37,690 research outputs found

    Horizon Report 2009

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    El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)

    Studying Interaction Methodologies in Video Retrieval

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    So far, several approaches have been studied to bridge the problem of the Semantic Gap, the bottleneck in image and video retrieval. However, no approach is successful enough to increase retrieval performances significantly. One reason is the lack of understanding the user's interest, a major condition towards adapting results to a user. This is partly due to the lack of appropriate interfaces and the missing knowledge of how to interpret user's actions with these interfaces. In this paper, we propose to study the importance of various implicit indicators of relevance. Furthermore, we propose to investigate how this implicit feedback can be combined with static user profiles towards an adaptive video retrieval model

    An introduction to crowdsourcing for language and multimedia technology research

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    Language and multimedia technology research often relies on large manually constructed datasets for training or evaluation of algorithms and systems. Constructing these datasets is often expensive with significant challenges in terms of recruitment of personnel to carry out the work. Crowdsourcing methods using scalable pools of workers available on-demand offers a flexible means of rapid low-cost construction of many of these datasets to support existing research requirements and potentially promote new research initiatives that would otherwise not be possible

    The use of paper in everyday student life

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    The information we encounter in modern life, in developed countries, is a hybrid of the physical and the digital. Personal archiving tools allow users to capture and retrieve aspects of their everyday lives in digital form. In this paper we use a diary study of students’ interactions with paper-based information to inform the design of such archiving tools

    Semantics-based selection of everyday concepts in visual lifelogging

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    Concept-based indexing, based on identifying various semantic concepts appearing in multimedia, is an attractive option for multimedia retrieval and much research tries to bridge the semantic gap between the media’s low-level features and high-level semantics. Research into concept-based multimedia retrieval has generally focused on detecting concepts from high quality media such as broadcast TV or movies, but it is not well addressed in other domains like lifelogging where the original data is captured with poorer quality. We argue that in noisy domains such as lifelogging, the management of data needs to include semantic reasoning in order to deduce a set of concepts to represent lifelog content for applications like searching, browsing or summarisation. Using semantic concepts to manage lifelog data relies on the fusion of automatically-detected concepts to provide a better understanding of the lifelog data. In this paper, we investigate the selection of semantic concepts for lifelogging which includes reasoning on semantic networks using a density-based approach. In a series of experiments we compare different semantic reasoning approaches and the experimental evaluations we report on lifelog data show the efficacy of our approach

    Information access tasks and evaluation for personal lifelogs

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    Emerging personal lifelog (PL) collections contain permanent digital records of information associated with individuals’ daily lives. This can include materials such as emails received and sent, web content and other documents with which they have interacted, photographs, videos and music experienced passively or created, logs of phone calls and text messages, and also personal and contextual data such as location (e.g. via GPS sensors), persons and objects present (e.g. via Bluetooth) and physiological state (e.g. via biometric sensors). PLs can be collected by individuals over very extended periods, potentially running to many years. Such archives have many potential applications including helping individuals recover partial forgotten information, sharing experiences with friends or family, telling the story of one’s life, clinical applications for the memory impaired, and fundamental psychological investigations of memory. The Centre for Digital Video Processing (CDVP) at Dublin City University is currently engaged in the collection and exploration of applications of large PLs. We are collecting rich archives of daily life including textual and visual materials, and contextual context data. An important part of this work is to consider how the effectiveness of our ideas can be measured in terms of metrics and experimental design. While these studies have considerable similarity with traditional evaluation activities in areas such as information retrieval and summarization, the characteristics of PLs mean that new challenges and questions emerge. We are currently exploring the issues through a series of pilot studies and questionnaires. Our initial results indicate that there are many research questions to be explored and that the relationships between personal memory, context and content for these tasks is complex and fascinating

    PLACE Events 2016-2017

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    This document describes PLACE events at Linfield College for 2016-2017

    Multimedia information technology and the annotation of video

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    The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning

    Leisure Is Hard Work: Digital Practices and Future Competencies

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    Part of the Volume on Youth, Identity, and Digital Media This chapter is based on two claims, namely that digital media are fundamental in nurturing human competencies for the future and that children's leisured media practices are critical catalysts in that process. These claims are documented by results from a recent case study on children's content creation of digital animation. Based on these results, the chapter discusses some of the fundamental challenges posed to educational institutions if they are to nurture future-directed competences for all pupils. These challenges include pupils' understanding of knowledge, their attitudes to learning resources and contexts of use, and the distribution of power relations. Like 300 million other kids around the globe, every Dane under the age of 20 knows that the protagonist of The Little Mermaid is Ariel, a fiesty redhead who manages to shape her fate and fortune. This fact is noteworthy only because Danish author Hans Christian Andersen, the author of the orignal fairy tale, composed a tragic tale of loss and redemption. The narrative and experiential discrepancies raise fundamental questions about the ways in which global and local media products frame children's everyday culture and the ways in which media operate as identity markers in a variety of sociocultural contexts. Moreover, Disney's figures, like many other media elements, are routinely appropriated by children in their own, increasingly digitized, media productions, from simple drawings to blogs, screen dumps, and home pages. These practices raise important issues about the role played by digital forms of media production for children vis a vis the more conventional and widespread forms of media reception
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