383 research outputs found
Generating multimedia briefings: coordinating language and illustration
AbstractCommunication can be more effective when several media (such as text, speech, or graphics) are integrated and coordinated to present information. This changes the nature of media-specific generation (e.g., language or graphics generation), which must take into account the multimedia context in which it occurs. This paper presents work on coordinating and integrating speech, text, static and animated three-dimensional graphics, and stored images, as part of several systems we have developed at Columbia University. A particular focus of our work has been on the generation of presentations that brief a user on information of interes
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Floating constraints in lexical choice
Lexical choice is a computationally complex task, requiring a generation system to consider a potentially large number of mappings between concepts and words. Constraints that aid in determining which word is best come from a wide variety of sources, including syntax, semantics, pragmatics, the lexicon, and the underlying domain. Furthermore, in some situations, different constraints come into play early on, while in others, they apply much later. This makes it difficult to determine a systematic ordering in which to apply constraints. In this paper, we present a general approach to lexical choice that can handle multiple, interacting constraints. We focus on the problem of floating constraints, semantic or pragmatic constraints that float, appearing at a variety of different syntactic ranks, often merged with other semantic constraints. This means that multiple content units can be realized by a single surface element, and conversely, that a single content unit can be realized by a variety of surface elements. Our approach uses the Functional Unification Formalism (FUF) to represent a generation lexicon, allowing for declarative and compositional representation of individual constraints
Computational Tools and Facilities for the Next-Generation Analysis and Design Environment
This document contains presentations from the joint UVA/NASA Workshop on Computational Tools and Facilities for the Next-Generation Analysis and Design Environment held at the Virginia Consortium of Engineering and Science Universities in Hampton, Virginia on September 17-18, 1996. The presentations focused on the computational tools and facilities for analysis and design of engineering systems, including, real-time simulations, immersive systems, collaborative engineering environment, Web-based tools and interactive media for technical training. Workshop attendees represented NASA, commercial software developers, the aerospace industry, government labs, and academia. The workshop objectives were to assess the level of maturity of a number of computational tools and facilities and their potential for application to the next-generation integrated design environment
CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines
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
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Integrating Internet resources into the learning of English as a foreign language in a Taiwanese high school : a case study.
This research study explores use of Internet resources for learning English as a foreign language (EFL) in Taiwanese high school EFL education. The overall objectives of this research are to examine qualitatively 40 high school students\u27 performance, attitudes, and learning strategies using an experimental Internet-integrated learning mode; to consider its potential impact on current EFL education in Taiwan; and to gain insight into the feasibility of integrating the Internet into Taiwanese high school EFL standard curriculum. Subjects were engaged in thematic, purposeful, collaborative Internet-integrated learning activities where English is used for data searching, group discussion, and individual presentation, as well as for acquiring knowledge of other subject matter. E-mail messages, mailing lists, interviews, questionnaires and subjects\u27 writing samples were collected and analyzed. Students\u27 performances were recorded through fieldnotes, audiotaping, and videotaping. Results indicate that the Internet-integrated learning environment sufficiently scaffolded subjects in information processing and knowledge construction of the target language via exploration, discovery, and meaning-negotiated interactions. Results are discussed in terms of meeting the demands of information and human resources required for effective EFL learning and reshaping the role of instructor as guide and co-learner. Also discussed is how the Internet-integrated mode facilitates interdisciplinary, collaborative and learner-centered EFL learning and incorporates students\u27 and teachers\u27 interests and expertise. Finally, recommendations are offered for future research studies, including possibly developing a compatible assessment system and establishing an EFL instruction web station to convince and support teachers interested in conducting authentic, cross-cultural, and learner-centered EFL instruction with the aid of rich and dynamic multimedia resources on the Internet
PRESTK : situation-aware presentation of messages and infotainment content for drivers
The amount of in-car information systems has dramatically increased over the last few years. These potentially mutually independent information systems presenting information to the driver increase the risk of driver distraction. In a first step, orchestrating these information systems using techniques from scheduling and presentation planning avoid conflicts when competing for scarce resources such as screen space. In a second step, the cognitive capacity of the driver as another scarce resource has to be considered. For the first step, an algorithm fulfilling the requirements of this situation is presented and evaluated. For the second step, I define the concept of System Situation Awareness (SSA) as an extension of Endsleyâs Situation Awareness (SA) model. I claim that not only the driver needs to know what is happening in his environment, but also the system, e.g., the car. In order to achieve SSA, two paths of research have to be followed:
(1) Assessment of cognitive load of the driver in an unobtrusive way. I propose to estimate this value using a model based on environmental data.
(2) Developing model of cognitive complexity induced by messages presented by the system.
