8,373 research outputs found

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio

    What is the influence of genre during the perception of structured text for retrieval and search?

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    This thesis presents an investigation into the high value of structured text (or form) in the context of genre within Information Retrieval. In particular, how are these structured texts perceived and why are they not more heavily used within Information Retrieval & Search communities? The main motivation is to show the features in which people can exploit genre within Information Search & Retrieval, in particular, categorisation and search tasks. To do this, it was vital to record and analyse how and why this was done during typical tasks. The literature review highlighted two previous studies (Toms & Campbell 1999a; Watt 2009) which have reported pilot studies consisting of genre categorisation and information searching. Both studies and other findings within the literature review inspired the work contained within this thesis. Genre is notoriously hard to define, but a very useful framework of Purpose and Form, developed by Yates & Orlikowski (1992), was utilised to design two user studies for the research reported within the thesis. The two studies consisted of, first, a categorisation task (e-mails), and second, a set of six simulated situations in Wikipedia, both of which collected quantitative data from eye tracking experiments as well as qualitative user data. The results of both studies showed the extent to which the participants utilised the form features of the stimuli presented, in particular, how these were used, which ocular behaviours (skimming or scanning) and actual features were used, and which were the most important. The main contributions to research made by this thesis were, first of all, that the task-based user evaluations employing simulated search scenarios revealed how and why users make decisions while interacting with the textual features of structure and layout within a discourse community, and, secondly, an extensive evaluation of the quantitative data revealed the features that were used by the participants in the user studies and the effects of the interpretation of genre in the search and categorisation process as well as the perceptual processes used in the various communities. This will be of benefit for the re-development of information systems. As far as is known, this is the first detailed and systematic investigation into the types of features, value of form, perception of features, and layout of genre using eye tracking in online communities, such as Wikipedia

    Visual Analytics of Gaze Data with Standard Multimedia Player

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    With the increasing number of studies, where participants’ eye movements are tracked while watching videos, the volume of gaze data records is growing tremendously. Unfortunately, in most cases, such data are collected in separate files in custom-made or proprietary data formats. These data are difficult to access even for experts and effectively inaccessible for non-experts. Normally expensive or custom-made software is necessary for their analysis. We address this problem by using existing multimedia container formats for distributing and archiving eye-tracking and gaze data bundled with the stimuli data. We define an exchange format that can be interpreted by standard multimedia players and can be streamed via the Internet. We convert several gaze data sets into our format, demonstrating the feasibility of our approach and allowing to visualize these data with standard multimedia players. We also introduce two VLC player add-ons, allowing for further visual analytics. We discuss the benefit of gaze data in a multimedia container and explain possible visual analytics approaches based on our implementations, converted datasets, and first user interviews

    FrameNet annotation for multimodal corpora: devising a methodology for the semantic representation of text-image interactions in audiovisual productions

