80,330 research outputs found

    Towards an All-Purpose Content-Based Multimedia Information Retrieval System

    Full text link
    The growth of multimedia collections - in terms of size, heterogeneity, and variety of media types - necessitates systems that are able to conjointly deal with several forms of media, especially when it comes to searching for particular objects. However, existing retrieval systems are organized in silos and treat different media types separately. As a consequence, retrieval across media types is either not supported at all or subject to major limitations. In this paper, we present vitrivr, a content-based multimedia information retrieval stack. As opposed to the keyword search approach implemented by most media management systems, vitrivr makes direct use of the object's content to facilitate different types of similarity search, such as Query-by-Example or Query-by-Sketch, for and, most importantly, across different media types - namely, images, audio, videos, and 3D models. Furthermore, we introduce a new web-based user interface that enables easy-to-use, multimodal retrieval from and browsing in mixed media collections. The effectiveness of vitrivr is shown on the basis of a user study that involves different query and media types. To the best of our knowledge, the full vitrivr stack is unique in that it is the first multimedia retrieval system that seamlessly integrates support for four different types of media. As such, it paves the way towards an all-purpose, content-based multimedia information retrieval system

    Mobile information access in the real world: A story of three wireless devices

    Get PDF
    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment – combined information and entertainment – content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a ‘real-world’ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participants’ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a user’s particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones

    Media Ecologies

    Get PDF
    In this chapter, we frame the media ecologies that contextualize the youth practices we describe in later chapters. By drawing from case studies that are delimited by locality, institutions, networked sites, and interest groups (see appendices), we have been able to map the contours of the varied social, technical, and cultural contexts that structure youth media engagement. This chapter introduces three genres of participation with new media that have emerged as overarching descriptive frameworks for understanding how youth new media practices are defi ned in relation and in opposition to one another. The genres of participation—hanging out, messing around, and geeking out—refl ect and are intertwined with young people’s practices, learning, and identity formation within these varied and dynamic media ecologies

    Visual collaging of music in a digital library

    Get PDF
    This article explores the role visual browsing can play within a digital music library. The context to the work is provided through a review of related techniques drawn from the fields of digital libraries and human computer interaction. Implemented within the open source digital library toolkit Greenstone, a prototype system is described that combines images located through textual metadata with a visualisation technique known as collaging to provide a leisurely, undirected interaction with a music collection. Emphasis in the article is given to the augmentations of the basic technique to work in the musical domain

    Second-Level Digital Divide: Mapping Differences in People's Online Skills

    Full text link
    Much of the existing approach to the digital divide suffers from an important limitation. It is based on a binary classification of Internet use by only considering whether someone is or is not an Internet user. To remedy this shortcoming, this project looks at the differences in people's level of skill with respect to finding information online. Findings suggest that people search for content in a myriad of ways and there is a large variance in how long people take to find various types of information online. Data are collected to see how user demographics, users' social support networks, people's experience with the medium, and their autonomy of use influence their level of user sophistication.Comment: 29th TPRC Conference, 200

    DROP: Dimensionality Reduction Optimization for Time Series

    Full text link
    Dimensionality reduction is a critical step in scaling machine learning pipelines. Principal component analysis (PCA) is a standard tool for dimensionality reduction, but performing PCA over a full dataset can be prohibitively expensive. As a result, theoretical work has studied the effectiveness of iterative, stochastic PCA methods that operate over data samples. However, termination conditions for stochastic PCA either execute for a predetermined number of iterations, or until convergence of the solution, frequently sampling too many or too few datapoints for end-to-end runtime improvements. We show how accounting for downstream analytics operations during DR via PCA allows stochastic methods to efficiently terminate after operating over small (e.g., 1%) subsamples of input data, reducing whole workload runtime. Leveraging this, we propose DROP, a DR optimizer that enables speedups of up to 5x over Singular-Value-Decomposition-based PCA techniques, and exceeds conventional approaches like FFT and PAA by up to 16x in end-to-end workloads

    Youth and Digital Media: From Credibility to Information Quality

    Get PDF
    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Supporting aspect-based video browsing - analysis of a user study

    Get PDF
    In this paper, we present a novel video search interface based on the concept of aspect browsing. The proposed strategy is to assist the user in exploratory video search by actively suggesting new query terms and video shots. Our approach has the potential to narrow the "Semantic Gap" issue by allowing users to explore the data collection. First, we describe a clustering technique to identify potential aspects of a search. Then, we use the results to propose suggestions to the user to help them in their search task. Finally, we analyse this approach by exploiting the log files and the feedbacks of a user study
    • 

    corecore