Multimedia Computing Systems and Virtual Reality

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Most events and activities in today's world are ordinarily captured using photos, videos and other multimedia content. Such content has some limitation of storing data and fetching them effectively. Three-dimensional continuous PC animation is the most proper media to simulate these occasions and activities. This book focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies. The authors present recent advancements in multimedia systems as they relate to various application areas such as healthcare services and agriculture-related industries. The authors also discuss human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization. They then go on to explore multimedia content adaptation for interoperable delivery. Finally, the book covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses. This book is intended for computer engineers and computer scientists developing applications for multimedia and virtual reality and professionals working in object design and visualization, transformation, modelling and animation of the real world.

Features:

    • Focuses on futuristic trends and innovations in multimedia systems using big data, IoT and cloud technologies

    • Offers opportunity for state-of-the-art approaches, methodologies and systems, and innovative use of multimedia-based emerging technology services in different application areas

    • Discusses human-machine interface design, graphics modelling, rendering/animation, image/graphics techniques/systems and visualization

    • Covers cultural heritage, philosophical/ethical/societal/international issues, standards-related virtual technology and multimedia uses

    • Explores multimedia content adaptation for interoperable delivery and recent advancements in multimedia systems in context to various application areas such as healthcare services and agriculture-related fields

    Rajeev Tiwari is a Senior Associate Professor in the School of Computer Science at the University of Petroleum and Energy Studies, Dehradun, India.

    Neelam Duhan is an Associate Professor in the Department of Computer Engineering at J. C. Bose University of Science and Technology, YMCA, Faridabad, India.

    Mamta Mittal has 18 years of teaching experience, and her research areas include data mining, big data, machine learning, soft computing and data structure.

    Abhineet Anand is a Professor in the Computer Science and Engineering Department at Chitkara University, Punjab, India.

    Muhammad Attique Khan is a lecturer of the Computer Science Department at HITEC University, Taxila, Pakistan.

    Author(s): Rajeev Tiwari, Neelam Duhan, Mamta Mittal, Abhineet Anand, Muhammad Attique Khan
    Series: Innovations in Multimedia, Virtual Reality and Augmentation
    Publisher: CRC Press
    Year: 2022

