digital multimedia
Recently Published Documents


TOTAL DOCUMENTS

349
(FIVE YEARS 61)

H-INDEX

18
(FIVE YEARS 1)

Symmetry ◽  
2022 ◽  
Vol 14 (1) ◽  
pp. 117
Author(s):  
Doaa A. Shehab ◽  
Mohmmed J. Alhaddad

During recent years, emerging multimedia processing techniques with information security services have received a lot of attention. Among those trends are steganography and steganalysis. Steganography techniques aim to hide the existence of secret messages in an innocent-looking medium, where the medium before and after embedding looks symmetric. Steganalysis techniques aim to breach steganography techniques and detect the presence of invisible messages. In the modern world, digital multimedia such as audio, images, and video became popular and widespread, which makes them perfect candidates for steganography. Monitoring this huge multimedia while the user communicates with the outside world is very important for detecting whether there is a hidden message in any suspicious communication. However, steganalysis has a significant role in many fields, such as to extract the stego-message, to detect suspicious hidden messages and to evaluate the robustness of existing steganography techniques. This survey provides the general principles of hiding secret messages using digital multimedia as well as reviewing the background of steganalysis. In this survey, the steganalysis is classified based on many points of view for better understanding. In addition, it provides a deep review and summarizes recent steganalysis approaches and techniques for audio, images, and video. Finally, the existing shortcomings and future recommendations in this field are discussed to present a useful resource for future research.


2022 ◽  
Vol 2022 ◽  
pp. 1-9
Author(s):  
Li Xue ◽  
Chuangjian Yang

In order to improve the effect of copying and recreation of painting works, this paper combines mobile digital multimedia big data technology to improve the image coding algorithm, identify the characteristics of existing works, apply the algorithm to the detailed analysis of painting works, and construct the main functional structure modules of the system. Moreover, this paper combines the existing hardware equipment to construct the painting works’ recreation system and obtains the image processing module. After the system is constructed, the effect of copying and recreating painting works is analyzed through the mobile digital multimedia big data analysis technology. Finally, this paper constructs the system of this paper through simulation methods and uses experiments to calculate the feature recognition effect and copy effect of the painting works of the system. Through experimental analysis, it can be known that the copying and recreation system of painting works based on mobile digital multimedia big data analysis proposed in this paper can help painters effectively improve the effect of recreation.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Xinguang Ren ◽  
Yongmin Cui

With the ever-changing times, technological progress, media transformation, and innovation, the soil for the growth of digital media art has been cultivated. The rapid development of the mobile Internet combines multimedia communications such as pictures, text, audio, video, and data, which greatly enriches people’s life experience. Embedded systems have strong processing capabilities, small size, and convenient use. In recent years, they have become the mainstream of multimedia research. Therefore, this paper proposes a research on the design of an embedded system intelligent platform based on digital multimedia artistic design. This paper adopts the literature research method to study the development and evolution of digital multimedia and the characteristics and applications of embedded systems and other related theoretical research and design an embedded system intelligent platform based on the artistic design of digital multimedia, from software and hardware design and application The platform design research is carried out in three aspects of the program, and the effect comparison of system’s scheduling test, real-time test, peak signal-to-noise ratio test, and digital multimedia art design is analyzed. The experimental results show that when the pixel values are the same (both are 6), the signal-to-noise ratio of this method reaches 48.5, which is higher than the output value of other method platforms, and the system setting performance is better.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Yuke Lin ◽  
Ying Zhang

With the intersection and integration of modern crop cultivation and emerging disciplines, crop cultivation management is moving from traditional modeling and standardization to quantitative and intelligent direction. Crop precision cultivation technology is to apply system science and information technology to crop cultivation and digitally design information perception of the objects and processes involved in crop cultivation, dynamic simulation, so as to realize the quantification and accuracy of crop cultivation management. With the integration and intersection of modern digital multimedia crop cultivation and emerging disciplines, digital multimedia crop cultivation tends to gradually implement the quantitative and intelligent development, replacing the traditional scale and standardization. The technology of digital multimedia crop cultivation is to use science and information technology in digital multimedia crops to achieve the quantitative and precise characteristics of digital multimedia crop cultivation. The advancement of digital multimedia crop cultivation technology has greatly improved the management and benefits of the entire agricultural industry and has played a positive role in the development of agricultural information and modernity.


