EDBT 2026 Demo / reviewers in the wild / expert
Jui-Hsin Lai
dblp:81/2920
· DBLP profile ↗
24ranked-venue papers
11as first author
3since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 22 · 11 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 2 since 2021Systems, architecture and hardware · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
3 papers |
Efficient and distributed learning · 44% Segmentation and scene understanding · 38% Image recognition and object detection · 18% | |
| Computer graphics and multimedia
4 papers |
Image and video processing · 65% Rendering · 10% Multimedia systems and quality of experience · 9% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Environmental and earth informatics · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 77% Learning and educational technologies · 23% |
Topics — the 14 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Segmentation and scene understanding
semantic segmentation |
0.7 | 1 | 2023 | PARCS: A Deployment-Oriented AI System for Robust Parcel-Level Cropland Segmentation of Satellite Images · AAAI 2023 |
Environmental and earth informatics
remote sensing |
0.7 | 1 | 2023 | PARCS: A Deployment-Oriented AI System for Robust Parcel-Level Cropland Segmentation of Satellite Images · AAAI 2023 |
Environmental and earth informatics › remote sensing
satellite imagery analysis |
0.7 | 1 | 2023 | PARCS: A Deployment-Oriented AI System for Robust Parcel-Level Cropland Segmentation of Satellite Images · AAAI 2023 |
Image and video processing › image restoration
image dehazing |
0.6 | 1 | 2022 | PDD-GAN: Prior-based GAN Network with Decoupling Ability for Single Image Dehazing · ACM Multimedia 2022 |
Image and video processing
image restoration |
0.6 | 1 | 2022 | PDD-GAN: Prior-based GAN Network with Decoupling Ability for Single Image Dehazing · ACM Multimedia 2022 |
Machine learning › Efficient and distributed learning
model compression |
0.3 | 1 | 2018 | NISP: Pruning Networks Using Neuron Importance Score Propagation · CVPR 2018 |
Machine learning › Efficient and distributed learning › model compression › pruning › structured pruning
neuron pruning |
0.3 | 1 | 2018 | NISP: Pruning Networks Using Neuron Importance Score Propagation · CVPR 2018 |
Machine learning › Efficient and distributed learning › model compression
pruning |
0.3 | 1 | 2018 | NISP: Pruning Networks Using Neuron Importance Score Propagation · CVPR 2018 |
Computer vision › Segmentation and scene understanding › semantic segmentation › remote sensing image segmentation
aerial image segmentation |
0.2 | 1 | 2023 | Disentangling the Benefits of Self-Supervised Learning to Deployment-Driven Downstream Tasks of Satellite Images (Student Abstract) · AAAI 2023 |
Computer vision › Image recognition and object detection › image classification › remote sensing image classification
satellite imagery classification |
0.2 | 1 | 2023 | Disentangling the Benefits of Self-Supervised Learning to Deployment-Driven Downstream Tasks of Satellite Images (Student Abstract) · AAAI 2023 |
Computer vision › Image recognition and object detection
scene recognition |
0.2 | 1 | 2023 | Disentangling the Benefits of Self-Supervised Learning to Deployment-Driven Downstream Tasks of Satellite Images (Student Abstract) · AAAI 2023 |
Rendering
image-based rendering |
0.2 | 2 | 2012 | Tennis Real Play · IEEE Trans. Multim. 2012 Tennis real play: an interactive tennis game with models from real videos · ACM Multimedia 2011 |
Multimedia analysis and retrieval
sports video analysis |
0.1 | 2 | 2012 | Tennis video 2.0: a new framework of sport video applications · ACM Multimedia 2007 Tennis Real Play · IEEE Trans. Multim. 2012 |
Visualization and visual analytics › visual analytics
tennis match analysis |
0.0 | 1 | 2012 | Tennis Real Play · IEEE Trans. Multim. 2012 |
Methods — techniques the papers use, named apart from their topics
convolutional neural network · 1.3active learning · 1.3self-supervised learning · 0.7generative adversarial network · 0.6contrastive loss · 0.6band-stop filtering · 0.6attention module · 0.6feature ranking · 0.3binary integer optimization · 0.3database normalization · 0.3non-linear time warping · 0.1depth camera · 0.1behavioral transition model · 0.1motion capture alternative · 0.1information extraction · 0.1foreground-background separation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Disentangling the Benefits of Self-Supervised Learning to Deployment-Driven Downstream Tasks of Satellite Images (Student Abstract)abstractIn this paper, we investigate the benefits of self-supervised learning (SSL) to downstream tasks of satellite images. Unlike common student academic projects, this work focuses on the advantages of the SSL for deployment-driven tasks which have specific scenarios with low or high-spatial resolution images. Our preliminary experiments demonstrate the robust benefits of the SSL trained by medium-resolution (10m) images to both low-resolution (100m) scene classification case (4.25%↑) and very high-resolution (5cm) aerial image segmentation case (1.96%↑), respectively. Zhuo Deng 0001, Yibing Wei, Mingye Zhu, Junchi Zhou, Zhenjie Cao, Jui-Hsin Lai |
