This survey aims at providing multimedia researchers with a state-of-the-art overview of fusion strategies, which are used for combining multiple modalities in order to accomplish various multimedia analysis tasks. The existing literature on multimodal fusion research is presented through several classifications based on the fusion methodology and the level of fusion (feature, decision, and hybrid). The fusion methods are described from the perspective of the basic concept, advantages, weaknesses, and their usage in various analysis tasks as reported in the literature. Moreover, several distinctive issues that influence a multimodal fusion process such as, the use of correlation and independence, confidence level, contextual information, synchronization between different modalities, and the optimal modality selection are also highlighted. Finally, we present the open issues for further research in the area of multimodal fusion.
Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.
Microsoft Kinect sensor has been widely used in many applications since the launch of its first version. Recently, Microsoft released a new version of Kinect sensor with improved hardware. However, the accuracy assessment of the sensor remains to be answered. In this paper, we measure the depth accuracy of the newly released Kinect v2 depth sensor, and obtain a cone model to illustrate its accuracy distribution. We then evaluate the variance of the captured depth values by depth entropy. In addition, we propose a trilateration method to improve the depth accuracy with multiple Kinects simultaneously. The experimental results are provided to ascertain the proposed model and method.
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