This work proposes a new video buffer framework (VBF) to acquire a favorable quality of experience (QoE) for video streaming in cellular networks. The proposed framework consists of three main parts: client selection algorithm, categorization method, and distribution mechanism. The client selection algorithm was named independent client selection algorithm (ICSA), which is proposed to select the best clients who have less interfering effects on video quality and recognize the clients’ urgency based on buffer occupancy level. In the categorization method, each frame in the video buffer is given a specific number for better estimation of the playout outage probability, so it can efficiently handle so many frames from different videos at different bitrates. Meanwhile, at the proposed distribution mechanism, a predetermined threshold value is selected for lower and upper levels of playout outage probability. Then, the control unit at the base station will distribute the radio resources and decide the minimum rate requirement based on clients’ urgency categories. Simulation results showed that the VBF grantees fairness of resources distribution among different clients within the same cellular network while minimizing the interruption duration and controlling the video buffer at an acceptable level. Also, the results showed that the system throughput of the proposed framework outperforms other existing algorithms such as playout buffer and discontinuous reception aware scheduling (PBDAS), maximum carrier-to-interface ratio (MAX-CIR), and proportional fair (PF) due to enhancing the quality of experience for video streaming by increasing the radio resources in fairness manner.
Cloud storage provides scalable and low cost resources featuring economies of scale based on cross-user architecture. As the amount of data outsourced grows explosively, data deduplication, a technique that eliminates data redundancy, becomes essential. The most important cloud service is data storage. In order to protect the privacy of data owner, data are stored in cloud in an encrypted form. However, encrypted data introduce new challenges for cloud data deduplication, which becomes crucial for data storage. Traditional deduplication schemes cannot work on encrypted data. Existing solutions of encrypted data deduplication suffer from security weakness. This paper proposes a combined compressive sensing and video deduplication to maximize
... Show MoreObject detection in real time is considered as a challenging problem. However, it is very important in a wide range of applications, especially in field of multimedia. The players and ball are the most important objects in soccer game videos and detecting them is a challenging task because of many difficulties, such as shadow and illumination, ball size, ball occluded by players or merged with lines, and similar appearance of players. To overcome these problems, we present a new system to detect the players and ball in real-time by using background subtraction and Sobel detection. The results were more accurate and approximately two times faster than those using only background subtraction.
Recently, much secured data has been sent across the internet and networks. Steganography is very important because it conceals secure data in images, texts, audios, protocols, videos, or other mediums. Video steganography is the method of concealing data in frames of video format. A video is a collection of frames or images used for hidden script messages. This paper proposes a technique to encrypt secret messages using DNA and a 3D chaotic map in video frames using the raster method. This technique uses three steps: Firstly, converting video frames into raster to extract features from each frame. Secondly, encryption of secret messages using encoded forms of DNA bases, inverse/inverse complements of DNA, a
... Show MoreThe 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
... Show MoreIn this work Laser wireless video communication system using intensity modualtion direct
detection IM/DD over a 1 km range between transmitter and receiver is experimentally investigated and
demonstrated. Beam expander and beam collimeter were implemented to collimete laser beam at the
transmitter and focus this beam at the receiver respectively. The results show that IM/DD communication
sysatem using laser diode is quite attractive for transmitting video signal. In this work signal to noise
ratio (S/N) higher than 20 dB is achieved in this work.
Collaborative learning in class‐based teaching presents a challenge for a tutor to ensure every group and individual student has the best learning experience. We present Group Tagging, a web application that supports reflection on collaborative, group‐based classroom activities. Group Tagging provides students with an opportunity to record important moments within the class‐based group work and enables reflection on and promotion of professional skills such as communication, collaboration and critical thinking. After class, students use the tagged clips to create short videos showcasing their group work activities, which can later be reviewed by the teacher. We report on a deployment of Group Tagging in an undergraduate Computing Scie
... Show MoreVideogames are currently one of the most widespread means of digital communication and entertainment; their releases are attracting considerable interest with growing number of audience and revenues each year. Videogames are examined by a variety of disciplines and fields. Nevertheless, scholarly attention concerned with the discourse of videogames from a linguistic perspective is relatively scarce, especially from a pragma-stylistic standpoint. This book addresses this vital issue by providing a pragma-stylistic analysis of the digital discourse of two well-known action videogames (First Person Shooter Games). It explores the role of the digital discourse of action videogames in maintaining real-like interactivity between the game and the
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