2,307 research outputs found

    Accessing a Large Multimodal Corpus Using an Automatic Content Linking Device

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    As multimodal data becomes easier to record and store, the question arises as to what practical use can be made of archived corpora, and in particular what tools allowing efficient access to it can be built. We use the AMI Meeting Corpus as a case study to build an automatic content linking device, i.e. a system for real-time data retrieval. The corpus provides not only the data repository, but is used also to simulate ongoing meetings for development and testing of the device. The main features of the corpus are briefly described, followed by an outline of data preparation steps prior to indexing, and of the methods for building queries from ongoing meeting discussions, retrieving elements from the corpus and accessing the results. A series of user studies based on prototypes of the content linking device have confirmed the relevance of the concept, and methods for task-based evaluation are under development

    Processing and Linking Audio Events in Large Multimedia Archives: The EU inEvent Project

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    In the inEvent EU project [1], we aim at structuring, retrieving, and sharing large archives of networked, and dynamically changing, multimedia recordings, mainly consisting of meetings, videoconferences, and lectures. More specifically, we are developing an integrated system that performs audiovisual processing of multimedia recordings, and labels them in terms of interconnected “hyper-events ” (a notion inspired from hyper-texts). Each hyper-event is composed of simpler facets, including audio-video recordings and metadata, which are then easier to search, retrieve and share. In the present paper, we mainly cover the audio processing aspects of the system, including speech recognition, speaker diarization and linking (across recordings), the use of these features for hyper-event indexing and recommendation, and the search portal. We present initial results for feature extraction from lecture recordings using the TED talks. Index Terms: Networked multimedia events; audio processing: speech recognition; speaker diarization and linking; multimedia indexing and searching; hyper-events. 1

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

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    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    Spoken content retrieval: A survey of techniques and technologies

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    Speech media, that is, digital audio and video containing spoken content, has blossomed in recent years. Large collections are accruing on the Internet as well as in private and enterprise settings. This growth has motivated extensive research on techniques and technologies that facilitate reliable indexing and retrieval. Spoken content retrieval (SCR) requires the combination of audio and speech processing technologies with methods from information retrieval (IR). SCR research initially investigated planned speech structured in document-like units, but has subsequently shifted focus to more informal spoken content produced spontaneously, outside of the studio and in conversational settings. This survey provides an overview of the field of SCR encompassing component technologies, the relationship of SCR to text IR and automatic speech recognition and user interaction issues. It is aimed at researchers with backgrounds in speech technology or IR who are seeking deeper insight on how these fields are integrated to support research and development, thus addressing the core challenges of SCR

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    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

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    The Lexicon Graph Model : a generic model for multimodal lexicon development

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    Trippel T. The Lexicon Graph Model : a generic model for multimodal lexicon development. Bielefeld (Germany): Bielefeld University; 2006.Das Lexicon Graph Model stellt ein Modell fĂŒr Lexika dar, die korpusbasiert sein können und multimodale Informationen enthalten. Hierbei wird die Perspektive der Lexikontheorie eingenommen, wobei die zugrundeliegenden Datenstrukturen sowohl vom Lexikon als auch von Annotationen betrachtet werden. Letztere fallen dadurch in das Blickfeld, weil sie als Grundlage fĂŒr die Erstellung von Lexika gesehen werden. Der Begriff des Lexikons bezieht sich hier sowohl auf den Bereich des Wörterbuchs als auch der in elektronischen Applikationen integrierten Lexikondatenbanken. Die existierenden Formalismen und AnsĂ€tze der Lexikonentwicklung zeigen verschiedene Probleme im Zusammenhang mit Lexika auf, etwa die Zusammenfassung von existierenden Lexika zu einem, die Disambiguierung von Mehrdeutigkeiten im Lexikon auf verschiedenen lexikalischen Ebenen, die ReprĂ€sentation von anderen ModalitĂ€ten im Lexikon, die Selektion des lexikalischen SchlĂŒsselbegriffs fĂŒr Lexikonartikel, etc. Der vorliegende Ansatz geht davon aus, dass sich Lexika zwar in ihrem Inhalt, nicht aber in einer grundlegenden Struktur unterscheiden, so dass verschiedenartige Lexika im Rahmen eines Unifikationsprozesses dublettenfrei miteinander verbunden werden können. Hieraus resultieren deklarative Lexika. FĂŒr Lexika können diese Graphen mit dem Lexikongraph-Modell wie hier dargestellt modelliert werden. Dabei sind Lexikongraphen analog den von Bird und Libermann beschriebenen Annotationsgraphen gesehen und können daher auch Ă€hnlich verarbeitet werden. Die Untersuchung des Lexikonformalismus beruht auf vier Schritten. ZunĂ€chst werden existierende Lexika analysiert und beschrieben. Danach wird mit dem Lexikongraph-Modell eine generische Darstellung von Lexika vorgestellt, die auch implementiert und getestet wird. Basierend auf diesem Formalismus wird die Beziehung zu Annotationsgraphen hergestellt, wobei auch beschrieben wird, welche MaßstĂ€be an angemessene Annotationen fĂŒr die Verwendung zur Lexikonentwicklung angelegt werden mĂŒssen.The Lexicon Graph Model provides a model and framework for lexicons that can be corpus based and contain multimodal information. The focus is more from the lexicon theory perspective, looking at the underlying data structures that are part of existing lexicons and corpora. The term lexicon in linguistics and artificial intelligence is used in different ways, including traditional print dictionaries in book form, CD-ROM editions, Web based versions of the same, but also computerized resources of similar structures to be used by applications. These applications cover systems for human-machine communication as well as spell checkers. The term lexicon in this work is used as the most generic term covering all lexical applications. Existing formalisms in lexicon development show different problems with lexicons, for example combining different kinds of lexical resources, disambiguation on different lexical levels, the representation of different modalities in a lexicon. The Lexicon Graph Model presupposes that lexicons can have different structures but have fundamentally a similar structure, making it possible to combine lexicons in a unification process, resulting in a declarative lexicon. The underlying model is a graph, the Lexicon Graph, which is modeled similar to Annotation Graphs as described by Bird and Libermann. The investigation of the lexicon formalism contains four steps, that is the analysis of existing lexicons, the introduction of the Lexicon Graph Model as a generic representation for lexicons, the implementation of the formalism in different contexts and an evaluation of the formalism. It is shown that Annotation Graphs and Lexicon Graphs are indeed related not only in their formalism and it is shown, what standards have to be applied to annotations to be usable for lexicon development