AAAI | 11 |
| 2023 | PARCS: A Deployment-Oriented AI System for Robust Parcel-Level Cropland Segmentation of Satellite ImagesabstractCropland segmentation of satellite images is an essential basis for crop area and yield estimation tasks in the remote sensing and computer vision interdisciplinary community. Instead of common pixel-level segmentation results with salt-and-pepper effects, a parcel-level output conforming to human recognition is required according to the clients' needs during the model deployment. However, leveraging CNN-based models requires fine-grained parcel-level labels, which is an unacceptable annotation burden. To cure these practical pain points, in this paper, we present PARCS, a holistic deployment-oriented AI system for PARcel-level Cropland Segmentation. By consolidating multi-disciplinary knowledge, PARCS has two algorithm branches. The first branch performs pixel-level crop segmentation by learning from limited labeled pixel samples with an active learning strategy to avoid parcel-level annotation costs. The second branch aims at generating the parcel regions without a learning procedure. The final parcel-level segmentation result is achieved by integrating the outputs of these two branches in tandem. The robust effectiveness of PARCS is demonstrated by its outstanding performance on public and in-house datasets (an overall accuracy of 85.3% and an mIoU of 61.7% on the public PASTIS dataset, and an mIoU of 65.16% on the in-house dataset). We also include subjective feedback from clients and discuss the lessons learned from deployment. Jui-Hsin Lai |
AAAI | 6 |
| 2022 | PDD-GAN: Prior-based GAN Network with Decoupling Ability for Single Image DehazingabstractSingle image dehazing is a challenging vision problem aiming to provide clear images for downstream computer vision applications (e.g., semantic segmentation, object detection, and super resolution). Most existing methods leverage the physical scattering model or convolutional neural networks (CNNs) for haze removal, which however ignore the complementary advantages between each other. Especially lacking marginal and visual prior instructions, CNN-based methods still have gaps in details and color recovery. To solve these, we propose a Prior-based with Decoupling ability Dehazing GAN Network (PDD-GAN), which is based on PeleetNet and attached with an attention module (CBAM). The prior-based decoupling approach consists of two parts: high and low frequency filtering and HSV contrastive loss. We process the image via a band-stop filter and add it as the fourth channel of data (RGBFHL) to decouple the hazy image at the structural level. Besides, a novel prior loss with contrastive regularization is proposed at the visual level. Sufficient experiments are carried out to demonstrate that PDD-GAN outperforms state-of-the-art methods by up to 0.86db in PSNR. In particular, extensive experiments indicate that RGBFHL increases by 0.99db compared with the original three-channel data (RGB) and the extra HSV prior loss escalates by 2.0db. Above all, our PDD-GAN indeed has the decoupling ability and improves the dehazing results. Xiaoxuan Chai, Junchi Zhou, Jui-Hsin Lai |
ACM Multimedia | 4 |
| 2018 | NISP: Pruning Networks Using Neuron Importance Score PropagationabstractTo reduce the significant redundancy in deep Convolutional Neural Networks (CNNs), most existing methods prune neurons by only considering the statistics of an individual layer or two consecutive layers (e.g., prune one layer to minimize the reconstruction error of the next layer), ignoring the effect of error propagation in deep networks. In contrast, we argue that for a pruned network to retain its predictive power, it is essential to prune neurons in the entire neuron network jointly based on a unified goal: minimizing the reconstruction error of important responses in the "final response layer" (FRL), which is the second-to-last layer before classification. Specifically, we apply feature ranking techniques to measure the importance of each neuron in the FRL, formulate network pruning as a binary integer optimization problem, and derive a closed-form solution to it for pruning neurons in earlier layers. Based on our theoretical analysis, we propose the Neuron Importance Score Propagation (NISP) algorithm to propagate the importance scores of final responses to every neuron in the network. The CNN is pruned by removing neurons with least importance, and it is then fine-tuned to recover its predictive power. NISP is evaluated on several datasets with multiple CNN models and demonstrated to achieve significant acceleration and compression with negligible accuracy loss. Ruichi Yu, Ang Li 0001, Chun-Fu Chen 0001, Jui-Hsin Lai, Vlad I. Morariu, Xintong Han, Mingfei Gao, Ching-Yung Lin, Larry Davis 0001 |