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    Multimodal analyses have been growing in importance within several approaches to Cognitive Linguistics and applied fields such as Natural Language Understanding. Nonetheless fine-grained semantic representations of multimodal objects are still lacking, especially in terms of integrating areas such as Natural Language Processing and Computer Vision, which are key for the implementation of multimodality in Computational Linguistics. In this dissertation, we propose a methodology for extending FrameNet annotation to the multimodal domain, since FrameNet can provide fine-grained semantic representations, particularly with a database enriched by Qualia and other interframal and intraframal relations, as it is the case of FrameNet Brasil. To make FrameNet Brasil able to conduct multimodal analysis, we outlined the hypothesis that similarly to the way in which words in a sentence evoke frames and organize their elements in the syntactic locality accompanying them, visual elements in video shots may, also, evoke frames and organize their elements on the screen or work complementarily with the frame evocation patterns of the sentences narrated simultaneously to their appearance on screen, providing different profiling and perspective options for meaning construction. The corpus annotated for testing the hypothesis is composed of episodes of a Brazilian TV Travel Series critically acclaimed as an exemplar of good practices in audiovisual composition. The TV genre chosen also configures a novel experimental setting for research on integrated image and text comprehension, since, in this corpus, text is not a direct description of the image sequence but correlates with it indirectly in a myriad of ways. The dissertation also reports on an eye-tracker experiment conducted to validate the approach proposed to a text-oriented annotation. The experiment demonstrated that it is not possible to determine that text impacts gaze directly and was taken as a reinforcement to the approach of valorizing modes combination. Last, we present the Frame2 dataset, the product of the annotation task carried out for the corpus following both the methodology and guidelines proposed. The results achieved demonstrate that, at least for this TV genre but possibly also for others, a fine-grained semantic annotation tackling the diverse correlations that take place in a multimodal setting provides new perspective in multimodal comprehension modeling. Moreover, multimodal annotation also enriches the development of FrameNets, to the extent that correlations found between modalities can attest the modeling choices made by those building frame-based resources.Análises multimodais vêm crescendo em importância em várias abordagens da Linguística Cognitiva e em diversas áreas de aplicação, como o da Compreensão de Linguagem Natural. No entanto, há significativa carência de representações semânticas refinadas de objetos multimodais, especialmente em termos de integração de áreas como Processamento de Linguagem Natural e Visão Computacional, que são fundamentais para a implementação de multimodalidade no campo da Linguística Computacional. Nesta tese, propomos uma metodologia para estender o método de anotação da FrameNet ao domínio multimodal, uma vez que a FrameNet pode fornecer representações semânticas refinadas, particularmente com um banco de dados enriquecido por Qualia e outras relações interframe e intraframe, como é o caso do FrameNet Brasil. Para tornar a FrameNet Brasil capaz de realizar análises multimodais, delineamos a hipótese de que, assim como as palavras em uma frase evocam frames e organizam seus elementos na localidade sintática que os acompanha, os elementos visuais nos planos de vídeo também podem evocar frames e organizar seus elementos na tela ou trabalhar de forma complementar aos padrões de evocação de frames das sentenças narradas simultaneamente ao seu aparecimento na tela, proporcionando diferentes perfis e opções de perspectiva para a construção de sentido. O corpus anotado para testar a hipótese é composto por episódios de um programa televisivo de viagens brasileiro aclamado pela crítica como um exemplo de boas práticas em composição audiovisual. O gênero televisivo escolhido também configura um novo conjunto experimental para a pesquisa em imagem integrada e compreensão textual, uma vez que, neste corpus, o texto não é uma descrição direta da sequência de imagens, mas se correlaciona com ela indiretamente em uma miríade de formas diversa. A Tese também relata um experimento de rastreamento ocular realizado para validar a abordagem proposta para uma anotação orientada por texto. O experimento demonstrou que não é possível determinar que o texto impacta diretamente o direcionamento do olhar e foi tomado como um reforço para a abordagem de valorização da combinação de modos. Por fim, apresentamos o conjunto de dados Frame2, produto da tarefa de anotação realizada para o corpus seguindo a metodologia e as diretrizes propostas. Os resultados obtidos demonstram que, pelo menos para esse gênero de TV, mas possivelmente também para outros, uma anotação semântica refinada que aborde as diversas correlações que ocorrem em um ambiente multimodal oferece uma nova perspectiva na modelagem da compreensão multimodal. Além disso, a anotação multimodal também enriquece o desenvolvimento de FrameNets, na medida em que as correlações encontradas entre as modalidades podem atestar as escolhas de modelagem feitas por aqueles que criam recursos baseados em frames.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superio

    Combining knowledge discovery, ontologies, annotations, and semantic wikis

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    Semantic Wikis provide an original and operational infrastructure for efficiently com- bining semantic technologies and collaborative design activities. This text presents: a running example and its context (organization of the collections in a museum); concepts of wikis as a tool to allow computer supported cooperative work (cscw); concepts of se- mantic technologies and knowledge representation; concepts and examples of semantic wikis; anatomy of a semantic wiki (reasoning tools, storage, querying); and research directions.Laboratorio de Investigación y Formación en Informática Avanzad

