Journal Description
Multimedia
Multimedia
is an international, peer-reviewed, open access journal on the diverse impacts and applications of multimedia, published quarterly online by MDPI.
- Open Access— free for readers, with article processing charges (APC) paid by authors or their institutions.
- Rapid Publication: first decisions in 19 days; acceptance to publication in 8 days (median values for MDPI journals in the second half of 2025).
- Recognition of Reviewers: APC discount vouchers, optional signed peer review, and reviewer names published annually in the journal.
- Journal Cluster of Information Systems and Technology: Analytics, Applied System Innovation, Cryptography, Data, Digital, Informatics, Information, Journal of Cybersecurity and Privacy and Multimedia.
subject
Imprint Information
Open Access
ISSN: 3042-6308
Latest Articles
Development of a Generative AI-Based Workflow for the Design and Integration of 3D Assets in XR Environments for Research
Multimedia 2026, 2(2), 6; https://doi.org/10.3390/multimedia2020006 - 7 Apr 2026
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Scalable production of interactive 3D assets is a key requirement for XR-based applications, yet the functional integration of GenAI-generated assets into game engines remains challenging for non-expert users. This article proposes and validates a Prompt-to-Trigger workflow that links GenAI-based asset ideation and generation
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Scalable production of interactive 3D assets is a key requirement for XR-based applications, yet the functional integration of GenAI-generated assets into game engines remains challenging for non-expert users. This article proposes and validates a Prompt-to-Trigger workflow that links GenAI-based asset ideation and generation with the implementation of basic interactive behaviors (triggers) in accessible XR platforms. The study adopted a qualitative and exploratory approach, using systematic observation throughout a two-stage development process. This process included an initial phase where 3D assets were generated and refined using tools such as Tripo AI and Meshy, followed by an optimization stage to ensure compatibility with Blender and XR environments like A-Frame and Godot, and subsequently, the creation of AI-powered activation scripts. The results show that GenAI’s current 3D outputs frequently exhibit topological inconsistencies and rigging errors that compromise performance and real-time interoperability, requiring cleanup and optimization before deployment. The Prompt-to-Trigger workflow formalizes this bridge, positioning AI assistance as a functional layer for iterative logic generation. The resulting model provides non-expert creators with structured, actionable framework to prototype complex XR experiences for applied domains like education and multimedia communication.
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Open AccessArticle
SENSASEA: Fostering Positive Behavioral Manifestations and Social Collaboration in Children Through an Interactive Multimodal Environment
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Yanjun Lyu, Ripon Kumar Saha, Assegid Kidane, Lauren Hayes and Xin Wei Sha
Multimedia 2026, 2(2), 5; https://doi.org/10.3390/multimedia2020005 - 31 Mar 2026
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The SensaSea System is a responsive multisensory environment, specifically, a room-sized interactive installation that incorporates wearable devices, interactive visual floor projections and auditory and tactile modalities. SensaSea is designed as a physical environment for embodied interaction and free play suitable for multiple players;
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The SensaSea System is a responsive multisensory environment, specifically, a room-sized interactive installation that incorporates wearable devices, interactive visual floor projections and auditory and tactile modalities. SensaSea is designed as a physical environment for embodied interaction and free play suitable for multiple players; the system uses social proximity as the primary mechanism. Our objective is to promote active peer interaction and social connectedness among elementary school children through sensory-guided approaches which include digitized and projected interactive sea creatures. The multi-modal system also features an interactive soundscape and innovative real-time haptic feedback. We conducted eight group user studies (24 children in total). Our usability and feasibility tests demonstrated that the system results in positive emotions and elicits multiple pro-social behaviors.