Three experiments support the claims I make in my conceptual contribution to this field. A prototypical implementation of the situation-aware presentation management toolkit PRESTK is presented and shown in two demonstrators.In den letzten Jahren hat die Menge der informationsanzeigenden Systeme im Auto drastisch zugenommen. Da sie potenziell unabhĂ€ngig voneinander ablaufen, erhöhen sie die Gefahr, die Aufmerksamkeit des Fahrers abzulenken. Konflikte entstehen, wenn zwei oder mehr Systeme zeitgleich auf limitierte Ressourcen wie z. B. den Bildschirmplatz zugreifen. Ein erster Schritt, diese Konflikte zu vermeiden, ist die Orchestrierung dieser Systeme mittels Techniken aus dem Bereich Scheduling und PrĂ€sentationsplanung. In einem zweiten Schritt sollte die kognitive KapazitĂ€t des Fahrers als ebenfalls limitierte Ressource berĂŒcksichtigt werden. Der Algorithmus, den ich zu Schritt 1 vorstelle und evaluiere, erfĂŒllt alle diese Anforderungen. Zu Schritt 2 definiere ich das Konzept System Situation Awareness (SSA), basierend auf Endsleyâs Konzept der Situation Awareness (SA). Dadurch wird erreicht, dass nicht nur der Fahrer sich seiner Umgebung bewusst ist, sondern auch das System (d.h. das Auto). Zu diesem Zweck mšussen zwei Bereiche untersucht werden:
(1) Die kognitive Belastbarkeit des Fahrers unaufdringlich ermitteln. Dazu schlage ich ein Modell vor, das auf Umgebungsinformationen basiert.
(2) Ein weiteres Modell soll die KomplexitĂ€t der prĂ€sentierten Informationen bestimmen. Drei Experimente stĂŒtzen die Behauptungen in meinem konzeptuellen Beitrag. Ein Prototyp des situationsbewussten PrĂ€sentationsmanagement-Toolkits PresTK wird vorgestellt und in zwei Demonstratoren gezeigt
A component framework for personalized multimedia applications
Eine praktikable UnterstĂŒtzung fĂŒr eine dynamische Erstellung von personalisierten Multimedia-PrĂ€sentationen bieten bisher weder industrielle Lösungen noch ForschungsansĂ€tze. Mit dem Software-technischen Ansatz des MM4U-Frameworks (âMultiMedia For Youâ) wird erstmals eine generische und zugleich praktikable UnterstĂŒtzung fĂŒr den dynamischen Erstellungsprozess bereitgestellt. Das Ziel des MM4U-Frameworks ist es den Anwendungsentwicklern eine umfangreiche und anwendungsunabhĂ€ngige UnterstĂŒtzung zur Erstellung von personalisierten Multimedia-Inhalten anzubieten und damit den Entwicklungsprozess solcher Anwendungen erheblich zu erleichtern. Um das Ziel eines Software-Frameworks zur generischen UnterstĂŒtzung der Entwicklung von personalisierten Multimedia-Anwendungen zu erreichen, stellt sich die Frage nach einer geeigneten Software-technischen UnterstĂŒtzung zur Entwicklung eines solchen Frameworks. Seit der EinfĂŒhrung von objektorientierten Frameworks, ist heute die Entwicklung immer noch aufwendig und schwierig. Um die Entwicklungsrisiken zu reduzieren, sind geeignete Vorgehensmodelle und Entwicklungsmethoden erstellt worden. Mit der Komponenten-Technologie sind auch so genannte Komponenten-Frameworks entstanden. Im Gegensatz zu objekt-orientierten Frameworks fehlt derzeit jedoch ein geeignetes Vorgehensmodell fĂŒr Komponenten-Frameworks. Um den Entwicklungsprozess von Komponenten-Frameworks zu verbessern ist mit ProMoCF (âProcess Model for Component Frameworksâ) ein neuartiger Ansatz entwickelt worden. Hierbei handelt es sich um ein leichtgewichtiges Vorgehensmodell und eine Entwicklungsmethodik fĂŒr Komponenten-Frameworks. Das Vorgehensmodell wurde unter gegenseitigem Nutzen mit der Entwicklung des MM4U-Frameworks erstellt. Das MM4U-Framework stellt keine Neuerfindung der Adaption von Multimedia-Inhalten dar, sondern zielt auf die Vereinigung und Einbettung existierender ForschungsansĂ€tze und Lösungen im Umfeld der Multimedia-Personalisierung. Mit so einem Framework an der Hand können Anwendungsentwickler erstmals effizient und einfach eine dynamische Erstellung ihrer personalisierten Multimedia-Inhalte realisieren
The Charming Science of the Other: The cultural analysis of the scientific search for life beyond earth
This dissertation presents the cultural study of scientific search for extraterrestrial life conducted over the past sixty years by the scientific community. It introduces an original piece of research that conceptualises the extraterrestrial life hypothesis as a significant part of the general world-view, constantly shaped by the work and discoveries of science. It sheds light on the ways in which alien life is imagined and theorised and presents its concept in both the scientific community and in popular culture.
Drawing from anthropology of science it offers elaboration of âculture of scienceâ and âscientific cultureâ and describes the scientific search for other life as a specific culture of science, here referred to as âcharming scienceâ. The three scientific search methods: message sending, analysing of cosmic signals and the search for extrasolar planets are conceptualised as the three search modes: messaging, listening and exploring respectively.
This work introduces the extraterrestrial âOtherâ as a profoundly cultural concept, firstly presented as the missing subject of âcharming scienceâ. Exploration of public understanding the extraterrestrial life and popular imagination of the âOtherâ is intended to introduce the scientific search in broader social context and address the role of science in contemporary Western world.
The dissertation draws on the multi-sited and multi-method ethnographic fieldwork conducted over two years in the UK. The research methods included interviewing (semi-structured face-to-face interviews and interviews conducted via email), participation (conferences and scientific meetings), and data collection from the global âonlineâ community including social networks
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