    Language: English
    Pages: 295
    City: Boca Raton

    Cover
    Half Title
    Title Page
    Copyright Page
    Contents
    Editors
    Contributors
    1. Use of Virtual Reality in Exposure Therapy and Other Psychological Treatment Methods
    1.1 Introduction
    1.2 Psychology
    1.3 The workings and quality of the simulation
    1.3.1 Intervention Approach
    1.3.2 Efficacy
    1.4 Benefits
    1.4.1 Lower Refusal and Drop-Out Rates
    1.4.2 More control to Therapist
    1.4.3 Data collection and Its Uses
    1.4.4 Additional Benefits
    1.5 VR in the use of specific disorders
    1.5.1 Phobias
    1.5.2 Panic Disorders
    1.5.3 Anxiety Disorders
    1.5.4 Post-Traumatic Stress Disorder
    1.5.5 Obsessive-Compulsive Disorders
    1.5.6 Pain Management
    1.5.7 Addiction
    1.5.8 More Complex Disorders
    1.6 Methods to administer VRET in therapy
    1.6.1 Components of VR Clinical System
    1.7 Issues and resolution
    1.8 Discussion
    References
    2. Role of Swarm Intelligence and Neural Network in Intelligent Traffic Management
    2.1 Introduction
    2.2 Related Work
    2.3 Swarm Intelligence, IoT and Neural Network in ITM
    2.4 Swarm Intelligence (SI)-Based Methods
    2.5 Element of IoT Technology
    2.6 IoT Architecture
    2.7 Deep Learning
    2.7.1 Types of Deep Learning Methods
    2.8 Advantages of an ITM
    2.9 Key Applications of ITM
    2.10 Intelligent Transport System (ITM) Functionalities
    2.11 Challenges Besides Transport in Metropolitan Centers
    2.12 Conclusions
    References
    3. Image Systems and Visualizations
    3.1 Introduction
    3.1.1 Computer Vision Is an Ill-posed Inverse Problem
    3.1.2 Mid-Level Vision
    3.1.3 High-Level Vision
    3.2 Fundamentals of Computer Vision
    3.2.1 Pre-Processing
    3.2.1.1 Image Enhancement
    3.2.1.2 Image Restoration
    3.2.1.3 Image Compression
    3.2.1.4 Image Filtering
    3.2.2 Background Subtraction
    3.2.2.1 First Difference Method
    3.2.2.2 Gaussian Mixture Method
    3.2.2.3 Collaborative Mask
    3.2.3 Image Segmentation
    3.2.3.1 Thresholding
    3.2.3.2 Region Based
    3.2.3.3 Edge Based
    3.2.3.4 Topology Based
    3.2.3.5 K-means Clustering
    3.2.4 Object Detection
    3.2.4.1 R-CNN
    3.2.4.2 Fast R-CNN
    3.2.4.3 Faster R-CNN
    3.2.4.4 YOLO
    3.2.4.5 SSD
    3.2.4.6 R-FCN
    3.2.5 Feature Extraction
    3.3 Vision in Single and Multiple Images
    3.3.1 Stereopsis
    3.3.2 Photometric Stereo
    3.3.3 Shape from Shading
    3.3.4 Structure from Motion
    3.4 Applications of Computer Vision
    3.4.1 Personal Photo
    3.4.2 Surveillance and Security
    3.4.3 Optical Character Recognition (OCR)
    3.4.4 Face Recognition
    3.4.5 Virtual Reality
    3.4.6 Natural Language Processing (NLP)
    3.4.7 Assistive Technologies
    3.4.8 Biometrics and Forensics
    3.4.9 Astronomy and Cosmic Study
    3.4.10 Machine Inspection
    3.4.11 Games
    3.4.12 Panorama Stitching
    3.4.13 Robotics
    3.4.14 Image Fusion
    3.4.15 Navigation
    3.4.16 3D Reconstruction
    3.4.17 Traffic Management and Monitoring
    3.4.18 Defence and Military Applications
    3.4.19 Template Matching
    3.4.20 Object Recognition
    3.4.21 Motion Tracking
    3.4.22 Content-Based Image Retrieval
    3.4.23 Weather Forecasting
    3.5 Problem Implementation: Unattended Object Detection
    3.5.1 What Is an Unattended Object?
    3.5.2 Input Video
    3.5.3 Background Subtraction
    3.5.4 Static Foreground Region Detection
    3.5.5 Owner Identification
    3.5.6 Thresholding
    3.5.7 Social Context Mapping
    3.5.8 Unattended Object Detection
    3.5.9 Object Identification
    3.5.10 Alert Triggering
    3.5.11 Special Cases: Occlusion and Multiple Events
    3.5.12 Implementation and Result
    3.6 Conclusion
    References
    4. Virtual Reality in Social Media Marketing: The New Age Potential
    4.1 Introduction
    4.1.1 Virtual Reality (VR) and Marketing
