3,755 research outputs found

    Cross-Lingual and Cross-Chronological Information Access to Multilingual Historical Documents

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    In this chapter, we present our work in realizing information access across different languages and periods. Nowadays, digital collections of historical documents have to handle materials written in many different languages in different time periods. Even in a particular language, there are significant differences over time in terms of grammar, vocabulary and script. Our goal is to develop a method to access digital collections in a wide range of periods from ancient to modern. We introduce an information extraction method for digitized ancient Mongolian historical manuscripts for reducing labour-intensive analysis. The proposed method performs computerized analysis on Mongolian historical documents. Named entities such as personal names and place names are extracted by employing support vector machine. The extracted named entities are utilized to create a digital edition that reflects an ancient Mongolian historical manuscript written in traditional Mongolian script. The Text Encoding Initiative guidelines are adopted to encode the named entities, transcriptions and interpretations of ancient words. A web-based prototype system is developed for utilizing digital editions of ancient Mongolian historical manuscripts as scholarly tools. The proposed prototype has the capability to display and search traditional Mongolian text and its transliteration in Latin letters along with the highlighted named entities and the scanned images of the source manuscript

    Similarity Cluster of Indonesian Ethnic Languages

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    Lexicostatistic and language similarity clusters are useful for computational linguistic researches that depends on language similarity or cognate recognition. Nevertheless, there are no published lexicostatistic/language similarity cluster of Indonesian ethnic languages available. We formulate an approach of creating language similarity clusters by utilizing ASJP database to generate the language similarity matrix, then generate the hierarchical clusters with complete linkage and mean linkage clustering, and further extract two stable clusters with high language similarities. We introduced an extended k-means clustering semi-supervised learning to evaluate the stability level of the hierarchical stable clusters being grouped together despite of changing the number of cluster. The higher the number of the trial, the more likely we can distinctly find the two hierarchical stable clusters in the generated k-clusters. However, for all five experiments, the stability level of the two hierarchical stable clusters is the highest on 5 clusters. Therefore, we take the 5 clusters as the best clusters of Indonesian ethnic languages. Finally, we plot the generated 5 clusters to a geographical map

    Computational ethology for primate sociality: a novel paradigm for computer-vision-based analysis of animal behaviour

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    Research in the biological and wildlife sciences is increasingly reliant on video data for measuring animal behaviour, however large-scale analysis is often limited by the time and resources it takes to process video archives. Computer vision holds serious potential to unlock these datasets to analyse behaviour at an unprecedented level of scale, depth and reliability, however thus far a framework for processing and analysing behaviour from large-scale video datasets is lacking. This thesis attempts to solve this problem by developing the theory and methods for capturing long-term sociality of animal populations from longitudinal video archives, laying the foundations for an emerging field; computational ethology of animals in the wild. It makes several key contributions by a) establishing the first unified longitudinal video dataset of wild chimpanzee stone tool use across a 30 year period, and building a framework for collaborative research using cloud-technology b) developing a set of computational tools to allow for processing of large volumes of video data for automated individual identification and behaviour recognition c) applying these automated methods to validate use for social network analysis and d) measuring the social dynamics and behaviour of a group of wild chimpanzees living in the forest of Bossou, Guinea, West Africa. In Chapter 1 I introduce the theoretical and historical context for the thesis, and outline the novel methodological framework for using computer vision to measure animal social behaviour in video. In Chapter 2 I introduce the methodology for processing and managing a longitudinal video archive, and future directions for a new framework for collaborative research workflows in the wildlife sciences using cloud technology. In Chapter 3 I lay the foundations of this framework for analysing behaviour and unlocking video datasets, using deep learning and face recognition. In Chapter 4 I evaluate the robustness of the method for modelling long-term sociality and social networks at Bossou and test whether life history variables predict individual-level sociality patterns. In Chapter 5 I introduce the final component to this framework for measuring long-term animal behaviour, through audiovisual behavioural recognition of chimpanzee nut-cracking. In my final chapter (6) I discuss the main contributions, limitations and future directions for research. Overall this thesis integrates a diverse range of interdisciplinary methods and concepts from primatology, ethology, engineering, and computer vision, to build the foundations for further exploration of cognition, ecology and evolution in wild animals using automated methods

    Creation of Fluid Art “Sound of Ikebana” under Microgravity Using Parabolic Flight

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    [2022 International Conference for ADADA + CUMULUS] 26 - 27 November 2022, OnlineArt has been at the center of human spiritual life, and therefore, art in the future space age is an exciting subject. The authors, led by an artist, have been creating video artwork "Sound of Ikebana, " made by giving sound vibration to fluid and shooting it with a high-speed camera. To study its shape under zero gravity, we conducted the generation of the artwork under microgravity realized by parabolic flight. As the sound source, we used the birth cries of newborn babies, which also symbolize the future. We confirmed that a new shape that has never existed is created. Furthermore, a three-dimensional artwork was created by shooting the phenomenon from multiple viewpoints

    Creation of Fluid Art “Sound of Ikebana” Under Microgravity Using Parabolic Flight

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    Lecture Notes in Computer Science book series (LNCS, volume 13477)21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1-3, 2022, ProceedingsArt is situated at the center of entertainment; therefore, new art in the future space age is an exciting subject. The authors, led by an artist, have been creating video artwork “Sound of Ikebana, ” made by giving sound vibration to fluid and shooting it with a high-speed camera. To study its shape under weightlessness, we conducted the generation of the artwork under microgravity realized by parabolic flight. We confirmed that new shapes of the Sound of Ikebana were created. Furthermore, a three-dimensional artwork was created by shooting the phenomenon from multiple viewpoints

    Annual Report 2017-2018

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    LETTER FROM THE DEAN I am pleased to share with you the College of Computing and Digital Media’s (CDM) 2017-18 annual report, highlighting the many achievements across our community. It was a big year. We began offering five new programs (two bachelor’s, two master’s, and one PhD) across our three schools, in addition to several new certificate programs through our Institute for Professional Development. We built new, cutting-edge spaces to support these and other programs— most notably a 4,500 square-foot makerspace, a robotics and medical engineering lab, an augmented and virtual reality lab, and plans for a cyber-physical systems project lab. Our faculty continued to pursue their research and creative agendas, offering collaborative opportunities with students and partners. CDM students and alumni were celebrated for their many achievements— everything from leading the winning teams at the U.S. Cyber Challenge and Campus 1871 to showcasing their games at juried festivals and winning national screenwriting competitions. We encouraged greater research and teaching collaboration, both between our own schools and with units outside CDM. Design and Computing faculty are working together on an NSA grant for smart home devices that considers both software and interface/design, as well as a new grant-funded game lab. One Project Bluelight film team collaborated with The Theatre School and the School of Music while CDM and College of Science and Health faculty joined forces to research the links between traumatic brain injury, domestic violence, and deep games. It has been exciting and inspiring to witness the accomplishments of our innovative and dedicated community. We are proud to provide the space and resources for them to do their exceptional work. David MillerDean, College of Computing and Digital Mediahttps://via.library.depaul.edu/cdmannual/1001/thumbnail.jp

    Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces.

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    Maps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read- only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design
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