216,128 research outputs found

    The Mirror MMDBMS architecture

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    Handling large collections of digitized multimedia data, usually referred to as multimedia digital libraries, is a major challenge for information technology. The Mirror DBMS is a research database system that is developed to better understand the kind of data management that is required in the context of multimedia digital libraries (see also URL http://www.cs.utwente.nl/~arjen/mmdb.html). Its main features are an integrated approach to both content management and (traditional) structured data management, and the implementation of an extensible object-oriented logical data model on a binary relational physical data model. The focus of this work is aimed at design for scalability

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

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    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

    Learning roadmaps for Higher Education

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    An integrated platform for the support of teaching activities as been developed and deployed at the Aveiro Norte Polytechnic School of the University of Aveiro. In this paper we present an approach to Learning Roadmaps for Higher Education based on this platform. The aprend.e platform – Electronic Integrated System for Learning and Training - has at its core a Learning Management System with a number of plugins. It represents a new challenge for the University of Aveiro for higher education and is already being at its core is the concept of learning roadmaps that act upon two fundamental axes: education and learning. For the teachers, it aims at becoming a self-supporting tool that stimulates the organization and management of the course materials (lectures, presentations, multimedia content, and evaluation materials, amongst others). For the students, the learning roadmap aims at promoting self-study and supervised study, endowing the pupil with the capabilities to find the relevant information and to capture the concepts in the study materials. The outcome will be a stimulating learning process together with an organized management of those materials

    The development of a rich multimedia training environment for crisis management: using emotional affect to enhance learning

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    PANDORA is an EU FP7-funded project developing a novel training and learning environment for Gold Commanders, individuals who carry executive responsibility for the services and facilities identified as strategically critical e.g. Police, Fire, in crisis management strategic planning situations. A key part of the work for this project is considering the emotional and behavioural state of the trainees, and the creation of more realistic, and thereby stressful, representations of multimedia information to impact on the decision-making of those trainees. Existing training models are predominantly paper-based, table-top exercises, which require an exercise of imagination on the part of the trainees to consider not only the various aspects of a crisis situation but also the impacts of interventions, and remediating actions in the event of the failure of an intervention. However, existing computing models and tools are focused on supporting tactical and operational activities in crisis management, not strategic. Therefore, the PANDORA system will provide a rich multimedia information environment, to provide trainees with the detailed information they require to develop strategic plans to deal with a crisis scenario, and will then provide information on the impacts of the implementation of those plans and provide the opportunity for the trainees to revise and remediate those plans. Since this activity is invariably multi-agency, the training environment must support group-based strategic planning activities and trainees will occupy specific roles within the crisis scenario. The system will also provide a range of non-playing characters (NPC) representing domain experts, high-level controllers (e.g. politicians, ministers), low-level controllers (tactical and operational commanders), and missing trainee roles, to ensure a fully populated scenario can be realised in each instantiation. Within the environment, the emotional and behavioural state of the trainees will be monitored, and interventions, in the form of environmental information controls and mechanisms impacting on the stress levels and decisionmaking capabilities of the trainees, will be used to personalise the training environment. This approach enables a richer and more realistic representation of the crisis scenario to be enacted, leading to better strategic plans and providing trainees with structured feedback on their performance under stress

    Organisational symbols : reflections of organisational culture?

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    The objective of this paper is to discuss the role(s) of organisational symbols in representing organisational identity. To what extent do the so-called organisational symbols have significant impact on the employees in an organisation in identifying themselves with the organisational identity? Is it due to the top-down approach imposed by the top management? This paper is based on a six month ethnographic study conducted in selected Information Communication Technology (ICT) based corporations in one of the Malaysian Multimedia Super Corridor (MSC) cities. From the findings, there are three main organisational symbols which are related to organisational identity : identity cards, black sofa, and office cubicles. The paper concludes that the construction of organisational symbols is a mix of a controlled culture (topdown) and to a certain degree is the participative activity of the employees. Nevertheless, the organisational symbols are embraced by the employees due to the need to be identified with an organisation

    Multimedia Streaming through Wireless Networks

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    An overview of wireless networks, cross-layer optimization techniques, and advances in wireless LAN technologies is presented. This paper presents a scalable and adaptive system-level approach to wireless multimedia in the emerging, Proactive Enterprise computing environment. A Distributed Network Information Base with Service Agents at each node is proposed to enable network-wide, proactive adaptation with adaptive routing and end-to-end Quality of Service (QoS) management. The paper suggests that a combination of technological advancements in emerging wireless networks, node-level cross-layer optimizations, and the proposed distributed cross-node system-level architecture are all required to efficiently scale and adapt wireless multimedia in the current market

    Pl@ntWood: A computer-assisted identification tool for 110 species of Amazon trees based on wood anatomy

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    World interest in conservation of tropical forests has increased due to elevated rates of deforestation and climate change issues. Tropical forests are threatened by extensive agriculture and timber trade among other factors; thus, sustainable management and conservation of tropical tree species require reliable and user accessible identification tools. Although wood anatomical features provide a considerable amount of information, only a handful of experts are able to use it for plant species identification. Here, we propose an interactive tool, based on vector graphics, illustrating 96 states of 22 wood anatomical characters from 110 Amazonian tree species belonging to 34 families. Pl@ntWood is a graphical identification tool based on the IDAO (Identification des plantes Assistée par Ordinateur) system, a multimedia approach to plant identification. This system allows non-specialists to identify plants in a user-friendly interface while stimulating self-training in wood anatomy of tropical species. (Texte intégral
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