    CCOM-HuQin: an Annotated Multimodal Chinese Fiddle Performance Dataset

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    HuQin is a family of traditional Chinese bowed string instruments. Playing techniques(PTs) embodied in various playing styles add abundant emotional coloring and aesthetic feelings to HuQin performance. The complex applied techniques make HuQin music a challenging source for fundamental MIR tasks such as pitch analysis, transcription and score-audio alignment. In this paper, we present a multimodal performance dataset of HuQin music that contains audio-visual recordings of 11,992 single PT clips and 57 annotated musical pieces of classical excerpts. We systematically describe the HuQin PT taxonomy based on musicological theory and practical use cases. Then we introduce the dataset creation methodology and highlight the annotation principles featuring PTs. We analyze the statistics in different aspects to demonstrate the variety of PTs played in HuQin subcategories and perform preliminary experiments to show the potential applications of the dataset in various MIR tasks and cross-cultural music studies. Finally, we propose future work to be extended on the dataset.Comment: 15 pages, 11 figure

    Game design and the gamification of content : assessing a project for learning sign language

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    Comunicação apresentada na EDULEARN 2015, realizada em Barcelona de 6-8 de julho de 2015This paper discusses the concepts of game design and gamification of content, based on the development of a serious game aimed at making the process of learning sign language enjoyable and interactive. In this game the player controls a character that interacts with various objects and non- player characters, with the aim of collecting several gestures from the Portuguese Sign Language corpus. The learning model used pushes forward the concept of gamification as a learning process valued by students and teachers alike, and illustrates how it may be used as a personalized device for amplifying learning. Our goal is to provide a new methodology to involve students and general public in learning specific subjects using a ludic, participatory and interactive approach supported by ICT- based tools. Thus, in this paper we argue that perhaps some education processes could be improved by adding the gaming factor through technologies that are able to involve students in a way that is more physical (e.g. using Kinect and sensor gloves), so learning becomes more intense and memorable

    Final FLaReNet deliverable: Language Resources for the Future - The Future of Language Resources

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    Language Technologies (LT), together with their backbone, Language Resources (LR), provide an essential support to the challenge of Multilingualism and ICT of the future. The main task of language technologies is to bridge language barriers and to help creating a new environment where information flows smoothly across frontiers and languages, no matter the country, and the language, of origin. To achieve this goal, all players involved need to act as a community able to join forces on a set of shared priorities. However, until now the field of Language Resources and Technology has long suffered from an excess of individuality and fragmentation, with a lack of coherence concerning the priorities for the field, the direction to move, not to mention a common timeframe. The context encountered by the FLaReNet project was thus represented by an active field needing a coherence that can only be given by sharing common priorities and endeavours. FLaReNet has contributed to the creation of this coherence by gathering a wide community of experts and making them participate in the definition of an exhaustive set of recommendations
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