    4.1.2 The Allure of Virtual Reality (VR) to Digital Marketers
    4.2 The Changing Era of Technology
    4.2.1 The Evolution of Virtual Reality VR
    4.2.2 Extended Reality - The Current Technological Landscape
    4.2.2.1 Input Devices for VR
    4.2.2.2 Output Devices for VR
    4.2.3 Virtual Reality and the COVID-19 Pandemic
    4.3 The Evolution of Marketing Strategies
    4.3.1 The Digital Era of Social Media Marketing
    4.3.2 Bridging Gaps in Marketing through Virtual Reality
    4.4 Applications of Extended Reality - Companies Being Innovators
    4.4.1 Industries and Their Adoption of Extended Reality
    4.4.2 The Use of Extended Reality in Marketing
    4.4.2.1 Extended Reality in the Consumer Electronics Industry
    4.4.2.2 Extended Reality in the Beauty and Fashion Industries
    4.4.2.3 Extended Reality in the Retail and E-commerce Industries
    4.4.2.4 Extended Reality in the Real Estate Industry
    4.4.2.5 Extended Reality in the Hospitality Industry
    4.4.2.6 Extended Reality in the Travel and Tourism Industry
    4.4.3 Immersive Virtual Reality and Social Networks
    4.5 The Future of Virtual Reality and Social Media Marketing
    4.6 Conclusion
    References
    5. An Efficient Deep Learning Framework for Multimedia Big Data Analytics
    5.1 Introduction
    5.2 Deep Learning
    5.2.1 Basic Architecture
    5.2.2 Learning Process
    5.2.2.1 Threshold Function
    5.2.2.2 Sigmoid Function
    5.2.2.3 Hyperbolic Tangent Function
    5.2.2.4 Rectifier Function
    5.3 Deep Learning Frameworks
    5.3.1 TensorFlow
    5.3.2 Keras
    5.3.3 Theano
    5.3.4 Torch
    5.3.5 CNTK (Computational Network Tool Kit)
    5.3.6 Deeplearning4j
    5.3.7 Caffe
    5.4 Classification
    5.4.1 Convolutional Neural Network (CNN)
    5.4.1.1 Convolutional Layer
    5.4.1.2 Activation Function
    5.4.1.3 ReLU
    5.4.1.4 Pooling Layer
    5.4.1.5 Max Pooling
    5.4.1.6 Min Pooling
    5.4.1.7 Fully Connected Layer
    5.4.2 Alex Net Model
    5.4.2.1 First Level
    5.4.2.2 Second Level
    5.4.2.3 Third Level
    5.4.3 VGG-16 Model
    5.5 Object Detection
    5.5.1 Fast R-CNN
    5.5.2 Faster R-CNN
    5.5.3 You Only Look Once (YOLO)
    5.6 Single Shot Detector
    5.7 Applications of Multimedia Analytics Based on Deep Learning Techniques
    5.7.1 Big Data Analytics
    5.7.2 Healthcare Monitoring System
    5.7.3 Social Media
    5.8 Conclusions
    References
    6. An Optimal System on Data Challenge with Distributed Data Management on Cloud, Fog and Edge Computing
    6.1 Introduction
    6.2 Infrastructure and integration with provisioning and management systems
    6.2.1 Service-Enabling the Infrastructure
    6.2.2 The Goal of Automation and Orchestrate Methods
    6.2.3 Integration of Configuration Management and Improvisation Engines
    6.2.4 Codifying Deployment Policies
    6.2.5 Inter-cloud Architecture
    6.2.6 Addressing Topological Dependencies
    6.3 Five challenges of a traditional data warehouse
    6.3.1 Inflexible Structure
    6.3.2 Complex Architecture
    6.3.3 Slow Performance
    6.3.4 Outdated Technology
    6.3.5 Lack of Governance
    6.4 The Importance of adaptation
    6.4.1 Flexibility
    6.4.2 Consolidate IT Infrastructure
    6.4.3 Scalability
    6.5 Edge taxonomy and framework
    6.5.1 Architectural Trends at the Service Provider Edge
    6.5.2 Safety and Management of Distributed Equipment
    6.5.3 Edge Computing Use Cases
    6.6 The fog computing data platform
    6.6.1 Managing Resources in Microdata Centres
    6.6.2 Distributed Data Storage Mechanisms
    6.6.3 Data Distribution
    6.6.4 Data Dissemination
    6.6.5 Privacy Preservation in Fog Computing
    6.7 Conclusion
    References
    7. Anomaly Detection in Real-Time Videos Using Match Subspace System and Deep Belief Networks
    7.1 Introduction
    7.2 Categories of anomaly
    7.2.1 Point Anomaly
    7.2.2 Contextual Anomaly
    7.2.3 Collective Anomaly
    7.2.4 Techniques in Anomaly Detection
    7.3 Digital video tampering detection
