Scientific Program

Conference Series Ltd invites all the participants across the globe to attend 3rd Global Summit and Expo on Multimedia & Artificial Intelligence Holiday Inn Lisbon – continental, Lisbon, Portugal.

Day :

Keynote Forum

Ching Y Suen

Concordia University, Canada

Keynote: How well can computers recognize handwriting ?

Time : 10:05-10:35

Conference Series Multimedia 2017 International Conference Keynote Speaker Ching Y Suen photo
Biography:

Ching Y. Suen is the Director of CENPARMI and the Concordia Honorary Chair on AI & Pattern Recognition. He received his Ph.D. degree from UBC (Vancouver) and his Master's degree from the University of Hong Kong. He has served as the Chairman of the Department of Computer Science and as the Associate Dean (Research) of the Faculty of Engineering and Computer Science of Concordia University. Prof. Suen has served at numerous national and international professional societies as President, Vice-President, Governor, and Director. He has given 45 invited/keynote papers at conferences and 200 invited talks at various industries and academic institutions around the world. He has been the Principal Investigator or Consultant of 30 industrial projects. His research projects have been funded by the ENCS Faculty and the Distinguished Chair Programs at Concordia University, FCAR (Quebec), NSERC (Canada), the National Networks of Centres of Excellence (Canada), the Canadian Foundation for Innovation, and the industrial sectors in various countries, including Canada, France, Japan, Italy, and the United States. Currently, he is the Editor-in-Chief of the journal of Pattern Recognition, an Adviser or Associate Editor of 5 journals, and Editor of a new book series on Language Processing and Pattern Recognition. Actually he has held previous positions as Editor-in-Chief, or Associate Editor or Adviser of 5 other journals. He is not only the founder of three conferences: ICDAR, IWFHR/ICFHR, and VI, but has also organized numerous international conferences including ICPR, ICDAR, ICFHR, ICCPOL, and as Honorary Chair of numerous international conferences.

Abstract:

Handwriting is one of the most important media of human communication. We write and read every day. Though handwriting can vary considerably in style and neatness, we recognize handwritten materials easily. Actually humans develop their writing skill in their childhood and gradually refine it throughout their lives. This paper examines ways humans write (from primary school to adult writing) and ways of teaching the computer to recognize (handwriting technology) what they produce from ancient (such as carved scripts, old books and documents) to modern times (such as immigration port-of-entry forms, cheques, payment slips, envelopes, and different kinds of notes and messages). Methods such a machine learning and deep classifier structures, extraction of space and margins, slant and line direction, width and narrowness, stroke connections and disconnections will be analyzed with large quantities of data. Both training procedures and learning principles will be presented to illustrate methodologies of enabling computers to produce robust recognition rates for practical applications in the office and in mobile phones. In addition, the art and science of graphology will be reviewed, and techniques of computerizing graphology will be illustrated with interesting examples.
 

Keynote Forum

Anton Nijholt

University of Twente , the Netherlands

Keynote: Playful Multimedia in Smart and Playable Cities

Time : 09:00-09:40

Conference Series Multimedia 2017 International Conference Keynote Speaker Anton Nijholt  photo
Biography:

Anton Nijholt received his PhD in computer science from the Vrije Universiteit in Amsterdam. He held positions at various universities, both inside and outside the Netherlands. In 1989 he was appointed full professor at the University of Twente in the Netherlands. His main research interests are human-computer interaction with a focus on playful interfaces, entertainment computing, and humor generation. He edited various books, most recently on playful interfaces, entertainment computing and playable cities. Nijholt acted as program chair and general chair of many large international conferences on affective computing, entertainment computing, virtual agents, and multimodal interaction. He is chief editor of the section Human-Media Interaction of the journals Frontiers in Psychology, Frontiers in Digital Humanities, and Frontiers in ICT. He is co-editor of the Springer Book Series Gaming Media and Social Effects. Since 2015 he is also Global Research Fellow at the Imagineering Institute in Malaysia.

Abstract:

In research on smart cities the emphasis is on the use of sensors that collect information about a city’s inhabitants’ use of resources, their (real-time) behavior, and, using actuators, provide feedback to its citizens or a city’s management, and make changes to the environment that allow for more efficient use of a city’s resources . Management, efficiency and sustainability are keywords. Smartness in smart cities addresses ways to control energy consumption, increase safety, manage real-time traffic and public events, and manage other ways to make cities more efficient.

There is more to city life than efficiency. Sensors and actuators that make a city smart can be used to introduce smart playful and humorous situations, urban games, and other games that are meant to provide playful experiences or playful participation and contribution to urban design and development. Rather than have sensors and actuators to be introduced for making city life and management more efficient, they can as well be introduced to make city life more playful, increasing playfulness and introducing playful experiences during a citizen’s daily activities. We can talk about playful cities and when citizens are given the opportunity to introduce and configure sensor and actuator networks themselves we can also talk about playable cities.

Playable cities allow inhabitants to introduce their own playful applications. They need access to sensors, actuators and microprocessors. Introducing playfulness and humor in smart environments requires knowledge about humor theories. We discuss the theories and make a transition from the usual verbal humor theories to design principles that allow and stimulate the creation of humor in smart environments. We discuss accidental and intentional occurrences of humor and embed them in a framework of humor creation in smart and digitally enhanced physical environments.