CVPR | 4 |
| 2016 | Neuron Activity Extraction and Network Analysis on Mouse Brain VideosabstractModern brain mapping techniques are producing increasingly large datasets of anatomical or functional connection patterns. Recently, it became possible to record detailed live imaging videos of mammal brain while the subject is engaging routine activity. We analyze a dataset of videos recorded from ten mice to describe how to detect neurons, extract neuron signals, map correlation of neuron signals to mice activity, detect the network topology of active neurons, and analyze network topology characteristics. We propose neuron position alignment to compensate the distortion and movement of cerebral cortex in live mouse brain and the background luminance compensation to extract and model neuron activity. To find out the network topology as an undirected graph model, a cross-correlation based method is proposed and used for analysis. Afterwards, we did preliminary analysis on network topologies. The significance of this paper is on how to extract neuron activities from live mouse brain imaging videos and a network analysis method to analyze topology that can potentially provide insight on how neurons are actively connected under stimulus, rather than analyzing static neural networks. Jui-Hsin Lai, Ruichi Yu, Ching-Yung Lin |
ISM | 1 |
| 2015 | Towards Balance-Affinity Tradeoff in Concurrent Subgraph TraversalsabstractGraph technologies have been widely utilized for building big data analytics systems. Since those systems are typically wrapped as service providers in industry, it is critical to handle concurrent queries at runtime by incorporating a set of parallel processing units. In many cases, such queries result in local subgraph traversals, which essentially require an efficient scheduling scheme to explore the trade off between the workload balance and the task affinity. In this paper, we present an auction based approach for allocating concurrent subgraph traversals onto the processors. A dynamic weighted bipartite graph is built to model the affinity between subgraph traversals and processors, and the workload of processors. In particular, an edge between a task and a processor in the bipartite graph represents that the data needed by this task is likely cached by this processor. The task vertices and edges are dynamically added or removed, and the heavier edge weight represents stronger belief of the affinity. Besides, the edge weight is also governed by the current workload of the corresponding processor. We perform a parallel auction algorithm to figure out a near-optimal assignment of the subgraph traversal tasks onto the processors, which therefore addresses both the workload balance and the task affinity. The auction algorithm is performed incrementally, so as to capture the changes of the bipartite graph structure. Our experiments show the superior performance of the proposed method for various real-world use cases based on concurrent subgraph traversals. Yinglong Xia, Lifeng Nai, Jui-Hsin Lai |
IPDPS | 3 |
| 2015 | Real-Time Human Movement Retrieval and Assessment With Kinect SensorabstractThe difficulty of vision-based posture estimation is greatly decreased with the aid of commercial depth camera, such as Microsoft Kinect. However, there is still much to do to bridge the results of human posture estimation and the understanding of human movements. Human movement assessment is an important technique for exercise learning in the field of healthcare. In this paper, we propose an action tutor system which enables the user to interactively retrieve a learning exemplar of the target action movement and to immediately acquire motion instructions while learning it in front of the Kinect. The proposed system is composed of two stages. In the retrieval stage, nonlinear time warping algorithms are designed to retrieve video segments similar to the query movement roughly performed by the user. In the learning stage, the user learns according to the selected video exemplar, and the motion assessment including both static and dynamic differences is presented to the user in a more effective and organized way, helping him/her to perform the action movement correctly. The experiments are conducted on the videos of ten action types, and the results show that the proposed human action descriptor is representative for action video retrieval and the tutor system can effectively help the user while learning action movements. Min-Chun Hu 0001, Chi-Wen Chen, Wen-Huang Cheng, Che-Han Chang, Jui-Hsin Lai, Ja-Ling Wu |
IEEE Trans. Cybern. | 5 |
