Video Editing in the Modern Shared-Storage Environment: Specific Costs, Benefits, and History

Author(s):  
Christopher J. Stakutis
Keyword(s):  
Author(s):  
Simab Hasan Rizvi

In Today's age of Tetra Scale computing, the application has become more data intensive than ever. The increased data volume from applications, in now tackling larger and larger problems, and has fuelled the need for efficient management of this data. In this paper, a technique called Content Addressable Storage or CAS, for managing large volume of data is evaluated. This evaluation focuses on the benefits and demerits of using CAS it focuses, i) improved application performance via lockless and lightweight synchronization ofaccess to shared storage data, ii) improved cache performance, iii) increase in storage capacity and, iv) increase network bandwidth. The presented design of a CAS-Based file store significantly improves the storage performance that provides lightweight lock less user defined consistency semantics. As a result, this file system shows a 28% increase in read bandwidth and 13% increase in write bandwidth, over a popular file system in common use. In this paper the potential benefits of using CAS for a virtual machine are estimated. The study also explains mobility application for active use and public deployment.


2021 ◽  
pp. 72-81
Author(s):  
Léa Klaue ◽  
Eric Andreae
Keyword(s):  

2021 ◽  
Vol 7 (3) ◽  
pp. 59
Author(s):  
Yohanna Rodriguez-Ortega ◽  
Dora M. Ballesteros ◽  
Diego Renza

With the exponential growth of high-quality fake images in social networks and media, it is necessary to develop recognition algorithms for this type of content. One of the most common types of image and video editing consists of duplicating areas of the image, known as the copy-move technique. Traditional image processing approaches manually look for patterns related to the duplicated content, limiting their use in mass data classification. In contrast, approaches based on deep learning have shown better performance and promising results, but they present generalization problems with a high dependence on training data and the need for appropriate selection of hyperparameters. To overcome this, we propose two approaches that use deep learning, a model by a custom architecture and a model by transfer learning. In each case, the impact of the depth of the network is analyzed in terms of precision (P), recall (R) and F1 score. Additionally, the problem of generalization is addressed with images from eight different open access datasets. Finally, the models are compared in terms of evaluation metrics, and training and inference times. The model by transfer learning of VGG-16 achieves metrics about 10% higher than the model by a custom architecture, however, it requires approximately twice as much inference time as the latter.


2021 ◽  
pp. 105381512110322
Author(s):  
Yusuf Akemoglu ◽  
Vanessa Hinton ◽  
Dayna Laroue ◽  
Vanessa Jefferson

We describe a study of the internet-based Parent-Implemented Communication Strategies–Storybook (i-PiCSS), an intervention designed to train and coach parents to use evidenced-based naturalistic communication teaching (NCT) strategies (i.e., modeling, mand-model, and time delay) and RTs while reading storybooks with their young children with disabilities. Three participating parents were trained and coached via telepractice technologies (videoconferences, video editing software). Zoom software was used for videoconferencing and Camtasia software was used to record the training and coaching sessions and to edit the recorded session for feedback delivery purposes. Using a single-case multiple-baseline design across NCT strategies within each family, we examined (a) parents’ fidelity use of the three NCT strategies, (b) parents’ use of book RTs, and (c) child language and communication outcomes. The entire intervention period lasted 8 weeks. After training and coaching, parents used the modeling, mand-model, and time delay strategies with higher rates and higher quality (accuracy). Children initiated more communicative acts upon parents’ use of time delay and increased their numbers of single- and multiple-word responses.


2006 ◽  
Vol 115 (11-12) ◽  
pp. 482-491 ◽  
Author(s):  
Benjamim Fonseca ◽  
Eurico Carrapatoso
Keyword(s):  

2002 ◽  
Vol 67 (3) ◽  
pp. 417-433 ◽  
Author(s):  
Kent V. Flannery

In Mesoamerica and the Near East, the emergence of the village seems to have involved two stages. In the first stage, individuals were distributed through a series of small circular-to-oval structures, accompanied by communal or “shared” storage features. In the second stage, nuclear families occupied substantial rectangular houses with private storage rooms. Over the last 30 years a wealth of data from the Near East, Egypt, the Trans-Caucasus, India, Africa, and the Southwest U.S. have enriched our understanding of this phenomenon. And in Mesoamerica and the Near East, evidence suggests that nuclear family households eventually gave way to a third stage, one featuring extended family households whose greater labor force made possible extensive multifaceted economies.


2011 ◽  
Vol 2011 ◽  
pp. 1-13 ◽  
Author(s):  
Nicola Dusi ◽  
Maria Federico ◽  
Marco Furini

The process of producing new creative videos by editing, combining, and organizing pre-existing material (e.g., video shots) is a popular phenomenon in the current web scenario. Known asremixor video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived) and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.


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