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Open AccessArticle
Inclusive Digital Gaming Platform
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Rodrigo Mendonça, Salvador Lopes, Ângela Oliveira, Paulo Serra and Filipe Fidalgo
Multimedia 2026, 2(1), 4; https://doi.org/10.3390/multimedia2010004 - 27 Feb 2026
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The lack of accessibility in digital gaming platforms remains a significant barrier to equitable user participation. To address this issue, this article presents an inclusive solution developed as a multimedia project designed to promote access to digital games for any user through the
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The lack of accessibility in digital gaming platforms remains a significant barrier to equitable user participation. To address this issue, this article presents an inclusive solution developed as a multimedia project designed to promote access to digital games for any user through the ipcb.games platform. The platform offers features that enhance accessibility, including voice-based authentication, voice-assisted registration, facial recognition, visual and auditory feedback, and a simplified interface. It also enables users to submit their own games for subsequent approval and integration. The development process followed a multimedia project methodology, structured into phases of analysis, planning, design, production, testing, and validation. The proposal was informed by a systematic review of scientific literature on digital inclusion and accessibility, complemented by a comparative analysis of existing platforms. During usability testing, the platform was evaluated by approximately 50 teachers from different educational levels, who provided highly positive feedback. Future work includes implementing voice-controlled gameplay, enabling keyboard-based navigation, re-implementing a functional eye-tracking system, and creating pedagogical groups, further strengthening the platform’s role in educational contexts.
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Open AccessReview
Self-Determined Learning in Multilingual Distance Education: A Review on Heutagogical Practices, Autonomy, Metacognition and Technology-Enhanced Learning
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Theodoros Vavouras, Alexandros Gazis, Vasileios Mellos, Nikolaos Ntaoulas and Nikos E. Mastorakis
Multimedia 2026, 2(1), 3; https://doi.org/10.3390/multimedia2010003 - 11 Feb 2026
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This paper aims to study how heutagogy relates to multilingualism and distance education regarding augmenting learner autonomy, meta-linguistic awareness, and overall learning objectives. As such, in our modern age, pedagogical models have shifted their focus and promote self-regulation and flexible learning of students,
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This paper aims to study how heutagogy relates to multilingualism and distance education regarding augmenting learner autonomy, meta-linguistic awareness, and overall learning objectives. As such, in our modern age, pedagogical models have shifted their focus and promote self-regulation and flexible learning of students, focusing on broad principles such as andragogy and heutagogy. This means that the weight is shifted over the trainee to the trainer to actively co-create knowledge that aligns with his/her objectives while using modern tools and processes such as distance learning environments and other digital resources. Our article reviews international publications from 2020 to 2025 to provide a more recent and modern approach and highlights findings from approximately 40 key publications that explore the application of heutagogical and self-determining core values in multilingual online learning. The results of our study were generated based on some preset criteria that aimed to measure the degrees of autonomy and intrinsic motivation, evaluate metacognitive and metalinguistic development, and assess the contribution of technological advancements such as MALL tools, AI, and digital learning ecosystems. Finally, the challenges faced in our study suggested limitations in terms of digital inequality, learning readiness, and difficulties in educators’ training. All the above can be tackled by the heutagogy model in distance multilanguage education when and if supported by the necessary cultural awareness, pedagogical strategies, and most importantly, technological training and infrastructure of all participating parties.
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Open AccessArticle
Optimizing Signaling Strategies in Online Teaching: A Data-Driven Approach
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Maria Osipenko
Multimedia 2026, 2(1), 2; https://doi.org/10.3390/multimedia2010002 - 22 Jan 2026
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Effective signaling in instructional materials—through cues such as highlights, arrows, and annotations—can guide learner attention, reduce cognitive load, and enhance comprehension in multimedia-rich online courses. While the benefits of signaling are well documented, little is known about how combinations of signaling strategies influence
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Effective signaling in instructional materials—through cues such as highlights, arrows, and annotations—can guide learner attention, reduce cognitive load, and enhance comprehension in multimedia-rich online courses. While the benefits of signaling are well documented, little is known about how combinations of signaling strategies influence both the average performance and the consistency of student outcomes. In this study, we propose a data-driven approach to evaluate and optimize signaling strategies in online teaching. Using lecture materials from three semesters of introductory and intermediate statistics courses, we extracted multiple features of textual and visual signaling, including highlighted words, annotated formulas, arrows, and notes. Principal Component Analysis identified four distinct signaling strategies employed by the instructor. We then applied a heteroscedastic beta regression model to link these strategies to topic-level exam performance, allowing simultaneous assessment of mean learning outcomes and their variability. Results show that strategies combining formula highlighting with arrows and detailed notes improve both the average proportion of successful learners and the stability of outcomes, while relying solely on formula highlighting increases variability. Our findings provide actionable guidance for instructors to design effective signaling strategies, and demonstrate a flexible framework for data-driven evaluation of teaching practices in online learning environments.
