Current Issue : April-June Volume : 2024 Issue Number : 2 Articles : 5 Articles
Recognizing facial expressions plays a crucial role in various multimedia applications, such as human–computer interactions and the functioning of autonomous vehicles. This paper introduces a hybrid feature extraction network model to bolster the discriminative capacity of emotional features for multimedia applications. The proposed model comprises a convolutional neural network (CNN) and deep belief network (DBN) series. First, a spatial CNN network processed static facial images, followed by a temporal CNN network. The CNNs were fine-tuned based on facial expression recognition (FER) datasets. A deep belief network (DBN) model was then applied to integrate the segment-level spatial and temporal features. Deep fusion networks were jointly used to learn spatiotemporal features for discrimination purposes. Due to its generalization capabilities, we used a multi-class support vector machine classifier to classify the seven basic emotions in the proposed model. The proposed model exhibited 98.14% recognition performance for the JaFFE database, 95.29% for the KDEF database, and 98.86% for the RaFD database. It is shown that the proposed method is effective for all three databases, compared with the previous schemes for JAFFE, KDEF, and RaFD databases....
With the rapid development of artificial intelligence and digital media technology, modern animation technology has greatly improved the creative efficiency of creators through computer-generated graphics, electronic manual painting, and other means, and its number has also experienced explosive growth. The intelligent completion of emotional expression identification within animation works holds immense significance for both animation production learners and the creation of intelligent animation works. Consequently, emotion recognition has emerged as a focal point of research attention. This paper focuses on the analysis of emotional states in animation works. First, by analyzing the characteristics of emotional expression in animation, the model data foundation for using sound and video information is determined. Subsequently, we perform individual feature extraction for these two types of information using gated recurrent unit (GRU). Finally, we employ a multiattention mechanism to fuse the multimodal information derived from audio and video sources. The experimental outcomes demonstrate that the proposed method framework attains a recognition accuracy exceeding 90% for the three distinct emotional categories. Remarkably, the recognition rate for negative emotions reaches an impressive 94.7%, significantly surpassing the performance of single-modal approaches and other feature fusion methods. This research presents invaluable insights for the training of multimedia animation production professionals, empowering them to better grasp the nuances of emotion transfer within animation and, thereby, realize productions of elevated quality, which will greatly improve the market operational efficiency of animation industry....
The teacher's ability to develop multimedia is one of the supporting factors in communicating physics learning. Besides that, another requirement for a teacher is to introduce the concept of SDGs to students to prepare generations to achieve sustainable development goals for a better future. Therefore, this study aimed to analyze the abilities of pre-service physics teachers in developing SDGs-oriented multimedia. This study is descriptive research on the pre-service physics teacher who joined multimedia lectures in the Physics Education study program at one of the state universities in Surabaya, Indonesia. Data was collected through interviews and using product assessment sheets, then analyzed descriptively. Based on the results of data analysis, of the six indicators of the ability to develop multimedia, only two indicators were in the high category, namely the ability to edit videos and Accurate presentation of SDG content, and one indicator in a low category was ability to present animations, while the others three in the medium category. Therefore, it can be concluded that preservice physics teachers' ability to develop SDGs-oriented multimedia is in the medium category....
The rapid development of multimedia technology has brought great changes to people’s lives and production. Computer viruses also spread widely through the network. In order to solve the above problems, this article intends to use multimedia technology to control computer viruses, and proposes a virus control method based on SICES model. According to the controlled SICES model and the set objective function, the influence of users’ online behavior patterns on virus propagation can be explored, and an optimal control problem is proposed. Through theoretical analysis, the existence of optimal control is proved, and the optimal system is obtained. Numerical experiments show the effectiveness of the optimal control strategy. In addition, in order to optimize the objective function to make its value smaller, and to control the proportion of infected nodes at a lower level, users should choose the corresponding online behavior mode according to different network structures. For example, on the WS small world network, the network should be frequently disconnected or always kept online....
Based on a survey of students in the PSPF D 2022 class, educators have 100% used smartphones, but some still use them to access things unrelated to learning. The general Physics course allocates three credits with two material credits and one practicum credit. The material can be conveyed thoroughly to students using learning media on Android smartphones, so learning media will be developed based on the Android smartphone operating system, namely Android-based interactive multimedia-based case method assisted by articulate storyline 3 in General Physics. This interactive multimedia will include several media consisting of RPS, material explaining everyday life, images, graphics, example problems, questions, learning videos, and student worksheets. This study aims to develop interactive multimedia that is feasible, practical, and effective and also to determine student responses. The research was conducted at the Physics Department of State University of Medan. This type of research uses the 4D models. The results of study show the percentage of assessment scores for interactive multimedia from material experts is 97% and media experts is 79.2%, the results of a practicality questionnaire 80%, and student responses according to the category 3.58 very effective, 3.61 very practical, 3.43 very safe, 3.38 very satisfied....
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