| 2014 | TravelBuddy: Interactive Travel Route Recommendation with a Visual Scene Interface
Cheng-Yao Fu, Min-Chun Hu 0001, Jui-Hsin Lai, Hsuan Wang, Ja-Ling Wu |
MMM (1) | 3 |
| 2014 | VLSI Architecture Design of Guided Filter for 30 Frames/s Full-HD VideoabstractFiltering is widely used in image and video processing for various applications. Recently, the guided filter has been proposed and became one of the popular filtering methods. In this paper, to achieve the computation demand of guided filtering in full-HD video, a double integral image architecture for guided filter ASIC design is proposed. In addition, a reformation of the guided filter formula is proposed, which can prevent the error resulted from truncation in the fractional part and modify the regularization parameter ε on user's demand. The hardware architecture of the guided image filter is then proposed and can be embedded in mobile devices to achieve real-time HD applications. To the best of our knowledge, this paper is also the first ASIC design for guided image filter. With a TSMC 90-nm cell library, the design can operate at 100 MHz and support for Full-HD (1920 × 1080) 30 frame/s with 92.9K gate counts and 3.2 KB on-chip memory. Moreover, for the hardware efficiency, our architecture is also the best compared to other previous works with bilateral filter. Chieh-Chi Kao, Jui-Hsin Lai, Shao-Yi Chien |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2012 | Sampling Technique Analysis of Nyström Approximation in Pixel-Wise Affinity MatrixabstractSpectral graph methods are widely employed in image segmentation, and they exhibit excellent performance. However, for high-resolution images, it is impractical to directly calculate the eigenvectors of the affinity matrix owing to the high computational requirements. The Nystrom method provides an efficient way to approximate the large-scale affinity matrix by low-rank approximation. In the machine learning field, previous studies have mainly focused on less data points with high dimensional features. To the best of our knowledge, this is the first study to discuss the performance of sampling methods for Nystrom approximation, in which we focus on the pixel-wise affinity matrix for a single image. In this paper, we propose a mean-shift segmentation-based Nystrom sampling technique for image analysis. The experimental results show that for images with simple compositions and backgrounds, k-means sampling performs better, whereas for images with more complicated compositions and backgrounds, the proposed method can perform better. Chieh-Chi Kao, Jui-Hsin Lai, Ja-Ling Wu, Shao-Yi Chien |
ICME | 2 |
| 2012 | Stable Pose Estimation with a Motion Model in Real-Time ApplicationabstractEstimation of a object pose from camera is a well-developing topic in computer vision. In theory, the pose from a calibrated camera can be uniquely determined. But in practice, most of the real-time pose estimation algorithms suffer from pose ambiguity due to low accuracy of the target object. We think that pose ambiguity¡Xtwo distinct local minima of the according error function¡Xexist because of the phenomenon of geometric illusions. Both of the ambiguous poses are plausible. After obtaining the solution of two minima (pose candidates), we develop a real-time algorithm for stable pose estimation of a target objects with a motion model. In the experimental results, the proposed algorithm diminish the significance of pose jumping and pose jittering effectively. To the best of our knowledge, this is the first work to solve the pose ambiguity problem with motion model in real-time application. Po-Chen Wu, Jui-Hsin Lai, Ja-Ling Wu, Shao-Yi Chien |
ICME | 2 |
| 2012 | Action tutor: real-time exemplar-based sequential movement assessment with kinect sensorabstractWith the aid of depth camera, such as Microsoft Kinect, the difficulty of vision-based posture estimation is greatly decreased, and human action analysis has achieved a wide range of applications. However, there is still much to do to develop effective movement assessment technique, which bridges the results of human posture estimation and the understanding of human action performance. In this work, we propose an action tutor system which enables the user to interactively retrieve the learning exemplar of the target action movement and to immediately acquire motion instructions while learning it in front of the Kinect. In the retrieval stage, non-linear time warping algorithms are designed to retrieve video segments similar to the query movement roughly performed by the user. In the learning stage, the user learns according to the selected video exemplar, and the motion assessment including both static and dynamic differences is presented to the user in a more effective and organized way, helping him/her to perform the action movement correctly. Chi-Wen Chen, Min-Chun Hu 0001, Wen-Huang Cheng, Che-Han Chang, Jui-Hsin Lai, Ja-Ling Wu |
