311 research outputs found

    The COST292 experimental framework for TRECVID 2007

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    In this paper, we give an overview of the four tasks submitted to TRECVID 2007 by COST292. In shot boundary (SB) detection task, four SB detectors have been developed and the results are merged using two merging algorithms. The framework developed for the high-level feature extraction task comprises four systems. The first system transforms a set of low-level descriptors into the semantic space using Latent Semantic Analysis and utilises neural networks for feature detection. The second system uses a Bayesian classifier trained with a “bag of subregions”. The third system uses a multi-modal classifier based on SVMs and several descriptors. The fourth system uses two image classifiers based on ant colony optimisation and particle swarm optimisation respectively. The system submitted to the search task is an interactive retrieval application combining retrieval functionalities in various modalities with a user interface supporting automatic and interactive search over all queries submitted. Finally, the rushes task submission is based on a video summarisation and browsing system comprising two different interest curve algorithms and three features

    The COST292 experimental framework for TRECVID 2007

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    In this paper, we give an overview of the four tasks submitted to TRECVID 2007 by COST292. In shot boundary (SB) detection task, four SB detectors have been developed and the results are merged using two merging algorithms. The framework developed for the high-level feature extraction task comprises four systems. The first system transforms a set of low-level descriptors into the semantic space using Latent Semantic Analysis and utilises neural networks for feature detection. The second system uses a Bayesian classifier trained with a "bag of subregions". The third system uses a multi-modal classifier based on SVMs and several descriptors. The fourth system uses two image classifiers based on ant colony optimisation and particle swarm optimisation respectively. The system submitted to the search task is an interactive retrieval application combining retrieval functionalities in various modalities with a user interface supporting automatic and interactive search over all queries submitted. Finally, the rushes task submission is based on a video summarisation and browsing system comprising two different interest curve algorithms and three features

    Feature Space Augmentation: Improving Prediction Accuracy of Classical Problems in Cognitive Science and Computer Vison

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    The prediction accuracy in many classical problems across multiple domains has seen a rise since computational tools such as multi-layer neural nets and complex machine learning algorithms have become widely accessible to the research community. In this research, we take a step back and examine the feature space in two problems from very different domains. We show that novel augmentation to the feature space yields higher performance. Emotion Recognition in Adults from a Control Group: The objective is to quantify the emotional state of an individual at any time using data collected by wearable sensors. We define emotional state as a mixture of amusement, anger, disgust, fear, sadness, anxiety and neutral and their respective levels at any time. The generated model predicts an individual’s dominant state and generates an emotional spectrum, 1x7 vector indicating levels of each emotional state and anxiety. We present an iterative learning framework that alters the feature space uniquely to an individual’s emotion perception, and predicts the emotional state using the individual specific feature space. Hybrid Feature Space for Image Classification: The objective is to improve the accuracy of existing image recognition by leveraging text features from the images. As humans, we perceive objects using colors, dimensions, geometry and any textual information we can gather. Current image recognition algorithms rely exclusively on the first 3 and do not use the textual information. This study develops and tests an approach that trains a classifier on a hybrid text based feature space that has comparable accuracy to the state of the art CNN’s while being significantly inexpensive computationally. Moreover, when combined with CNN’S the approach yields a statistically significant boost in accuracy. Both models are validated using cross validation and holdout validation, and are evaluated against the state of the art

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    A Musical Journey: Music as Gameplay, Meaning and Narrative in Digital Games

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    This essay presents a detailed analysis of the music and its relations to gameplay, meaning and narrative in the interactive digital game Journey. Taking as its foundation multiple thorough playthroughs of the game, observation and questioning of test subjects has been conducted for greater perspective and objectivity. Combining theories from hermeneutic musicology, narrative ludology and aesthetic theory, it provides a new perspective on music in digital games. Intended as a musicologically inclined complement to the existing studies of digital game music, it applies Jean-Jacques Nattiez’s musical semiology and Nicholas Cook’s model for analysing musical multimedia to digital games. As a development of the visually-inclined studies of digital game theory and ludology, it expounds upon the works of Graeme Kirkpatrick and Henry Jenkins to take into account sound and music. With a focus on play, meaning and narrative, it is argued that music is integral to players’ experience. It is also suggested that this type of study is highly determined by its subject matter, and that a different approach of analysis might be needed for another game. Further research to corroborate the finds is suggested, as well as a general widening of the fields of game music studies and narrative musicology

