5,970 research outputs found

    Promoting Social Media Dissemination of Digital Images Through CBR-Based Tag Recommendation

    Get PDF
    Multimedia content has become an essential tool to share knowledge, sell products or disseminate messages. Some social networks use multimedia content to promote information and create social communities. In order to increase the impact of the digital content, those images or videos are labeled with different words, denominated tags. In this paper, we propose a recommender system which analyzes multimedia content and suggests tags to maximize its influence in the social community. It implements a Case-Based Reasoning architecture (CBR), which allows to learn from previous tagged content. The system has been evaluated through cross fold validation with a training and validation sets carefully constructed and extracted from Instagram. The results demonstrate that the system can suggest good options to label our image and maximize the influence of the multimedia content

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    A Review of Wavelet Based Fingerprint Image Retrieval

    Get PDF
    A digital image is composed of pixels and information about brightness of image and RGB triples are used to encode color information. Image retrieval problem encountered when searching and retrieving images that is relevant to a user’s request from a database. In Content based image retrieval, input goes in the form of an image. In these images, different features are extracted and then the other images from database are retrieved accordingly. Biometric distinguishes the people by their physical or behavioral qualities. Fingerprints are viewed as a standout amongst the most solid for human distinguishment because of their uniqueness and ingenuity. To retrieve fingerprint images on the basis of their textural features,by using different wavelets. From the input fingerprint image, first of all center point area is selected and then its textural features are extracted and stored in database. When a query image comes then again its center point is selected and then its texture feature are extracted. Then these features are matched for similarity and then resultant image is displayed. DOI: 10.17762/ijritcc2321-8169.15026

    Study and experimentation of cognitive decline measurements in a virtual reality environment

    Full text link
    À l’heure où le numérique s’est totalement imposé dans notre quotidien, nous pouvons nous demander comment évolue notre bien-être. La réalité virtuelle hautement immersive permet de développer des environnements propices à la relaxation qui peuvent améliorer les capacités cognitives et la qualité de vie de nombreuses personnes. Le premier objectif de cette étude est de réduire les émotions négatives et améliorer les capacités cognitives des personnes souffrant de déclin cognitif subjectif (DCS). À cette fin, nous avons développé un environnement de réalité virtuelle appelé Savannah VR, où les participants ont suivi un avatar à travers une savane. Nous avons recruté dix-neuf personnes atteintes de DCS pour participer à l’expérience virtuelle de la savane. Le casque Emotiv Epoc a capturé les émotions des participants pendant toute l’expérience virtuelle. Les résultats montrent que l’immersion dans la savane virtuelle a réduit les émotions négatives des participants et que les effets positifs ont continué par la suite. Les participants ont également amélioré leur performance cognitive. La confusion se manifeste souvent au cours de l’apprentissage lorsque les élèves ne comprennent pas de nouvelles connaissances. C’est un état qui est également très présent chez les personnes atteintes de démence à cause du déclin de leurs capacités cognitives. Détecter et surmonter la confusion pourrait ainsi améliorer le bien-être et les performances cognitives des personnes atteintes de troubles cognitifs. Le deuxième objectif de ce mémoire est donc de développer un outil pour détecter la confusion. Nous avons mené deux expérimentations et obtenu un modèle d’apprentissage automatique basé sur les signaux du cerveau pour reconnaître quatre niveaux de confusion (90% de précision). De plus, nous avons créé un autre modèle pour reconnaître la fonction cognitive liée à la confusion (82 % de précision).At a time when digital technology has become an integral part of our daily lives, we can ask ourselves how our well-being is evolving. Highly immersive virtual reality allows the development of environments that promote relaxation and can improve the cognitive abilities and quality of life of many people. The first aim of this study is to reduce the negative emotions and improve the cognitive abilities of people suffering from subjective cognitive decline (SCD). To this end, we have developed a virtual reality environment called Savannah VR, where participants followed an avatar across a savannah. We recruited nineteen people with SCD to participate in the virtual savannah experience. The Emotiv Epoc headset captured their emotions for the entire virtual experience. The results show that immersion in the virtual savannah reduced the negative emotions of the participants and that the positive effects continued afterward. Participants also improved their cognitive performance. Confusion often occurs during learning when students do not understand new knowledge. It is a state that is also very present in people with dementia because of the decline in their cognitive abilities. Detecting and overcoming confusion could thus improve the well-being and cognitive performance of people with cognitive impairment. The second objective of this paper is, therefore, to develop a tool to detect confusion. We conducted two experiments and obtained a machine learning model based on brain signals to recognize four levels of confusion (90% accuracy). In addition, we created another model to recognize the cognitive function related to the confusion (82% accuracy)

    An audio-visual approach to web video categorization

    Get PDF
    International audienceIn this paper we address the issue of automatic video genre categorization of web media using an audio-visual approach. To this end, we propose content descriptors which exploit audio, temporal structure and color information. The potential of our descriptors is experimentally validated both from the perspective of a classification system and as an information retrieval approach. Validation is carried out on a real scenario, namely on more than 288 hours of video footage and 26 video genres specific to blip.tv media platform. Additionally, to reduce semantic gap, we propose a new relevance feedback technique which is based on hierarchical clustering. Experimental tests prove that retrieval performance can be significantly increased in this case, becoming comparable to the one obtained with high level semantic textual descriptors

