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In the era of Big Data and multi-connectivity via IoTs, protecting and securing multimedia data has become a real necessity and priority for organizations and businesses but this can be a rather difficult task due to the heterogeneous nature of platforms and data sets. It is therefore essential to improve the security level of multimedia information by developing core technologies to prevent the loss and damage of information data during processing and transmission. This book covers innovations and future perspectives in access control and security monitoring of multimedia Information processing and transmission. The authors present cybersecurity, privacy and control methods and technologies integrated with Blockchain and multimedia AI, including encryption and watermarking techniques, wearable-based IoT security methods, multimedia data forensics and deepfake video security monitoring. This will be a useful reference for researchers, engineers and scientists in both academia and industry as well as lecturers and advanced students for developing efficient methods, frameworks and techniques for multimedia information processing security and privacy. It will also be of interest to multimedia platform and system developers and designers.
1) The book will discuss most relevant real-world applications and case studies of IoT. 2) The book will provide deeper knowledge regarding emerging research trends and future research directions in IoT. 3) The book will provide theoretical, algorithmic, simulation, and implementation-based research developments in IoT. 4) The book will follow theoretical approach to describe applications of IoT for the beginners as well as practical approach to depict simulation and implementation of real-world applications for intermediate and advanced readers.
This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021. Due to the COVID-19 global pandemic, the conference was held virtually. This year's conference put an emphasis on the future of technologies for interactive entertainment. The 25 full papers presented at the conference and thus included in this book were selected from 50 submissions, and present novel and innovative work in areas including art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction, learning, or entertainment experiences. The papers are grouped in 2 sessions of thematic issues on emerging applications and augmented reality.
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