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Open AccessArticle
An Airflow-Orchestrated AI Pipeline for Podcast Transcription, Topic Modeling, and Recommendation System
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Ioannis Kazlaris, Georgios Papadopoulos, Konstantinos Diamantaras, Marina Delianidi, Eftychia Touliou and Anagnostis Yenitzes
Multimedia 2026, 2(1), 1; https://doi.org/10.3390/multimedia2010001 - 9 Jan 2026
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This study presents a production-ready AI pipeline for audio content processing, implemented within the Youth Radio platform, which serves as an extension of the European School Radio initiative. The system uses a multi-server architecture: an AI Server that runs batch/offline jobs, orchestrated by
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This study presents a production-ready AI pipeline for audio content processing, implemented within the Youth Radio platform, which serves as an extension of the European School Radio initiative. The system uses a multi-server architecture: an AI Server that runs batch/offline jobs, orchestrated by Apache Airflow, and two Web Servers that deliver all the Backend as well as the Frontend applications, configured with load balancing and redundancy to ensure high availability and fault tolerance. The implemented AI Pipeline includes tasks such as preprocessing, transcription, audio classification and topic modeling. Processed Podcasts are indexed in a Qdrant vector database to facilitate both dense and sparse retrieval while a recommendation system enriches the user’s experience. We summarize design choices and report system-level metrics and task-level indicators (ASR quality after correction, retrieval effectiveness) to guide similar deployments.
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Open AccessReview
A Review of Accessibility and Sustainability in Augmented Reality Tabletop Gaming Experiences
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Jennifer Challenor, Esther MacCallum-Stewart and Benjamin Rimmer
Multimedia 2025, 1(2), 7; https://doi.org/10.3390/multimedia1020007 - 4 Dec 2025
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Tabletop Gaming Experiences are a form of traditional gaming that traditionally requires either models, illustrations, or a vivid imagination to fully benefit from. Technology can be used to supplement this, such as mobile or tablet applications to help visualise aspects of gameplay content.
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Tabletop Gaming Experiences are a form of traditional gaming that traditionally requires either models, illustrations, or a vivid imagination to fully benefit from. Technology can be used to supplement this, such as mobile or tablet applications to help visualise aspects of gameplay content. Augmented Reality technology has the potential to further enhance Tabletop Gaming; however, there is little research into how it can be used in the areas of accessibility and sustainability, whether by reducing the carbon footprint of producing these games or by enabling wider participation. Our research aims to explore these topics and answer the following questions: How is Augmented Reality currently being used in Tabletop Gaming Experiences? How can it be used to assist with accessibility and make Tabletop Gaming Experiences more available to a wider range of audiences? Can Augmented Reality be used to lower the environmental impact of producing and distributing these games? This paper seeks to review the existing literature on this topic to identify how existing research has explored these issues, and how their findings may inform future Augmented Reality research on Tabletop Gaming experiences that are both inclusive and environmentally sustainable.
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Open AccessArticle
Integrating Design-Based Research and Agile Scrum for Inclusive Educational Technology Design: Best Practices and Challenges from an Accessible Augmented Reality Learning Authoring Tool Project
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Deogratias Shidende and Sabine Moebs
Multimedia 2025, 1(2), 6; https://doi.org/10.3390/multimedia1020006 - 17 Nov 2025
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Designing inclusive multimedia systems that meet diverse accessibility needs remains a complex challenge requiring iterative refinement and sustained collaboration with end-users. This paper presents an empirically grounded case study of an accessible Augmented Reality (AR) authoring tool project that integrates Design-Based Research (DBR)
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Designing inclusive multimedia systems that meet diverse accessibility needs remains a complex challenge requiring iterative refinement and sustained collaboration with end-users. This paper presents an empirically grounded case study of an accessible Augmented Reality (AR) authoring tool project that integrates Design-Based Research (DBR) with Agile Scrum. By blending DBR’s iterative design experimentation with Scrum’s adaptive software development cycles, we designed and implemented a multimedia authoring tool for instructors with diverse accessibility needs. We document the best practices derived through iterative evaluation, such as early stakeholder involvement, the use of accessibility-focused user stories, and the alignment of research evaluation cycles with sprint reviews. The study also identifies key challenges, including balancing research and development goals, coordinating interdisciplinary roles, and maintaining an accessibility focus under compressed iteration cycles. We situate our contribution within prior DBR–Agile integrations, emphasizing its novelty in addressing inclusive system design rather than pedagogical interventions. The paper offers actionable insights and a validated methodological framework for human–computer interaction (HCI) researchers and practitioners seeking to design accessible multimedia systems by leveraging the complementary strengths of DBR and Agile Scrum.
