algorithms and crowdsourcing technique will be pre-
sented. The proposed approach will be detailed in the
second section. The selected attacks will be descriped
in the third section. Experimental results and evalu-
ation will be provided in the fourth section. Finally,
conclusion and perspectives are drawn in Section 5.
2 STATE OF ART
The goal of the proposed work is to select the most
important attacks which can be applied on a marked
video to evaluate any watermarking approach. This
selection is based on crowdsourcing technique.
2.1 Existing Evaluation Protocols
Several protocols have been proposed to evaluate
video watermarking algorithms. However, these pro-
tocols generally use the same traditional attacks for
robustness evaluation. The European project Certi-
mark (Rollin, ) is proposed to realize generic tests to
evaluate image and video watermarking methods. In
the case of a video watermarking, this protocol tested
different attacks which are: compression, digital to
analog and analog to digital conversion (D / A and
A / D), lossy storage formats conversion, logos or
captions adding, geometric transformations like rota-
tion, translation, Cropping and scaling, multiple wa-
termarks, noise and collusion. Several other protocols
have been proposed for image watermarking algo-
rithms and can be applied to video watermarking such
as StirMark benchmark project (Petitcolas, 2000) and
”BOWS” project (Break Our Watermarking System)
(Bas and Furon, ) which is based on multiple con-
straints like capacity, invisibility, speed and robust-
ness. In spite of the efficiency of the existing pro-
tocols, they test only simple attacks where a classic
watermarking approach can resist and they didn’t in-
tegrate the most dangerous and real attacks which can
easily destruct the embedded signature.
2.2 Crowdsourcing Technique
Crowdsourcing technique has become a widely ap-
plied practice in the context of innovation and prob-
lem solving (Stanoevska-Slabeva, 2011), that’s why
researches related to this technique have become
a dynamic and vibrant research area. Howe (J.,
2006), classifies crowdsourcing in three main cate-
gories based on type of task outsourced to the crowd.
The first class presents the idea game which is es-
sentially just a massive call for ideas such as IBM
Jam. In fact, in 2006, IBM initiated a global idea
jam related to the question how to best use and ef-
ficiently commercialize existing technological devel-
opments in the company, the task of the crowd was to
brainstorm about potential new ways how technology
developed at IBM might be applied to enhance exist-
ing or develop new products. The second category
is crowdsourced problem solving where the problem
is broadcasted to a large undefined network of poten-
tial solvers. The goal is to create a complete solution
by integrating complementary contributions from the
crowd by defining of clear interfaces. Xie et al. (Xie
et al., 2005) propose new method to detect user inter-
est maps and extract user attention objects from the
image browsing log using crowdsourcing. A smart
image viewer was developed based on user interest
analysis and a second experiment was carried out to
study how users behave with such a viewer. This
approach is more efficient than image-analysis based
methods and can better represent users’ actual inter-
est. Based on the fact that the viewing experience
on the mobile devices can be improved by determin-
ing important and interesting regions within the video
(regions of interest, or ROIs) and displaying only the
ROIs to the viewer, Carlier et al (Carlier et al., 2010)
propose an alternative paradigm to infer ROIs from
a video by crowdsourcing from a large number of
users through their implicit viewing behavior using a
zoom and pan interface, and infer the ROIs from their
collective wisdom. A retargeted video, consisting of
relevant shots determined from historical users’ be-
havior, can be automatically generated and replayed
to subsequent users who would prefer a less interac-
tive viewing experience. A user study shows that this
automatically retargeted video is of comparable qual-
ity to one handcrafted by an expert user. Finally the
last category is prediction markets in which investors
from the crowd buy and sell futures related to some
expected outcome.
3 PROPOSED EVALUATION
APPROACH
The main originality of the proposed approach is to
use crowdsourcing technique for evaluation. In fact,
it consists of an attacks’ game which is based on
users’ actions when they try to destroy signature from
marked videos. This game makes users free to choice
one or a combination of attacks and to apply them on
videos. This allows detecting the most important ma-
nipulations which can be dangerous for a watermark-
ing algorithm. In more, thanks to using real users,
this permits to simulate the behavior of a pirate when
he wants to destroy a signature contrary to the use
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