ACM Multimedia | 5 |
| 2012 | Semantic scalability using tennis videos as examples
Jui-Hsin Lai, Shao-Yi Chien |
Multim. Tools Appl. | 1 |
| 2012 | Tennis Real PlayabstractTennis Real Play (TRP) is an interactive tennis game system constructed with models extracted from videos of real matches. The key techniques proposed for TRP include player modeling and video-based player/court rendering. For player model creation, we propose the process for database normalization and the behavioral transition model of tennis players, which might be a good alternative for motion capture in the conventional video games. For player/court rendering, we propose the framework for rendering vivid game characters and providing the real-time ability. We can say that image-based rendering leads to a more interactive and realistic rendering. Experiments show that video games with vivid viewing effects and characteristic players can be generated from match videos without much user intervention. Because the player model can adequately record the ability and condition of a player in the real world, it can then be used to roughly predict the results of real tennis matches in the next days. The results of a user study reveal that subjects like the increased interaction, immersive experience, and enjoyment from playing TRP. Jui-Hsin Lai, Chieh-Li Chen, Po-Chen Wu, Chieh-Chi Kao, Min-Chun Hu 0001, Shao-Yi Chien |
IEEE Trans. Multim. | 1 |
| 2011 | Automatic object segmentation with salient color modelabstractImage segmentation is a well-developing topic in the image processing, and a number of previous works have been proposed and achieved high performance. However, most previous works needed user-assistance to provide the prior information of the target object in the segmentation. In this paper we propose an unsupervised scheme, combining the salient object detection and segmentation method, to segment the target object without any prior information from users. The experimental results show that the proposed salient color model derived with salient features can provide a prior information with high confidence to generate precise segmentation automatically. The proposed color model of salient objects can not only be applied with Min-Cut algorithm, but also extended to more segmentation algorithms, like matting or non-parametric model. Chieh-Chi Kao, Jui-Hsin Lai, Shao-Yi Chien |
ICME | 2 |
| 2011 | Architecture design and analysis of image-based rendering engineabstractImage-based rendering (IBR) is a technique to render the video from images, and it provides users to have more interaction and immersive experience in watching a video. In this paper, we integrate the computation of several IBR applications, analyze the bandwidth of memory access, and design an architecture to process the computation of IBR. Experimental results show that the proposed IBR Engine is able to render a video with resolution 720×480 and 30 frames per second, which is 12.7 times faster than a Core2Due 2.83 GHz CPU. For the extensions, IBR Engine can be embedded in the television system and lets viewers enjoy the functions from IBR. Jui-Hsin Lai, Chieh-Li Chen, Shao-Yi Chien |
ICME | 1 |
| 2011 | Tennis real play: an interactive tennis game with models from real videosabstractTennis Real Play (TRP) is an interactive tennis game system constructed with models extracted from videos of real matches. The key techniques proposed for TRP include player modeling and video-based player/court rendering. For player model creation, we propose a database normalization process and a behavioral transition model of tennis players, which might be a good alternative for motion capture in the conventional video games. For player/court rendering, we propose a framework for rendering vivid game characters and providing the real-time ability. We can say that image-based rendering leads to a more interactive and realistic rendering. Experiments show that video games with vivid viewing effects and characteristic players can be generated from match videos without much user intervention. Because the player model can adequately record the ability and condition of a player in the real world, it can then be used to roughly predict the results of real tennis matches in the next days. The results of a user study reveal that subjects like the increased interaction, immersive experience, and enjoyment from playing TRP. Jui-Hsin Lai, Chieh-Li Chen, Po-Chen Wu, Chieh-Chi Kao, Shao-Yi Chien |
ACM Multimedia | 1 |
| 2011 | Tennis Video 2.0: A new presentation of sports videos with content separation and rendering
Jui-Hsin Lai, Chieh-Li Chen, Chieh-Chi Kao, Shao-Yi Chien |
J. Vis. Commun. Image Represent. | 1 |
