Ioana Ghergulescu

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Mobile learning is seeing a fast adoption with the increasing availability and affordability of mobile devices such as smartphones and tablets. As the creation and consumption of educational multimedia content on mobile devices is also increasing fast, educators and mobile learning providers are faced with the challenge to adapt multimedia type educational(More)
Steganography is a science dealing with writing hidden messages in a specific way that only the sender and the intended recipient are able to decipher. Important domains, besides classic computing, where steganography can be applied are domains using mobile and embedded devices. This paper focuses on the implementation of a steganographic algorithm on(More)
This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and measuring(More)
—With the rapid growth in video-based services, and as users are becoming increasingly quality-aware, the reliable estimation of video quality has become extremely important. While a multitude of objective Video Quality Assessment (VQA) metrics with various performance and complexity have been proposed, the nonlinearity of video quality and the lack of(More)
—Thanks to their motivational potential, video games have started to be increasingly used for e-learning. However, as e-learning gradually shifts towards mobile learning, there is a growing need for innovative techniques to deliver rich learning material such as educational games to resource-constrained devices. In particular, the limited battery capacity(More)
Digital watermarking is a technique used against illicit distribution of copyrighted material. In this paper we present steganographic techniques for watermarking, with an emphasis on robustness and bit-rate. Robustness is achieved using an optimal transform, and bit-rate is achieved by properly preprocessing the watermark signal.