    7.4 Spatio-temporal video-volume conformation inside video
    7.5 Rotation-invariant attribute modeling motion coherence (RIMOC)
    7.6 Learning deep depictions of arrival and motion
    7.7 Real-time troop comportment detection in video
    7.8 Locality sensitive hashing filters (LSHF)
    7.9 Frame deletion detection method
    7.10 Challenges
    7.11 Related works
    7.12 Proposed model
    7.12.1 Stage 1
    7.12.1.1 Deep representation of mid-level features
    7.12.1.2 Multiscale motion mapping with deep belief networks
    7.12.2 Stage 2: Identifying High-Level Features with a Fusion Model Framework
    7.12.3 Stage 3: Anomaly Detection
    7.13 Anomaly detection with one class support vector machines
    7.14 Results
    7.15 Conclusions & future scope
    References
    8. Innovation in Multimedia Using IoT Systems
    8.1 Introduction
    8.1.1 Objective of the Study
    8.2 IoT-Enabled Multimedia Frameworks
    8.2.1 Compression in Wireless Network Sensing
    8.3 IoT-Based Multimedia Applications
    8.3.1 Internet of Multimedia Things for Real-Time Streaming
    8.3.2 Internet of Multimedia Things for Smart Healthcare
    8.3.3 Internet of Multimedia Things for Agriculture
    8.3.4 Internet of Multimedia Things for Smart Home and Energy Management
    8.3.5 Internet of Multimedia Things for a Smart City
    8.4 Proposed Framework for IoT Multimedia Service Delivery
    8.5 Challenges and Limitations
    8.5.1 Internet of Medical Things Security and Sustainability
    8.5.2 IoMT Network Connection and Performance Matrix
    8.5.3 Image Processing and Video Surveillance in IoT
    8.5.4 Outdated Software Versions and Hardware Devices
    8.5.5 Autonomous Systems for Data Management (Monitoring and Control)
    8.6 Open Research Issues
    8.6.1 IoMT Privacy and Security
    8.6.2 Lack of Standardization and Platform Interoperability
    8.6.3 IoMT and Quality of Experience (QoE)
    8.6.4 IoMT and Device-to-Device Communication
    8.7 Conclusion
    Author contributions
    References
    9. Virtual Reality and Augmented Reality for Education
    9.1 Introduction of Virtual Reality
    9.2 Three Hundred and Sixty-Degree Images and Videos
    9.2.1 Three-Dimensional Objects/Techniques
    9.2.2 2D/3D, Volumetric Display and Projection Technology
    9.2.3 Experimental Volumetric Display in 2D and 3D Using an Image
    9.2.4 Types of Volumetric Display
    9.2.5 Technical Challenges
    9.3 User Experience of Video with VR Devices
    9.3.1 Evaluation of User Method
    9.4 Classification of Virtual Reality Systems
    9.4.1 Immersive Analytical and Visualization
    9.4.2 Immersive Demonstrations
    9.4.3 Immersive Analytics in VR
    9.4.4 Types of Immersion VR
    9.5 3D Visualization
    9.6 Uses of Virtual Reality
    9.6.1 Advantages of Virtual Reality
    9.6.2 Disadvantages of Virtual Reality
    9.7 VR in Education
    9.8 Teacher Preparation and New Teacher Training
    9.8.1 Digital Classroom
    9.8.2 Increased Learning Possibilities
    9.9 Virtual Tools for Learning in the Real World
    9.9.1 Effective Online Classroom
    9.9.2 Interactive Virtual Field Trips
    9.9.3 Art Education
    9.9.4 Tutoring
    9.9.5 Challenges
    9.10 Creating Additional Content
    9.10.1 VR Headsets Are Available
    9.10.2 The Sickness of the Internet
    9.11 Augmented Reality in Education
    9.12 How AR Works in Education
    9.13 How Do We Use Augmented Reality in the Education Field?
    9.14 AR Development in Education: Lead the Way of Innovation or Are Left Behind
    9.15 Augmented Reality Apps for Education
    9.15.1 Making Learning Interesting to More Students
    9.15.2 Visualizing Complex Concepts
    9.15.3 Learning Becomes Globally Accessible
    9.15.4 Refining Professional Skills
    9.15.5 Reducing Hardware and Equipment Costs
    9.15.6 Outlook for Augmented Reality in Schools and Beyond
    9.15.7 Building an AR Application in Education
    a A Swift and Effective Learning System
