448 research outputs found

    Movie Tags Prediction and Segmentation Using Deep Learning

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    The sheer volume of movies generated these days requires an automated analytics for ef cient classi cation, query-based search, and extraction of desired information. These tasks can only be ef ciently performed by a machine learning based algorithm. We address the same issue in this paper by proposing a deep learning based technique for predicting the relevant tags for a movie and segmenting the movie with respect to the predicted tags. We construct a tag vocabulary and create the corresponding dataset in order to train a deep learning model. Subsequently, we propose an ef cient shot detection algorithm to nd the key frames in the movie. The extracted key frames are analyzed by the deep learning model to predict the top three tags for each frame. The tags are then assigned weighted scores and are ltered to generate a compact set of most relevant tags. This process also generates a corpus which is further used to segment a movie based on a selected tag. We present a rigorous analysis of the segmentation quality with respect to the number of tags selected for the segmentation. Our detailed experiments demonstrate that the proposed technique is not only ef cacious in predicting the most relevant tags for a movie, but also in segmenting the movie with respect to the selected tags with a high accuracy

    University of Maine at Orono Catalog for 1976-77, 1977-78, part 2

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    Part 1 (of 2) of the catalog for the University of Maine for the academic years 1976-77 and 1977-78. Part 1 includes pages 147 - 354, and the sections for Bangor Community College, College of Business Administration, College of Education, College of Engineering and Science, School of Engineering Technology, College of Life Sciences and Agriculture, Life Sciences Division, School of Forest Resources, School of Human Development, Agricultural Science Division, Graduate School, Military Science, Physical Education and Athletics, Continuing Education, Summer Session, Public Radio and Television, Personnel, Summary of Student Enrollment and the Index

    University of Maine at Orono Catalog for 1982-83, 1983-84

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    Information in this catalog, intended to cover 1982-83 and 1983-84, includes section to provide the calendar, general information, admission, veterans administration information, student aid, loan funds, financial information, collegiate descriptions, School of Nursing, Graduate School, Honor Program, Continuing Education Division, summer session, Canadian Studies, physical education and athletics, officers of the administration, Board of Trustees, summary of student enrollment, and a list of faculty and staff. An index appears on page 433

    A big-data analytics method for capturing visitor activities and flows: the case of an island country

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    © 2019, Springer Science+Business Media, LLC, part of Springer Nature. Understanding how people move from one location to another is important both for smart city planners and destination managers. Big-data generated on social media sites have created opportunities for developing evidence-based insights that can be useful for decision-makers. While previous studies have introduced observational data analysis methods for social media data, there remains a need for method development—specifically for capturing people’s movement flows and behavioural details. This paper reports a study outlining a new analytical method, to explore people’s activities, behavioural, and movement details for people monitoring and planning purposes. Our method utilises online geotagged content uploaded by users from various locations. The effectiveness of the proposed method, which combines content capturing, processing and predicting algorithms, is demonstrated through a case study of the Fiji Islands. The results show good performance compared to other relevant methods and show applicability to national decisions and policies

    Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience.

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    Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play. In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced. Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources. This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games

    GRS 2023 Program Booklet

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