39,584 research outputs found

    Automatic Understanding of Image and Video Advertisements

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    There is more to images than their objective physical content: for example, advertisements are created to persuade a viewer to take a certain action. We propose the novel problem of automatic advertisement understanding. To enable research on this problem, we create two datasets: an image dataset of 64,832 image ads, and a video dataset of 3,477 ads. Our data contains rich annotations encompassing the topic and sentiment of the ads, questions and answers describing what actions the viewer is prompted to take and the reasoning that the ad presents to persuade the viewer ("What should I do according to this ad, and why should I do it?"), and symbolic references ads make (e.g. a dove symbolizes peace). We also analyze the most common persuasive strategies ads use, and the capabilities that computer vision systems should have to understand these strategies. We present baseline classification results for several prediction tasks, including automatically answering questions about the messages of the ads.Comment: To appear in CVPR 2017; data available on http://cs.pitt.edu/~kovashka/ad

    Europeana communication bug: which intervention strategy for a better cooperation with creative industry?

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    Although Europeana as well as many GLAMs are very engaged - beside the main mission, i.e. spreading cultural heritage knowledge- in developing new strategies in order to make digital contents reusable for creative industry, these efforts have been successful just only in sporadic cases. A significant know how deficits in communication often compromises expected outcomes and impact. Indeed, what prevails is an idea of communication like an enhancement “instrument” intended on the one hand in purely economic (development) sense, on the other hand as a way for increasing and spreading knowledge. The main reference model is more or less as follows: digital objects are to be captured and/or transformed by digital technologies into sellable goods to put into circulation. Nevertheless, this approach risks neglecting the real nature of communication, and more in detail the one of digital heritage where it is strategic not so much producing objects and goods as taking part into sharing environments creation (media) by engaged communities, small or large they may be. The environments act as meeting and interchange point, and consequently as driving force of enhancing. Only in a complex context of network interaction on line accessible digital heritage contents become a strategic resource for creating environments in which their re/mediation can occur – provided that credible strategies exist, shared by stakeholders and users. This paper particularly describes a case study including proposals for an effective connection among Europeana, GLAMs and Creative Industry in the framework of Food and Drink digital heritage enhancement and promotion. Experimental experiences as the one described in this paper anyway confirm the relevance of up-to-date policies based on an adequate communication concept, on solid partnerships with enterprise and association networks, on collaborative on line environments, on effective availability at least for most of contents by increasing free licensing, and finally on grassroots content implementation involving prosumers audience, even if filtered by GLAMs

    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

    ‘Searching for District 9 in the Archives: archaeology of a transmedia Campaign’

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    Film marketing materials have conventionally been regarded as both ephemera and ephemeral but in a digital environment they have become increasingly significant colonising the spaces before, between and beyond the film itself. Indeed the distinctions between promotion and content have become so blurred that, arguably, marketing campaigns have become as entertaining as the films they promote, raising questions about the cultural value of such ephemera. This project set out to examine what transmedia contributes to the narrative ecology of the film and took the award winning campaign designed by the marketing agency, Trigger for Neil Blomkamp’s District 9 (2009) as a starting point. But the research did not get off to an auspicious start because shortly after the project began, the site disappeared. This paper will give an account of a media archaeological excavation to find for District 9’s web campaign. During the search archival sites encountered included institutions set up with the aim of preservation such as the Internet Archive, commercial archives such as the Webby awards as well the ‘new’ generation of web 2.0 archives – a personal blog, YouTube and social media sites. In the light of this, the paper will then reflect on what the German media theorist Wolfgang Ernst referred to as the ‘machine perspective’ and how the mechanisms of the digital archives condition the way we know things about the recent digital past. It will conclude by suggesting that these archival encounters in this research project revealed as much about the nature of digital archives as the film transmediation.Non peer reviewe

    Services surround you:physical-virtual linkage with contextual bookmarks

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    Our daily life is pervaded by digital information and devices, not least the common mobile phone. However, a seamless connection between our physical world, such as a movie trailer on a screen in the main rail station and its digital counterparts, such as an online ticket service, remains difficult. In this paper, we present contextual bookmarks that enable users to capture information of interest with a mobile camera phone. Depending on the user’s context, the snapshot is mapped to a digital service such as ordering tickets for a movie theater close by or a link to the upcoming movie’s Web page
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