    b Easy Access to Learning Materials Anytime, Anywhere
    c Immersive Practical Learning
    d Engage Students and Increase Their Interest
    e Wrapping Up
    9.16 Augmented Reality Technology in Education
    9.17 Open Research Issues and Future of VR and AR
    9.18 Conclusion
    References
    10. Fog- or Edge-Based Multimedia Data Computing and Storage Policies
    10.1 Introduction
    10.2 Innovation Services
    10.2.1 Principle of Computing
    10.2.2 Meaning of Edge and Fog Computing
    10.2.3 Scientific Edge and Cloud Computing
    10.3 Features of Fog and Edge Computing
    10.4 Concepts of Fog Computing
    10.5 Models/Architectures
    10.5.1 A Generic Fog Computing Architecture
    10.5.2 Framework Fog and Edge Computing Model
    10.5.3 A Fog Computing Architecture
    10.5.4 Fog Computing Tree Model
    10.6 Comparison between Cloud Computing and Fog Computing
    10.7 Promise of Cloud and Fog Computing
    10.7.1 Fundamental Concept in Edge, Cloud and Fog Computing
    10.7.2 Taxonomy of Edge Computing
    10.8 Contradiction in Cloud Computing and Fog Computing
    10.8.1 Network of Fog
    10.8.2 Quality Service (QoS)
    10.8.3 Interface and Programming Model
    10.8.4 Computer Offload
    10.8.5 Delivery and Resource Management
    10.8.6 Confidentiality and Security
    10.9 Legal Dimensions of Cloud Computing and Fog Computing
    10.10 Conclusion
    References
    11. Role of Virtual Reality and Multimedia Computing in Industrial Automation System
    11.1 Introduction
    11.2 Literature Survey
    11.3 Virtual Reality and Multimedia Computing
    11.3.1 How Does VR Technology Work?
    11.3.2 Key Principle of VR
    11.3.3 Issues with VR Technology
    11.3.4 Relationship among Multimedia Computing and VR Technology
    11.4 Key Technologies of VR
    11.4.1 Sensor Interface and Motion Tracking
    11.4.2 Visualization Components and Devices
    11.4.3 3D Sounds
    11.4.4 Graphics and Animation
    11.5 Challenges in Manual Industrial System
    11.5.1 Training for the Manufacturing Sector
    11.5.2 Workplace Accidents and Injuries
    11.5.3 Latest Techniques/Innovations Must Be Established in the Industry
    11.6 Industrial Automation System
    11.6.1 Benefits of Industrial Automation
    11.6.2 Key Challenges in Industrial Automation
    11.7 VR Applications in Industrial Automation System
    11.7.1 Smart Manufacturing
    11.7.2 Asset Management and Tracking
    11.7.3 Visualization and Simulation
    11.7.4 Workers' Safety
    11.7.5 Automation of Documentation Work
    11.8 Conclusions
    References
    12. Virtual Reality-Based Education
    12.1 Introduction
    12.2 Benefits of virtual reality in education
    12.2.1 Better Place Sense
    12.2.2 Scaling the Experience of Learning
    12.2.3 Learn by Doing
    12.2.4 Emotional Reaction
    12.2.5 Develop Creativity
    12.2.6 Visual Learning
    12.2.6.1 VR for Visual Learners
    12.2.6.2 VR for Auditory Learners
    12.3 New technology is available to users
    12.3.1 Educational Categories of VR
    12.3.1.1 Virtual Fields Trips
    12.3.2 High-Tech Training
    12.3.3 Internships
    12.3.4 Group Learning
    12.3.4.1 Distance Learning
    12.3.4.2 Challenges in Design for VR Training Experiences
    12.4 Five main characteristics of a VR experience
    12.5 Development of a new role for VR educators
    12.5.1 Knowledge of Immersive Experiences
    12.5.2 Making VR Accessible
    12.6 Open new horizons with VR education - Future
    References
    13. Concentrated Gaze Base Interaction for Decision Making Using Human-Machine Interface
    13.1 Introduction
    13.2 Proposed method for gaze estimation
    13.2.1 Calibration
    13.2.2 Estimation of Gaze-Tracking Accuracy
    13.3 Eye-gaze estimation algorithm
    13.4 Experimental system and results
    13.4.1 Perception of Human Intentions
    13.4.2 Intention Inference
    13.4.3 Visual Object Intention
    13.5 Conclusion
    References
    Index