7). Barritt and Alderman (2004) state a working definition of learning objects as “an independent collection of content and media elements, a learning approach (interactivity, learning architecture, context), and metadata (used for storage and searching)” (pp. 7-8). Merrill (1996) uses a different term, a “knowledge object” that consists of a set of predefined elements, each of which is “instantiated by way of a multimedia resource (text, audio, video, graphic) or a pointer to another knowledge object” (p. 32).


1999 ◽  
Vol 106 (4) ◽  
pp. 2271-2271
Author(s):  
Dmitry Zotkin ◽  
Ramani Duraiswami ◽  
Ismail Hariatoglu ◽  
Larry Davis ◽  
Takahiro Otsuka

2018 ◽  
Vol 7 (4.6) ◽  
pp. 39 ◽  
Author(s):  
Ashwani Kumar ◽  
Paras Jain ◽  
Jabir Ali ◽  
Shrawan Kumar ◽  
John Samuel Babu

The protocol allows a content provider to detect duplicate copy of a digital content and restrict the content provider who blames the innocent customer. This paper, proposed a lightweight protocol, which uses composite signal representation and time-stamping for watermark embedding and extraction. We have used timestamp, which tells at what time the digital content was created, signed or verified to digital watermarking algorithms and uses the composite signal representation for minimizing the overhead and bandwidth due to the use of composite signals. The suggested protocol uses composite signal representations and timestamp based methods with digital watermarking scheme for content authentication. Our watermark embedding and detection   algorithm achieves a balance between robustness and image visual quality.     Simulation results demonstrate that the algorithm used by proposed protocol has an increase robustness and good quality of watermark images as well and withstand against various image-processing attacks. 


HortScience ◽  
1996 ◽  
Vol 31 (4) ◽  
pp. 697c-697
Author(s):  
Douglas C Needham

Classrooms are radically changing across the nation's campuses. Rooms that were once dominated by bright lights, chalkboards, and overhead projectors are being transformed into multimedia “Master Classrooms,” complete with task lighting, video projectors, visualizers, laserdisk and videotape players, soft boards, and computers. What are these pieces of equipment, how much do they cost, and how can they be implemented into horticultural curriculum? Just as our college students teethed on television programs such as Sesame Street when they were toddlers, they now are continuing to learn through a combination of audio, video, and kinesthetic stimulation in the classroom. Computer hardware and software empowers today's educator with a multimedia development studio on his/her desktop to create simple “slide” presentations or complex, interactive multimedia applications. However, it is not multimedia itself, any more than it was the chalkboard, that makes a powerfully educational presentation; rather it is the educator's creativity, utilization of instructional methods, and delivery. Interactive, multimedia development software allows the educator to address different styles and paces of learning as he or she develops a lesson. Through on-screen hot spots, movable objects, buttons, etc., the educator engages the learner's attention and provides the opportunity for the learner to rehearse a concept as often and repeatedly as necessary to encode the information for later retrieval and application to new concepts. Given the power of this new medium to visually and audibly present information, how does the educator avoid overloading the learner? Although multimedia applications readily engage the learner, it takes careful programming by the educator to maintain and direct the learner's attention to ensure transfer of the information from short- to long-term memory.


Author(s):  
Juergen Seitz ◽  
Tino Jahnke

In order to solve intellectual property problems of the digital age, two basic procedures are used: “buy and drop,” linked to the destruction of various peer-to-peer solutions and “subpoena and fear,” as the creation of nonnatural social fear by specific legislations. Although customers around the world are willing to buy digital products over networks, the industry is still using conventional procedures to push such a decisive customer impulse back into existing and conventional markets. But digital media, like audio, video, images, and other multimedia documents, can be protected against copyright infringements with invisible, integrated patterns based on steganography and digital watermarking techniques. Digital watermarking is described as a possibility to interface and close the gap between copyright and digital distribution. It is based on steganographic techniques and enables useful rights protection mechanisms. Digital watermarks are mostly inserted as a plain-bit sample or a transformed digital signal into the source data using a key-based embedding algorithm and a pseudo noise pattern. The embedded information is hidden in low-value bits or least significant bits of picture pixels, frequency, or other value domains, and linked inseparably with the source of the data structure. For the optimal application of watermarking technology, a trade-off has to be made between competing criteria such as robustness, nonperceptibility, nondetectability, and security. Most watermarking algorithms are resistant to selected and application-specific attacks. Therefore, even friendly attacks in the form of usual file and data modifications can easily destroy the watermark or falsify it. This paper gives an overview of watermarking technologies, classification, methodology, application, and problems.


Author(s):  
Dimitris Kanellopoulos ◽  
Sotiris Kotsiantis ◽  
Panayotis Pintelas

Multimedia communications involve digital audio and video and impose new quality of service (QoS) requirements on the Internet (Lu, 2000). Different multimedia applications have different QoS requirements. For example, continuous media types such as audio and video require hard or soft bounds on the end-to-end delay, while discrete media such as text and images do not have any strict delay constrains. In addition, video applications require more bandwidth than audio applications. QoS requirements are specified by the following four closely related parameters: (1) bandwidth on demand; (2) low end-to-end delay; (3) low delay variation (or delay jitter); and (4) acceptable error or loss rate without retransmission, as the delay would be intolerable with retransmission. Multimedia applications are classified into the following three categories: • Two-way conversational applications, which are characterized by their stringent requirement on endto- end delay that includes total time taken to capture, digitize, encode/compress audio/video data, transport them from the source to the destination, and decode and display them to the user. • Broadcasting services where the source is live. The main dissimilarity from the conversational applications is that it is one-way communication and it can stand more delay. • On-demand applications (e.g., video on demand) where the user requests some stored items and the server delivers them to the user. In designing and implementing multimedia applications, the characteristics of these application types should be used to provide required QoS, but using network and system resources efficiently. Even though we say that QoS should be guaranteed, the user states the degree of guarantees. Usually, there are three levels of guarantees: • Hard guarantee, where user-specified QoS should be met absolutely. Reserving network and system resources based on the peak-bit rate of a stream achieves hard guarantees. • Soft guarantee, where user-specified QoS is supposed to be met to a certain precise percentage. This is suitable for continuous media, as they usually do not need 100% accuracy in playback. This type of guarantee uses system resources more efficiently. • Best effort, where no guarantee is given and the multimedia application is executed with whatever resources are available. More networks function in this mode. These different types of guarantees may all be needed in a multimedia session established using proper association control protocols such as C_MACSE (Kanellopoulos & Kotsiantis, 2006). Different levels of guarantee are used for different types of traffic and the user determines which type of guarantee to use. Besides, the charging policy is related to the level of guarantee and the most expensive is the hard guarantee, while the best effort is the cheapest. At the source, multimedia data are either captured live or retrieved from storage devices. The transport module accepts these data, packetizes and passed them on to the Internet. At the destination (sink), multimedia data are reassembled and passed to the application for playback of audio/video. Packet processing time differences, network access time differences, and queuing delay difference can cause delay jitter, which has to be removed at the destination before data being played out.


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