The International Journal of Multimedia & Its Applications (IJMA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Multimedia & its applications. The journal focuses on all technical and practical aspects of Multimedia and its applications. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on understanding recent developments this arena, and establishing new collaborations in these areas.
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TOP CITED ARTICLES - The International Journal of Multimedia & Its Applications (IJMA)
1. The International Journal of Multimedia & Its Applications (IJMA)
ERA Indexed
ISSN: 0975-5578(Online); 0975-5934 (Print)
http://airccse.org/journal/ijma.html
WJCI Indexed
TOP 10 Cited Articles
2. The Current Trends of Augmented Reality in Early Childhood
Education
Masyarah Zulhaida Masmuzidin and Nor Azah Abdul Aziz, Universiti Pendidikan Sultan Idris, Malaysia
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level education,
secondary education (lower/upper secondary level), primary education, and in informal learning.
However, the implementation in early childhood education is still limited. By using library research
methodology, the objective of this paper is to investigate the existing work of augmented reality in early
childhood education between 2009-2018. Based on the results, it shows that the publication of augmented
reality in early childhood education increased slowly within these past ten years. It has been found that
the main advantage of augmented reality is to enhance motivation. Early literacy has been found to be the
most used topic with sampling less than 30 children. Finally, āMarker-basedā augmented reality has been
widely used with mobile devices and in term of data collection methods, āTestā has been used the most in
this field of research.
KEYWORDS
Augmented Reality, Child Computer Interaction, Early Childhood Education, Preschool
https://aircconline.com/ijma/V10N6/10618ijma05.pdf
3. An Alternative Green Screen Keying Method for Film Visual Effects
Jin Zhi, University of Greenwich, United Kingdom
ABSTRACT
This study focuses on a green screen keying method developed especially for film visual effects. There
are a series of ways of using existing tools for creating mattes from green or blue screen plates. However,
it is still a time-consuming process, and the results vary especially when it comes to retaining tiny details,
such as hair and fur. This paper introduces an alternative concept and method for retaining edge details of
characters on a green screen plate, also, a number of connected mathematical equations are explored. At
the end of this study, a simplified process of applying this method in real productions is also tested.
KEYWORDS
Digital Compositing, Green Screen Keying, Visual Effects
https://aircconline.com/ijma/V7N2/7215ijma01.pdf
4. Optical Braille Translator for Sinhala Braille System: Paper
Communication Tool between Vision Impaired and Sighted Persons
T. D. S. H. Perera and W. K. I. L. Wanniarachchi, University of Sri Jayewardenepura, Sri Lanka
ABSTRACT
In this paper we proposed a system; Optical Braille Translator (OBT), that identify Sinhala Braille
characters in single sided Braille document and translates to Sinhala language. This system also capable
of identifying Grade1 English Braille characters, numbers, capital letters and some words in Grade 2
English Braille system. Image processing techniques were used to developed the proposed system in
MATLAB environment. The translated text displayed in a word application as the final outcome.
Performance evaluation results reflect that the proposed method can recognize Braille characters and
translated to user selected language either Sinhala or English efficiently, over 99% of accuracy.
KEYWORDS
Braille, Braille Recognition, Image Processing, Optical Recognition, Sinhala
https://aircconline.com/ijma/V10N3/10318ijma03.pdf
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5. Adaptive-Quality Image Compression Algorithm
Abdel Rahman Alzoubaidi1
, Tamer Al-Sous2
and Hussein Al-Bahadili3
, 1
Al Balqa Applied University,
Jordan,2
Middle-East University, Jordan and 3
University of Petra, Jordan
ABSTRACT
This paper presents the description and performance evaluation of a new adaptive-quality image
compression (AQIC) algorithm. The compression ratio (C) and Peak Signal to Noise Ratio (PSNR)
achieved by the new algorithm are evaluated through a number of experiments, in which a number of
widely-used images of large and small sizes are compressed. In all experiments, C and PNSR achieved by
the new algorithm are compared against those achieved by the PNG lossless compression image formats,
JPEG lossy compression image format, and ZIP and WinRAR lossless compression tools. For all
experiments the new algorithm provides Cā1.6, which is higher than those achieved by PNG, ZIP, and
WinRAR, and lower than JPEG; and a PNSR of more than 30 dB, which is better than that achieved by
JPEG.
KEYWORDS
Image compression; lossless data compression; lossy data compression; HCDC algorithm; image quality,
compression ratio; PSNR.
https://aircconline.com/ijma/V8N4/8416ijma02.pdf
6. Selection sorting Algorithm Visualization Using Flash
Hadi Sutopo, Universitas Persada Indonesia YAI, Indonesia
ABSTRACT
This paper is intended to develop an algorithm visualization, particularly selection sorting for an
Algorithm and Programming course. Algorithm visualization technology graphically illustrates how
algorithms work. This visualization can be used to explain how all data move to the proper position in
order to be sorted in a display computer for education. This research consists of 6 steps which are
concept, design, obtaining content material, assembly, testing, and distribution. During the testing step,
the application is run and checked to confirm that it performs exactly what the author has intended and the
students can learn selection sorting algorithm by studying the visualization. Subjects of the research were
students at Department of Informatics Universitas Persada Indonesia YAI for implementation of the
learning. The data were analysed using the analytic descriptive method and interpreted in a narrative way
based on the research findings. The algorithm isualization indicates that students increase their
motivation and ability to program variety of sorting in programming language they learn.
