80 research outputs found
Using EPUB 3 and the open web platform for enhanced presentation and machine-understandable metadata for digital comics
Various methods are needed to extract information from current (digital) comics. Furthermore, the use of different (proprietary) formats by comic distribution platforms causes an overhead for authors. To overcome these issues, we propose a solution that makes use of the EPUB 3 specification, additionally leveraging the Open Web Platform to support animations, reading assistance, audio and multiple languages in a single format, by using our JavaScript library comicreader.js. We also provide administrative and descriptive metadata in the same format by introducing a new ontology: Dicera. Our solution is complementary to the current extraction methods, on the one hand because they can help with metadata creation, and on the other hand because the machine-understandable metadata alleviates their use. While the reading system support for our solution is currently limited, it can offer all features needed by current comic distribution platforms. When comparing comics generated by our solution to EPUB 3 textbooks, we observed an increase in file size, mainly due to the use of images. In future work, our solution can be further improved by extending the presentation features, investigating different types of comics, studying the use of new EPUB 3 extensions, and by incorporating it in digital book authoring environments
A Manga Creator Support Tool Based on a Manga Production Process Model - Improving Productivity by Metadata
Manga is a Japanese style comic. Nowadays, production of manga in the digital environment is widely accepted since authoring/drawing tools on PC have become popular. However, the digitalization of manga production is only in the later stages of the whole production process. The goal of this research is to improve productivity of manga production using information technologies in the earlier stages of the process. A fundamental problem exists in information resource management in the production process, e.g., reuse of unused scenarios for a new content, revision of existing character image. In this paper we propose a manga production support tool which helps creators (re)use existing resource in the production process, e.g., annotations attached to design memos, communication history, and so on. The tool uses metadata for various resources used and created in the production process. This paper describes the background of the study and overviews the production support tool.publishedye
Do We Need Application Profiles? Reflections and Suggestions from Work in DCMI and ISO/IEC
In this paper, the authors question the role and naming of 'application profiles' (APs). It is not a research paper but aims to foster a discussion that the authors think is pertinent. Both have been involved in the development and use of application profiles for some considerable time. This paper does not provide answers but aims to raise issues for others' consideration. Essentially, the issues show that communities can share work easily through the interchange of APs but suggests that greater precision in their naming would be useful, and they may not always be necessary given the current state of RDF technologies
A Comprehensive Study for building Resource Information Infrastructure oriented to Digital Archives
科学研究費助成事業(科学研究費補助金)研究成果報告書:基盤研究(A)2010-2012研究課題番号:2224002
CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines
Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective.
The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines.
From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research
Impact of video summary viewing on episodic memory recall:design guidelines for video summarizations
Reviewing lifelogging data has been proposed as a useful tool to support human memory. However, the sheer volume of data (particularly images) that can be captured by modern lifelogging systems makes the selection and presentation of material for review a challenging task. We present the results of a five-week user study involving 16 participants and over 69,000 images that explores both individual requirements for video summaries and the differences in cognitive load, user experience, memory experience, and recall experience between review using video summarisations and non-summary review techniques. Our results can be used to inform the design of future lifelogging data summarisation systems for memory augmentation
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MC2: MPEG-7 content modelling communities
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel UniversityThe use of multimedia content on the web has grown significantly in recent years. Websites such as Facebook, YouTube and Flickr cater for enormous amounts of multimedia content uploaded by users. This vast amount of multimedia content requires comprehensive content modelling otherwise
retrieving relevant content will be challenging. Modelling multimedia content can be an extremely time consuming task that may seem impossible particularly when undertaken by individual users. However, the advent of Web 2.0 and associated communities, such as YouTube and Flickr, has
shown that users appear to be more willing to collaborate in order to take on enormous tasks such as multimedia content modelling. Harnessing the power of communities to achieve comprehensive content modelling is the primary focus of this research.
The aim of this thesis is to explore collaborative multimedia content modelling and in particular the effectiveness of existing multimedia content modelling tools, taking into account the key development challenges of existing collaborative content modelling research and the associated
modelling tools. Four research objectives are pursued in order to achieve this; first, design a user experiment to study users’ tagging behaviour with existing multimedia tagging tools and identify any relationships between such user behaviour; second, design and develop a framework for MPEG-7 content modelling communities based on the results of the experiment; third, implement an online
service as a proof of concept of the framework; fourth, validate the framework through the online service during a repeat of the initial user experiment.
This research contributes first, a conceptual model of user behaviour visualised as a fuzzy cognitive
map and, second, an MPEG-7 framework for multimedia content modelling communities (MC2) and its proof of concept as an online service. The fuzzy cognitive model embodies relationships between user tagging behaviour and context and provides an understanding of user priorities in the description of content features and the relationships that exist between them. The MC2 framework,
developed based on the fuzzy cognitive model, is deep-rooted in user content modelling behaviour and content preferences. A proof of concept of the MC2 framework is implemented as an online service in which all metadata is modelled using MPEG-7. The online service is validated, first, empirically with the same group of users and through the same experiment that led to the development of the fuzzy cognitive model and, second, functionally against the folksonomy and MPEG-7 content modelling tools used in the initial experiment. The validation demonstrates that MC2 has the advantages without the shortcomings of existing multimedia tagging tools by harnessing the ease of use of folksonomy tools while producing comprehensive structured metadata.Supported by UK Engineering and Physical Sciences Research Council (EPSRC
The Piratical Ethos: Textual Activity and Intellectual Property in Digital Environments
The Piratical Ethos: Textual Activity and Intellectual Property in Digital Environments examines the definition, function, and application of intellectual property in contexts of electronically mediated social production. With a focus on immaterial production - or the forms of coordinated social activity employed to produce knowledge and information in the networked information economy - this project ultimately aims to demonstrate how current intellectual property paradigms must be rearticulated for an age of digital (re)production. By considering the themes of Piracy , Intellectual Property , and Distributed Social Production this dissertation provides an overview of the current state of peer production and intellectual property in the Humanities and Writing Studies. Next, this project develops and implements a communicational-mediational research methodology to theorize how both discursive and material data lend themselves to a more nuanced understanding of the ways that technologies of communication and coordination effect attitudes toward intellectual property. After establishing both a methodology and an interdisciplinary grounding for the themes of the work, this dissertation presents a grounded theoretic analysis of piratical discourse to reveal what I call the piratical ethos , or the guiding attitudes of individuals actively contesting intellectual property in piratical acts of distributed social production. Congruently, this work also investigates the material dynamics of piratical activity by analyzing the cultural-historical activity systems wherein piratical subjectivity emerges, emphasizing the agenic capacity of interfacial technologies at the scales of user and system. Exploring the attitudes of piratical subjects and the technological genres that mediate piratical activity, I contend that the conclusions drawn from The Piratical Ethos can assist Writing Studies researchers with developing novel methodologies to study the intersections of intellectual property and distributed social production in digital worlds
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