    A system for recognizing human emotions based on speech analysis and facial feature extraction: applications to Human-Robot Interaction

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    With the advance in Artificial Intelligence, humanoid robots start to interact with ordinary people based on the growing understanding of psychological processes. Accumulating evidences in Human Robot Interaction (HRI) suggest that researches are focusing on making an emotional communication between human and robot for creating a social perception, cognition, desired interaction and sensation. Furthermore, robots need to receive human emotion and optimize their behavior to help and interact with a human being in various environments. The most natural way to recognize basic emotions is extracting sets of features from human speech, facial expression and body gesture. A system for recognition of emotions based on speech analysis and facial features extraction can have interesting applications in Human-Robot Interaction. Thus, the Human-Robot Interaction ontology explains how the knowledge of these fundamental sciences is applied in physics (sound analyses), mathematics (face detection and perception), philosophy theory (behavior) and robotic science context. In this project, we carry out a study to recognize basic emotions (sadness, surprise, happiness, anger, fear and disgust). Also, we propose a methodology and a software program for classification of emotions based on speech analysis and facial features extraction. The speech analysis phase attempted to investigate the appropriateness of using acoustic (pitch value, pitch peak, pitch range, intensity and formant), phonetic (speech rate) properties of emotive speech with the freeware program PRAAT, and consists of generating and analyzing a graph of speech signals. The proposed architecture investigated the appropriateness of analyzing emotive speech with the minimal use of signal processing algorithms. 30 participants to the experiment had to repeat five sentences in English (with durations typically between 0.40 s and 2.5 s) in order to extract data relative to pitch (value, range and peak) and rising-falling intonation. Pitch alignments (peak, value and range) have been evaluated and the results have been compared with intensity and speech rate. The facial feature extraction phase uses the mathematical formulation (B\ue9zier curves) and the geometric analysis of the facial image, based on measurements of a set of Action Units (AUs) for classifying the emotion. The proposed technique consists of three steps: (i) detecting the facial region within the image, (ii) extracting and classifying the facial features, (iii) recognizing the emotion. Then, the new data have been merged with reference data in order to recognize the basic emotion. Finally, we combined the two proposed algorithms (speech analysis and facial expression), in order to design a hybrid technique for emotion recognition. Such technique have been implemented in a software program, which can be employed in Human-Robot Interaction. The efficiency of the methodology was evaluated by experimental tests on 30 individuals (15 female and 15 male, 20 to 48 years old) form different ethnic groups, namely: (i) Ten adult European, (ii) Ten Asian (Middle East) adult and (iii) Ten adult American. Eventually, the proposed technique made possible to recognize the basic emotion in most of the cases

    Influence of Self-Assessment Scripts on Self-Regulated Learning and Students\u27 Performance in a Multimedia Environment

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    Multimedia learning may be more effective than text-only methods. Researchers have not examined the effects of metacognitive strategies on self-regulated learning (SR) within multimedia learning environments (MLE). The purpose of this quasi-experimental study was to examine potential differences in learning and SR skills between students who use a script as a self-assessment tool and students who do not, while creating a conceptual map. The cognitive-affective theory of learning with media was used to frame the study. The sample included 87 secondary school students from a public school in Puerto Rico, enrolled in 11th and 12th grade English courses. Control and treatment groups completed a questionnaire to measure group difference in goal orientations at the beginning of the study. A t-test results indicated differences between the groups in disposition, and motivation variables. SR was measured before and after the implementation process through questionnaires. A 1-way ANOVA showed no differences in SR skills used by both groups. Results showed no differences in learning in both groups. A multiple regression was run to predict learning from group, disposition, and motivation variables. Results indicated the variable group as the most significant predicting the learning process. These results may encourage more research on SR strategies including a focus on different academic content, self-assessment instruments, and variables related to SR in MLE. These findings can contribute to positive social change in guiding teachers, students, and multimedia designers to develop MLE and SR processes to enhance student performance and obtain better academic results

    CGAMES'2009

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