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Video Steganography Method Based DWT

The video steganography is a technique to hide information inside video file.Whereas video Steganography is a very important task in real life where the users want to keep data, so the steganography process used for the secure data transmission from the sender to receiver through the internet. Least significant bit (LSB) insertion technique operates on LSB bit of the media file to hide the information bit. In this paper steganography technique used to hide the information inside compressed video as development of a standard method in order to benefit from the advantages of the compression process, which added to the video, these features are reduce storage size of video, and reduce bandwidth to transfer data in faster way with save time that requires transferring video during the network. The video compressed by using discrete wavelet transform DWT because it an efficient method that can be used to perform an efficient compression technique. The video contains number of frames played over a period of time. By using the proposed method can hide information in any number of these frames for various video sizes and in specific location of the pixels. And has been verified from performance of proposed method by retrieval original information without any lost, and by using several quality measures performance to measure the results of proposed method found it's a good, acceptable compare with results of other methods used in more researches.

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Publication Date
Thu Dec 02 2021
Journal Name
Iraqi Journal Of Science
Background modeling in video surveillance by using parallel computing

In the last years, the research of extraction the movable object from video sequence in application of computer vision become wide spread and well-known . in this paper the extraction of background model by using parallel computing is done by two steps : the first one using non-linear buffer to extraction frame from video sequence depending on the number of frame whether it is even or odd . the goal of this step is obtaining initial background when over half of training sequence contains foreground object . in the second step , The execution time of the traditional K-mean has been improved to obtain initial background through perform the k-mean by using parallel computing where the time has been minimized to 50% of the conventional time

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Publication Date
Sat Apr 01 2023
Journal Name
International Journal Of Electrical And Computer Engineering
Intrusion detection method for internet of things based on the spiking neural network and decision tree method

The prevalence of using the applications for the internet of things (IoT) in many human life fields such as economy, social life, and healthcare made IoT devices targets for many cyber-attacks. Besides, the resource limitation of IoT devices such as tiny battery power, small storage capacity, and low calculation speed made its security a big challenge for the researchers. Therefore, in this study, a new technique is proposed called intrusion detection system based on spike neural network and decision tree (IDS-SNNDT). In this method, the DT is used to select the optimal samples that will be hired as input to the SNN, while SNN utilized the non-leaky integrate neurons fire (NLIF) model in order to reduce latency and minimize devices

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Publication Date
Sat Apr 01 2023
Journal Name
International Journal Of Electrical And Computer Engineering (ijece)
Intrusion detection method for internet of things based on the spiking neural network and decision tree method

The prevalence of using the applications for the internet of things (IoT) in many human life fields such as economy, social life, and healthcare made IoT devices targets for many cyber-attacks. Besides, the resource limitation of IoT devices such as tiny battery power, small storage capacity, and low calculation speed made its security a big challenge for the researchers. Therefore, in this study, a new technique is proposed called intrusion detection system based on spike neural network and decision tree (IDS-SNNDT). In this method, the DT is used to select the optimal samples that will be hired as input to the SNN, while SNN utilized the non-leaky integrate neurons fire (NLIF) model in order to reduce latency and minimize devices

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Scopus (12)
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Publication Date
Tue Feb 28 2023
Journal Name
Iraqi Journal Of Science
Benchmarking Framework for COVID-19 Classification Machine Learning Method Based on Fuzzy Decision by Opinion Score Method

     Coronavirus disease (COVID-19), which is caused by SARS-CoV-2, has been announced as a global pandemic by the World Health Organization (WHO), which results in the collapsing of the healthcare systems in several countries around the globe. Machine learning (ML) methods are one of the most utilized approaches in artificial intelligence (AI) to classify COVID-19 images. However, there are many machine-learning methods used to classify COVID-19. The question is: which machine learning method is best over multi-criteria evaluation? Therefore, this research presents benchmarking of COVID-19 machine learning methods, which is recognized as a multi-criteria decision-making (MCDM) problem. In the recent century, the trend of developing

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Publication Date
Thu Aug 30 2018
Journal Name
Iraqi Journal Of Science
Quality of Experience Metric of Streaming Video: A survey

Technological development in the last years leads to increase the access speed in the internet networks that allow a huge number of users watching videos online.

     Video streaming important type in the real-time video sessions and one of the most popular applications in networking systems.  The Quality of Service (QoS) techniques give us indicate to the effect of multimedia traffic on the network performance, but this techniques do not reflect the user perception. Using QoS and Quality of Experience (QoE) together can give guarantee to the distribution of video content according to video content characteristics and the user experience .

     To measure the users’ perceptio

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Publication Date
Sun Sep 01 2019
Journal Name
Baghdad Science Journal
PWRR Algorithm for Video Streaming Process Using Fog Computing

       The most popular medium that being used by people on the internet nowadays is video streaming.  Nevertheless, streaming a video consumes much of the internet traffics. The massive quantity of internet usage goes for video streaming that disburses nearly 70% of the internet. Some constraints of interactive media might be detached; such as augmented bandwidth usage and lateness. The need for real-time transmission of video streaming while live leads to employing of Fog computing technologies which is an intermediary layer between the cloud and end user. The latter technology has been introduced to alleviate those problems by providing high real-time response and computational resources near to the

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Publication Date
Sun Jul 30 2023
Journal Name
Iraqi Journal Of Science
An Overview of Robust Video Watermarking Techniques

     Copyright hacking and piracy have increased as the Internet has grown in popularity and access to multimedia material has increased. Security, property protection, and authentication have all been achieved via watermarking techniques. This paper presents a summary of some recent efforts on video watermarking techniques, with an emphasis on studies from 2018 to 2022, as well as the various approaches, achievements, and attacks utilized as testing measures against these watermarking systems. According to the findings of this study, frequency-domain watermarking techniques are more popular and reliable than spatial domain watermarking approaches. Hybrid DCT and DWT are the two most used techniques and achieve good results in the fi

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Scopus (3)
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Publication Date
Mon Oct 01 2018
Journal Name
Journal Of Educational And Psychological Researches
The Effect of Video Games on Intermediate Students’ Academic Achievement

The study attempts to identify 1) the habits of playing video games among students, 2) the effect of playing video games on students’ academic achievement, 3) the statistically significant differences among students in regard of (gender, time of playing video games, number of hours). To this end, a five-likert scale questionnaire included four questions was applied to (250) male and female students chosen randomly from the second-intermediate stage at Al-Karakh side secondary schools. The findings revealed that students play games only on holidays and less than an hour daily, which means playing games does not affect their academic achievement. Additionally, the findings found there is a significant difference between male and female i

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Publication Date
Sun May 01 2016
Journal Name
2016 Al-sadeq International Conference On Multidisciplinary In It And Communication Science And Applications (aic-mitcsa)
Scopus (2)
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Publication Date
Tue Jan 01 2019
Journal Name
International Journal Of Advanced Computer Science And Applications
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