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Open AccessArticle
A Multi-Qubit Phase Shift Keying Paradigm for Quantum Image Transmission over Error-Prone Channels
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Udara Jayasinghe, Thanuj Fernando and Anil Fernando
Multimedia 2025, 1(2), 5; https://doi.org/10.3390/multimedia1020005 - 14 Nov 2025
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Quantum image transmission is a critical enabler for next-generation communication systems, allowing for the reliable exchange of high-quality visual data over error-prone quantum channels. Existing quantum-encoding schemes, however, often suffer from limited efficiency and reduced robustness under noisy conditions. This work introduces a
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Quantum image transmission is a critical enabler for next-generation communication systems, allowing for the reliable exchange of high-quality visual data over error-prone quantum channels. Existing quantum-encoding schemes, however, often suffer from limited efficiency and reduced robustness under noisy conditions. This work introduces a novel multi-qubit phase-shift keying (PSK) encoding framework to enhance both fidelity and reliability in quantum image transmission. In the proposed system, source-encoded images (JPEG/HEIF) are converted into bitstreams, segmented into varying qubit sizes from 1 to 8, and mapped onto multi-qubit states using quantum PSK modulation. By exploiting multi-qubit superposition and phase modulation, the scheme improves spectral efficiency while maintaining resilience to channel noise. The encoded quantum states are transmitted through noisy channels and reconstructed via inverse quantum operations combined with classical post-processing to recover the original images. Experimental results demonstrate substantial performance improvements, evaluated using peak signal-to-noise ratio (PSNR), structural similarity index (SSIM), and universal quality index (UQI). Compared to superposition-only approaches, the proposed method achieves up to 3 dB SNR gain for higher qubit sizes, while single-qubit encoding remains limited due to reduced phase utilization. Moreover, relative to classical communication systems, the proposed multi-qubit PSK scheme consistently outperforms across all tested qubit sizes, highlighting its effectiveness for reliable, efficient, and high-fidelity quantum image transmission.
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Open AccessArticle
Imagining Ecocentric Futures Through Media: Biocentric Evaluation Questionnaire for Degrowth and Non-Anthropocentric Societies
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Erik Geslin
Multimedia 2025, 1(1), 4; https://doi.org/10.3390/multimedia1010004 - 12 Sep 2025
Cited by 2
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Media shape and reflect social imaginaries, influencing collective beliefs, norms, and aspirations. Video games and films frequently depict themes like urbanization, dystopian futures, and resource-driven expansion, often envisioning humanity colonizing new planets after depleting Earth’s resources. Such narratives risk reinforcing exploitative attitudes toward
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Media shape and reflect social imaginaries, influencing collective beliefs, norms, and aspirations. Video games and films frequently depict themes like urbanization, dystopian futures, and resource-driven expansion, often envisioning humanity colonizing new planets after depleting Earth’s resources. Such narratives risk reinforcing exploitative attitudes toward the environment, extending them to new frontiers. Research has shown that media, especially video games, influence societal perceptions and shape future possibilities. While largely reflecting anthropocentric worldviews, these media also have the potential to promote ecocentric perspectives. In the context of biodiversity loss and planetary imbalance, media’s role in fostering non-anthropocentric values is crucial. This study introduces the Non-Anthropocentric Media Evaluation Questionnaire (NAMEQ), a tool designed to help media producers assess whether their work aligns with ecocentric principles, and to support academic researchers and students in the study and analysis of media from a biocentric perspective. Applying this framework to 138 widely distributed video games and films reveals a strong dominance of anthropocentric narratives. While some works incorporate ecocentric themes, they remain inconsistent. The findings underscore the need for a more deliberate and coherent representation of bio-centric values in media, advocating for a shift in cultural narratives toward perspectives that recognize and respect the intrinsic value of the non-human world.