    Feature based dynamic intra-video indexing

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    A thesis submitted in partial fulfillment for the degree of Doctor of PhilosophyWith the advent of digital imagery and its wide spread application in all vistas of life, it has become an important component in the world of communication. Video content ranging from broadcast news, sports, personal videos, surveillance, movies and entertainment and similar domains is increasing exponentially in quantity and it is becoming a challenge to retrieve content of interest from the corpora. This has led to an increased interest amongst the researchers to investigate concepts of video structure analysis, feature extraction, content annotation, tagging, video indexing, querying and retrieval to fulfil the requirements. However, most of the previous work is confined within specific domain and constrained by the quality, processing and storage capabilities. This thesis presents a novel framework agglomerating the established approaches from feature extraction to browsing in one system of content based video retrieval. The proposed framework significantly fills the gap identified while satisfying the imposed constraints of processing, storage, quality and retrieval times. The output entails a framework, methodology and prototype application to allow the user to efficiently and effectively retrieved content of interest such as age, gender and activity by specifying the relevant query. Experiments have shown plausible results with an average precision and recall of 0.91 and 0.92 respectively for face detection using Haar wavelets based approach. Precision of age ranges from 0.82 to 0.91 and recall from 0.78 to 0.84. The recognition of gender gives better precision with males (0.89) compared to females while recall gives a higher value with females (0.92). Activity of the subject has been detected using Hough transform and classified using Hiddell Markov Model. A comprehensive dataset to support similar studies has also been developed as part of the research process. A Graphical User Interface (GUI) providing a friendly and intuitive interface has been integrated into the developed system to facilitate the retrieval process. The comparison results of the intraclass correlation coefficient (ICC) shows that the performance of the system closely resembles with that of the human annotator. The performance has been optimised for time and error rate

    Museums as disseminators of niche knowledge: Universality in accessibility for all

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    Accessibility has faced several challenges within audiovisual translation Studies and gained great opportunities for its establishment as a methodologically and theoretically well-founded discipline. Initially conceived as a set of services and practices that provides access to audiovisual media content for persons with sensory impairment, today accessibility can be viewed as a concept involving more and more universality thanks to its contribution to the dissemination of audiovisual products on the topic of marginalisation. Against this theoretical backdrop, accessibility is scrutinised from the perspective of aesthetics of migration and minorities within the field of the visual arts in museum settings. These aesthetic narrative forms act as modalities that encourage the diffusion of ‘niche’ knowledge, where processes of translation and interpretation provide access to all knowledge as counter discourse. Within this framework, the ways in which language is used can be considered the beginning of a type of local grammar in English as lingua franca for interlingual translation and subtitling, both of which ensure access to knowledge for all citizens as a human rights principle and regardless of cultural and social differences. Accessibility is thus gaining momentum as an agent for the democratisation and transparency of information against media discourse distortions and oversimplifications

    A Systematic Survey of ML Datasets for Prime CV Research Areas-Media and Metadata

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    The ever-growing capabilities of computers have enabled pursuing Computer Vision through Machine Learning (i.e., MLCV). ML tools require large amounts of information to learn from (ML datasets). These are costly to produce but have received reduced attention regarding standardization. This prevents the cooperative production and exploitation of these resources, impedes countless synergies, and hinders ML research. No global view exists of the MLCV dataset tissue. Acquiring it is fundamental to enable standardization. We provide an extensive survey of the evolution and current state of MLCV datasets (1994 to 2019) for a set of specific CV areas as well as a quantitative and qualitative analysis of the results. Data were gathered from online scientific databases (e.g., Google Scholar, CiteSeerX). We reveal the heterogeneous plethora that comprises the MLCV dataset tissue; their continuous growth in volume and complexity; the specificities of the evolution of their media and metadata components regarding a range of aspects; and that MLCV progress requires the construction of a global standardized (structuring, manipulating, and sharing) MLCV "library". Accordingly, we formulate a novel interpretation of this dataset collective as a global tissue of synthetic cognitive visual memories and define the immediately necessary steps to advance its standardization and integration

    Prominence Driven Character Animation

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    This paper details the development of a fully automated system for character animation implemented in Autodesk Maya. The system uses prioritised speech events to algorithmically generate head, body, arms and leg movements alongside eyeblinks, eyebrow movements and lip-synching. In addition, gaze tracking is also generated automatically relative to the definition of focus objects- contextually important objects in the character\u27s worldview. The plugin uses an animation profile to store the relevant controllers and movements for a specific character, allowing any character to run with the system. Once a profile has been created, an audio file can be loaded and animated with a single button click. The average time to animate is between 2-3 minutes for 1 minute of speech, and the plugin can be used either as a first pass system for high quality work or as part of a batch animation workflow for larger amounts of content as exemplified in television and online dissemination channels
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