    24th International Conference on Information Modelling and Knowledge Bases

    Get PDF
    In the last three decades information modelling and knowledge bases have become essentially important subjects not only in academic communities related to information systems and computer science but also in the business area where information technology is applied. The series of European – Japanese Conference on Information Modelling and Knowledge Bases (EJC) originally started as a co-operation initiative between Japan and Finland in 1982. The practical operations were then organised by professor Ohsuga in Japan and professors Hannu Kangassalo and Hannu Jaakkola in Finland (Nordic countries). Geographical scope has expanded to cover Europe and also other countries. Workshop characteristic - discussion, enough time for presentations and limited number of participants (50) / papers (30) - is typical for the conference. Suggested topics include, but are not limited to: 1. Conceptual modelling: Modelling and specification languages; Domain-specific conceptual modelling; Concepts, concept theories and ontologies; Conceptual modelling of large and heterogeneous systems; Conceptual modelling of spatial, temporal and biological data; Methods for developing, validating and communicating conceptual models. 2. Knowledge and information modelling and discovery: Knowledge discovery, knowledge representation and knowledge management; Advanced data mining and analysis methods; Conceptions of knowledge and information; Modelling information requirements; Intelligent information systems; Information recognition and information modelling. 3. Linguistic modelling: Models of HCI; Information delivery to users; Intelligent informal querying; Linguistic foundation of information and knowledge; Fuzzy linguistic models; Philosophical and linguistic foundations of conceptual models. 4. Cross-cultural communication and social computing: Cross-cultural support systems; Integration, evolution and migration of systems; Collaborative societies; Multicultural web-based software systems; Intercultural collaboration and support systems; Social computing, behavioral modeling and prediction. 5. Environmental modelling and engineering: Environmental information systems (architecture); Spatial, temporal and observational information systems; Large-scale environmental systems; Collaborative knowledge base systems; Agent concepts and conceptualisation; Hazard prediction, prevention and steering systems. 6. Multimedia data modelling and systems: Modelling multimedia information and knowledge; Contentbased multimedia data management; Content-based multimedia retrieval; Privacy and context enhancing technologies; Semantics and pragmatics of multimedia data; Metadata for multimedia information systems. Overall we received 56 submissions. After careful evaluation, 16 papers have been selected as long paper, 17 papers as short papers, 5 papers as position papers, and 3 papers for presentation of perspective challenges. We thank all colleagues for their support of this issue of the EJC conference, especially the program committee, the organising committee, and the programme coordination team. The long and the short papers presented in the conference are revised after the conference and published in the Series of “Frontiers in Artificial Intelligence” by IOS Press (Amsterdam). The books “Information Modelling and Knowledge Bases” are edited by the Editing Committee of the conference. We believe that the conference will be productive and fruitful in the advance of research and application of information modelling and knowledge bases. Bernhard Thalheim Hannu Jaakkola Yasushi Kiyok

    The Impact of Generative AI on the Future of Visual Content Marketing

    Full text link
    In today's world of marketing, it is necessary to have visually appealing content. Visual material has become an essential area of focus for every company as a result of the widespread availability of gadgets for mass communication and extended visual advancements. Similarly, artificial intelligence is also gaining ground and it is proving to be the most revolutionary technological advancement thus far. The integration of visual content with artificial intelligence is the key to acquiring and retaining loyal customers; its absence from the overarching marketing strategy of any production raises a red flag that could ultimately result in a smaller market share for that company.Comment: 15 pages, 5 figure

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Generic object classification for autonomous robots

    Get PDF
    Un dels principals problemes de la interacció dels robots autònoms és el coneixement de l'escena. El reconeixement és fonamental per a solucionar aquest problema i permetre als robots interactuar en un escenari no controlat. En aquest document presentem una aplicació pràctica de la captura d'objectes, de la normalització i de la classificació de senyals triangulars i circulars. El sistema s'introdueix en el robot Aibo de Sony per a millorar-ne la interacció. La metodologia presentada s'ha comprobat en simulacions i problemes de categorització reals, com ara la classificació de senyals de trànsit, amb resultats molt prometedors.Uno de los principales problemas de la interacción de los robots autónomos es el conocimiento de la escena. El reconocimiento es fundamental para solventar este problema y permitir a los robots interactuar en un escenario no controlado. En este documento, presentamos una aplicación práctica de captura del objeto, normalización y clasificación de señales triangulares y circulares. El sistema es introducido en el robot Aibo de Sony para mejorar el comportamiento de la interacción del robot. La metodología presentada ha sido testeada en simulaciones y problemas de categorización reales, como es la clasificación de señales de tráfico, con resultados muy prometedores.One of the main problems of autonomous robots interaction is the scene knowledge. Recognition is concerned to deal with this problem and to allow robots to interact in uncontrolled environments. In this paper, we present a practical application for object fitting, normalization and classification of triangular and circular signs. The system is introduced in the Aibo robot of Sony to increase the robot interaction behaviour. The presented methodology has been tested in real simulations and categorization problems, as the traffic signs classification, with very promising results.Nota: Aquest document conté originàriament altre material i/o programari només consultable a la Biblioteca de Ciència i Tecnologia
    corecore