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Open AccessArticle
VisFactory: Adaptive Multimodal Digital Twin with Integrated Visual-Haptic-Auditory Analytics for Industry 4.0 Engineering Education
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Tsung-Ching Lin, Cheng-Nan Chiu, Po-Tong Wang and Li-Der Fang
Multimedia 2025, 1(1), 3; https://doi.org/10.3390/multimedia1010003 - 18 Aug 2025
Cited by 1
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Industry 4.0 has intensified the skills gap in industrial automation education, with graduates requiring extended on boarding periods and supplementary training investments averaging USD 11,500 per engineer. This paper introduces VisFactory, a multimedia learning system that extends the cognitive theory of multimedia learning
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Industry 4.0 has intensified the skills gap in industrial automation education, with graduates requiring extended on boarding periods and supplementary training investments averaging USD 11,500 per engineer. This paper introduces VisFactory, a multimedia learning system that extends the cognitive theory of multimedia learning by incorporating haptic feedback as a third processing channel alongside visual and auditory modalities. The system integrates a digital twin architecture with ultra-low latency synchronization (12.3 ms) across all sensory channels, a dynamic feedback orchestration algorithm that distributes information optimally across modalities, and a tripartite student model that continuously calibrates instruction parameters. We evaluated the system through a controlled experiment with 127 engineering students randomly assigned to experimental and control groups, with assessments conducted immediately and at three-month and six-month intervals. VisFactory significantly enhanced learning outcomes across multiple dimensions: 37% reduction in time to mastery (t(125) = 11.83, p < 0.001, d = 2.11), skill acquisition increased from 28% to 85% ( ), and 28% higher knowledge retention after six months. The multimodal approach demonstrated differential effectiveness across learning tasks, with haptic feedback providing the most significant benefit for procedural skills (52% error reduction) and visual–auditory integration proving most effective for conceptual understanding (49% improvement). The adaptive modality orchestration reduced cognitive load by 43% compared to unimodal interfaces. This research advances multimedia learning theory by validating tri-modal integration effectiveness and establishing quantitative benchmarks for sensory channel synchronization. The findings provide a theoretical framework and implementation guidelines for optimizing multimedia learning environments for complex skill development in technical domains.
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Open AccessArticle
Uses of Metaverse Recordings in Multimedia Information Retrieval
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Patrick Steinert, Stefan Wagenpfeil, Ingo Frommholz and Matthias L. Hemmje
Multimedia 2025, 1(1), 2; https://doi.org/10.3390/multimedia1010002 - 10 Aug 2025
Cited by 1
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Metaverse Recordings (MVRs), screen recordings of user experiences in virtual environments, represent a mostly underexplored field. This article addresses the integration of MVR and Multimedia Information Retrieval (MMIR). Unlike conventional media, MVRs can include additional streams of structured data, such as Scene Raw
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Metaverse Recordings (MVRs), screen recordings of user experiences in virtual environments, represent a mostly underexplored field. This article addresses the integration of MVR and Multimedia Information Retrieval (MMIR). Unlike conventional media, MVRs can include additional streams of structured data, such as Scene Raw Data (SRD) and Peripheral Data (PD), which capture graphical rendering states and user interactions. We explore the technical facets of recordings in the Metaverse, detailing diverse methodologies and their implications for MVR-specific Multimedia Information Retrieval. Our discussion not only highlights the unique opportunities of MVR content analysis, but also examines the challenges they pose to conventional MMIR paradigms. It addresses the key challenges around the semantic gap in existing content analysis tools when applied to MVRs and the high computational cost and limited recall of video-based feature extraction. We present a model for MVR structure, a prototype recording system, and an evaluation framework to assess retrieval performance. We collected a set of 111 MVRs to study and evaluate the intricacies. Our findings show that SRD and PD provide significant, low-cost contributions to retrieval accuracy and scalability, and support the case for integrating structured interaction data into future MMIR architectures.
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Open AccessEditorial
Welcome to a New Open Access Journal for Multimedia
by
Michele Nappi
Multimedia 2025, 1(1), 1; https://doi.org/10.3390/multimedia1010001 - 27 Feb 2025
Abstract
It is with great enthusiasm that I announce Multimedia, the new MDPI journal dedicated to the ever-evolving and multidisciplinary field of multimedia [...]
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