| 2010 | Vivid tennis player rendering system using broadcasting game videosabstractImage-based rendering has been highly developed for its wide applications such as view synthesis and special effects in movies. In this paper, we proposed a tennis player rendering system synthesizing diverse player action/motion based on extracted database from broadcasting game videos. The system gathers database by retrieving the player from videos and synthesizes various kinds of player action/motion according to the user's instructions. The results show that the proposed rendering system can render smooth action/motion transition with satisfactory visual effect. For further applications, the proposed system can be used in interactive tennis games with image textures. Chieh-Li Chen, Jui-Hsin Lai, Shao-Yi Chien |
ICME | 2 |
| 2009 | Super-resolution sprite with foreground removalabstractSprite is an image constructed from video clips and is also a medium for multimedia applications. An automatic sprite generation with foreground removal and super-resolution is proposed in this paper. To remove the foreground objects, each pixel-value on the sprite is iteratively updated by the value with maximum appearance probability on temporal and spatial distribution. By storing the half-pixel, superresolution sprite has less blurring-defect from source video. In the result, the generated sprite preserves the complete scenes of background and has higher image quality, and it can used to increase the visual quality in current sprite applications and also employed to facilitate video segmentation. Jui-Hsin Lai, Chieh-Chi Kao, Shao-Yi Chien |
ICME | 1 |
| 2009 | Tennis Video with Semantic ScalabilityabstractScalable video is the research topic to provide different size of video bitstream under different transmission bandwidth. In this paper, the semantic scalability is proposed that provides the scalable videos in semantic domain, and the tennis videos are used as the experiments. Contrary to decreasing the video quality to reduce the bitrates, the lower bitstream size is achieved by abandoning the video contents with less semantic importance. The experimental results show that the proposed semantic scalability provides four levels of the scalable videos and maintains the visual quality in watching the game video. The study of the scalability in semantic domain provides a new aspect for the scalable video. Jui-Hsin Lai, Shao-Yi Chien |
ISM | 1 |
| 2008 | Tennis video enrichment with content layer separation and real-time rendering in sprite planeabstractSport video enrichment can provide viewers more interaction and user experiences. In this paper, with tennis sport video as an example, two techniques are proposed for video enrichment: content layer separation and real-time rendering. The video content is decomposed into different layers, like field, players and ball, and the enriched video is rendered by re-integrated these layers information. They are both executed in sprite plane to avoid complex 3D model construction and rendering. Experiments shows that it can generate nature and seamless edited video by viewerspsila requests, and the real-time processing speed of 30 720times480 frames per second can be achieved on a 3 GHz CPU. Jui-Hsin Lai, Shao-Yi Chien |
MMSP | 1 |
| 2008 | Baseball and tennis video annotation with temporal structure decompositionabstractSport video annotation can help viewers easily browse sport video content and quickly find the hot events and highlights in a game. Although many annotation algorithms have been proposed, they are not suitable for practical implementation since the high complexity and the low precision rates are not acceptable. In this paper, a method of sport video temporal structure decomposition, which decomposes the sport video into many video clips, is proposed. Then score box information and additional semantic information are important clues for event annotation. Experimental results show that the proposed algorithm can successfully and effectively decompose video into clips. The annotation results also have extremely high precision and recall rates for both baseball and tennis videos. Jui-Hsin Lai, Shao-Yi Chien |
MMSP | 1 |
| 2007 | Tennis video 2.0: a new framework of sport video applicationsabstractThis video demo presents a new framework of sport video applications called as Tennis Video 2.0. The proposed information extraction scheme retrieves the temporal structure of a video and separates the video foreground and background objects into different layers. With the structure and layer information, the new multimedia is generated. Contrary to the conventional video contents, the proposed new multimedia enables users to generate their own contents and feedback requests to the video players for more interaction. Users even can share their created contents with friends in different transmission bandwidth with considering the semantic. Jui-Hsin Lai, Shao-Yi Chien |
ACM Multimedia | 1 |