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Cordula Heithausen

    Being a Child Again Through Gameplay
    Coding of higher order motion parameters for video compression
    • Due to the ever increasing amount, size and quality of video data, video coding has become indispensable and the demands it has to meet become higher. One important step towards video compression is exploiting the redundancies between temporally succeeding video pictures, known as inter-prediction. As video contents shift with time (i. e. motion happens), motion compensation is required. In current video coding standards, such as HEVC, this is usually realized by estimation and transmission of translational motion vectors, each describing the position shift of a rectangular block. However, when the motion in a video goes beyond vertical and horizontal shifting within the image plane, the translational motion model can only provide an approximate representation. Such cases, for example zoom and rotation, will have to be split into small translational units. The caused block partitioning and imprecise compensation result in an increased data rate and prediction error. This book is about realizing a concept of motion compensation with higher order motion models. By using additional motion model parameters, more degrees of freedom are available to precisely represent motion forms like rotation and scaling. The main focus lies on the efficient prediction and coding of higher order motion parameters. To this end, several algorithms are presented, each contributing rate reduction to the compression of higher order motion content. When applied to test sequences containing higher order motion, these algorithms achieve an average bit rate reduction of circa 20% over a coder with only translational motion compensation. Hence, higher order motion compensation might be worth considering also for upcoming video coding standards.

      Coding of higher order motion parameters for video compression
    • While we love games for letting us fight monsters, master daring adventures and save the world, there is more to experience through gameplay than grind, power and heroism. This book is about the less common game characters and how they might prompt us to revisit our early years—it is about playable child perspectives. Various existing ones—ranging from very dark as in “Little Nightmares” over more realistic as in “The Awesome Adventures of Captain Spirit” to light and playful as in “Alba: A Wildlife Adventure”—are explored in detail, leading to the question: What does make a playable child perspective relatable to us adults? This question is met with a theory about the means that might help create this relatability as well as a game prototype about a family car ride experienced from the back seat.

      Being a Child Again Through Gameplay