Author(s):  
О.В. Крежевских ◽  
А.И. Михайлова

Создание геймифицированных образовательных ресурсов позволяет повысить мотивацию студентов к обучению, индивидуализировать образовательные маршруты, обеспечить вариативность содержания образования, учесть ограничения в здоровье. Цель настоящей статьи состоит в описании принципов разработки цифровых мультимедийных игр для сферы профессионального образования с учетом командного взаимодействия представителей различных профессиональных групп. В результате исследования выделены основные принципы разработки цифровых мультимедийных игр, предполагающие использование звуковых, анимационных и других эффектов при проведении корпоративных сеансов и выполнении творческих заданий. Практическая значимость заключается в возможности использования описанных принципов для дальнейшей разработки геймифицированных ресурсов. The creation of gamified resources makes it possible to increase the students’ motivation with the content of activities, to individualize educational routes, to ensure the variability of the content of education, to take into account health restrictions. The aim of this article is to describe the principles of developing digital multimedia games for vocational education, taking into account the team interaction of representatives of various professional groups. As a result of the study the basic principles of the development of digital multimedia games are highlighted, involving the use of sound, animation and other effects for corporate sessions and for doing creative tasks. The practical significance lies in the possibility of using the described principles for further development of gamified resources.


2021 ◽  
Author(s):  
Xiaoning Lv ◽  
Yuli Xia ◽  
Junsuo Zhao ◽  
Peng Qiao ◽  
Bo Zhu

2021 ◽  
Vol 2070 (1) ◽  
pp. 012111
Author(s):  
Kodathala Sai Varun ◽  
Ajay Kumar Mandava ◽  
Rakesh Chowdary

Abstract Copyright protection for digital multimedia has become a research hotspot in recent years. As an efficient solution, the digital watermarking scheme has emerged at the right moment. In this article, a highly robust and hybrid watermarking method is proposed. The discrete wavelet transform (DWT) and the singular value decomposition (SVD) as well as iterative blending are adopted in this method to insert and recover the watermark. To enhance the watermark imperceptibility, the second low-level (LL2) coefficients after SVD are modified by using the watermark. Compared with the conventional DWT-SVD-based watermarking method and other watermarking techniques, the watermarked images obtained by the proposed method have higher image quality. In addition, the proposed method achieves high robustness in resisting various image processing attacks.


2021 ◽  
pp. 107780042110462
Author(s):  
Carla Rice ◽  
K. Alysse Bailey ◽  
Katie Cook

This article interrogates the limits and possibilities of interference as methodology and metaphor in video-based research aiming to disrupt ableist understandings of disability that create barriers to health care. We explore the overlapping terrain of diffractive and interference methodologies, teasing apart the metaphorical-material uses and implications of interference for video-makers in our project. Using the digital/multimedia stories created and an interview as research artifacts, we illuminate how interference manifested in disabled makers’ lives, how interference operated through the research apparatus, and how the videos continue to hold agency through their durability in the virtual realm. Drawing on feminist post-philosophies of matter (Barad) and use (Ahmed), we argue that the videos disrupt the gaze that fetishizes disabled bodies, thereby interfering with cultural-clinical processes that abnormalize disability. The research apparatus interfered with makers’ subjectivities yet also brought people together to generate something new—a community that creates culture and contests its positioning as marginal.


2021 ◽  
Vol 8 (3) ◽  
pp. 1214-1225
Author(s):  
Dirman Dirman ◽  
Yudi Prayudi ◽  
Erika Ramadhani

Kejahatan multimedia melalui platform dan transmisi digital merupakan kondisi yang sangat serius dan merugikan. Dewasa ini, kasus digital multimedia tidak sedikit menjadi perhatian, terutama dalam penanganan bukti multimedia yang dapat digunakan sebagai instrumen penentu kebenaran ilmiah di pengadilan. Selain itu juga, barang bukti digital multimedia sangat mudah dilakukan modifikasi dengan menggunakan aplikasi yang bisa digunakan secara bebas, sehingga keaslian data digital bisa saja rusak atau hilang. Tantangan yang dihadapi investigator dalam penanganan bukti digital multimedia adalah tuntutan variabel keabsahan proses penyidikan, penanganan, dokumentasi hingga pelaporan. Layaknya prosedur penanganan pada umumnya, investigasi kasus digital multimedia membutuhkan alur kerja sehingga tahapan investigasi bisa terkontrol dengan baik. Penelitian ini mengkaji framework, SOP dan alur kerja penanganan bukti digital. Hasil pemetaan dan kajian digunakan sebagai pembuatan model alur kerja penanganan bukti digital untuk data multimedia dengan menggunakan metode design thinking dengan pendekatan Business Process Model and Notation (BPMN) dalam mendapatkan hubungan antara aktor, bukti digital dan alur kerja.


Sign in / Sign up

Export Citation Format

Share Document