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AN H.264/AVC HDTV watermarking algorithm robust to camcorder recording.

, , , , , , and . J. Vis. Commun. Image Represent., (2015)

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Investigation of Google+ with Mobile Device Implement into Public Health Nursing Practice Course., and . EMC/HumanCom, volume 260 of Lecture Notes in Electrical Engineering, page 259-266. Springer, (2013)Exploration of Learning Effectiveness, Cognitive Load and Attitude on Mobile E-book Introduced in Nursing Education., , , and . SETE@ICWL, volume 10676 of Lecture Notes in Computer Science, page 382-390. Springer, (2017)The Effectiveness of Health Communication for Implement Multimedia E-Book into Large and Small Groups., , and . ICITL, volume 11003 of Lecture Notes in Computer Science, page 500-509. Springer, (2018)Exploration of Learning Effectiveness and Cognitive Load on Interactive and Non-interactive E-book Introducing into Nursing Education., , and . ICITL, volume 11003 of Lecture Notes in Computer Science, page 423-432. Springer, (2018)Exploring Learning Behavior Transformation Patterns in an AR English System: A Study of Gender Differences., , , and . ICITL, volume 11003 of Lecture Notes in Computer Science, page 433-442. Springer, (2018)A Study of Problem Solving Using Blocks Vehicle in a STEAM Course for Lower Elementary Levels., , , , and . ICITL, volume 11937 of Lecture Notes in Computer Science, page 49-57. Springer, (2019)The Application of Augmented Reality to the Education of Chemistry - Take the Course of Nature Science in Junior High School as an Example., , and . ICITL, volume 11937 of Lecture Notes in Computer Science, page 41-48. Springer, (2019)Exploration on the Effectiveness of Learning, Interest, and Attitude of the Integration of Review System of History Based on Mobile Game and Forgetting Curve., , , and . SETE@ICWL, volume 10108 of Lecture Notes in Computer Science, page 34-42. Springer, (2016)Collaborative Learning System Based On Instant Messaging., , and . IMECS, page 447-451. Newswood Limited, (2006)Differences between students' learning behaviors and performances of adopting a competitive game-based item bank practice approach for learning procedural and declarative knowledge., , , , and . Interact. Learn. Environ., 27 (5-6): 740-753 (2019)