KEYWORDS
Multimedia, Algorithm, Sorting, Flash movie, ActionScript
https://aircconline.com/ijma/V3N1/3111ijma03.pdf
7. Analytic of China Cyberattack
Robert Lai and Syed (Shawon) Rahman, Capella University, USA
ABSTRACT
China cyberattack has become aggressive, disruptive, stealthy, and sophisticated. Apparently, Chinaās
advantage is more on the cognitive domain than technical domain since information systems security is
art and scienceāin some case, it is more art than science. Knowledge is the best weapon for cyber
warfare since one of the Sun Tzeās Art of War principles is āknow your enemyā. Therefore, an analytic of
China cyberattack must scrutinize the national interest, goals and philosophies, culture, worldview, and
behavioral phenomena of China.
KEYWORDS
China, Cyberattack, Cyberattack, Analytic, Strategic Advantage, Information Warfare
https://aircconline.com/ijma/V4N3/4312ijma04.pdf
8. Gamification Elements and Their Impacts on Teaching and
Learning ā A Review
Mohd Hishamuddin Abdul Rahman, Ismail @ Ismail Yusuf Panessai, Noor Anida Zaria Mohd Noor and
Nor Syazwani Mat Salleh, Universiti Pendidikan Sultan Idris, Malaysia
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in learning
that have been applied in previous studies and their impacts on student learning, with only taking into
account the related studies within the last three years (2016 to 2018). This is done to determine the most
effective and suitable elements of gamification to be applied in our study and at the same time to identify
research gaps that need to be fulfilled in future researches. The results of this review show that
gamification has positive impact on student learning particularly in their engagement and achievement.
Furthermore points, leaderboard and digital badge are the most applied gamification elements in the
studies. The findings will be used as a guide for us in designing a gamified collaborative learning
activities in the 3-dimensional virtual world that will be carried out later.
KEYWORDS
Gamification, Game-based Learning, Virtual World
https://aircconline.com/ijma/V10N6/10618ijma04.pdf
9. AR-SIS: Augmented Reality Application to Encourage Stem
Teaching and Learning
Nadia Akma Ahmad Zaki, Nor Zuhaidah Mohamed Zain and Asmafitri Zanilabdin, Universiti Pendidikan
Sultan Idris, Malaysia
ABSTRACT
Augmented reality in STEM education has been identified to be useful to students as indicated in many
studies. However, the interest of the students towards STEM education is reportedly declining. Thus, this
study supports the concept of STEM education through the development of an AR application namely
ARSiS that aims to encourage students to study Science subjects. The objective of this study is to develop
and evaluate the usability AR-SiS application in teaching the solar system sub-topic. The respondents of
this study consist of two categories, namely five teachers and twenty students (Year 4 to 6). The result
found that both categories of respondents showed a high mean score on learnability and satisfaction
toward the use of AR-SiS application. Hence, it is hoped that this study will benefit the students who are
interested in STEM education and contribute the teachers a chance to diversify the teaching aids in the
classroom.
KEYWORDS
Augmented Reality, Encourage, Teaching, Learning, STEM
https://aircconline.com/ijma/V10N6/10618ijma01.pdf
10. Augmented Reality Platforms for Virtual Fitting Rooms
Ioannis Pachoulakis and Kostas Kapetanakis, Echnological Educational Institute of Crete, Greece
ABSTRACT
Multi-sensor body scanners combined with new algorithms and social media technologies have started a
revolutionary shift away from the classic desktop paradigm and into the direction of intuitive, ānatural
interactionā where people interface with the technological world through hand gestures, speech and body
language. This article reviews recent examples of Virtual Fitting Rooms (VFRs) and supporting
technologies which facilitate the shopping experience by letting customers to try-on apparel and/or
mixand-match accessories without being physically present in the retail shop. These platforms are not
only powerful decision tools for the on-line shopper, but also contribute to the fun factor of in-store
shopping. Using depth scanning techniques, VFRs can create accurate 3D models of shoppers and
meaningfully query retail digital catalogs, filter out non-fitting items and allow customers assess the
styling and matching aspects in real time. In addition, omnipresent social networking features allow
sending photos or videos of the shopper wearing the apparel for quick feedback. The quality of service
provided by current VFRs is sufficiently high to boost sales but also minimize returns due to improper fit.
KEYWORDS
Augmented Reality, 3D scanning, cloth models, simulations
https://aircconline.com/ijma/V4N4/4412ijma04.pdf
11. Quaternion Security Using Modifying Vernam Cipher With Ä°mage
Steganography
Huda H.Al.ghuraify, Ali A.Al-bakry and Ahmad T. Al-jayashi, Al-Furat Al-Awsat University, Iraq
ABSTRACT
The Internet is the essential wellspring of data in the present life where it offers the trade of data to the
clients.The exchange of such data prompts an incredible security danger. Cryptography and
steganography are two issues in security systems.Cryptography jumbles the message to be
incomprehensible While Steganography shroud the message To be invisible. Therefore, Encryption any
private data before concealing in the cover object will provide twofold security. This paper presents a
technique for disguise message with four levels of security where the message first encrypt using
modifying vernam cipher, in which the initial key originate automatically from random pixel of
camouflage cover and alter continuously along message length then embedded cipher message in
grayscale cover image, after that encrypt this cover using modifying vernam cipher also then embedded it
in RGB color cover image. The simulation consequence illustrates that the scheme provides better
protection.
KEYWORDS
Image steganography , modifying vernam cipher , message security, dual cryptography , spatial domain
https://aircconline.com/ijma/V11N3/11319ijma01.pdf