2,774 research outputs found

    Designing an interface for a digital movie browsing system in the film studies domain

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    This article explains our work in designing an interface for a digital movie browsing system in the specific application context of film studies. The development of MOVIEBROWSER2 follows some general design guidelines based on an earlier user study with film studies students at Dublin City University. These design guidelines have been used as an input to the MOVIEBROWSER2 system design. The rationale for the interface design decisions has been elaborated. An experiment has been carried out among film studies student, together with a one-semester trial deployment. The results show positive feedback and a better performance in the studentsā€™ essay outcome with higher perceived satisfaction level

    Video Game Genre Classification Based on Deep Learning

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    Video games have played a more and more important role in our life. While the genre classification is a deeply explored research subject by leveraging the strength of deep learning, the automatic video game genre classification has drawn little attention in academia. In this study, we compiled a large dataset of 50,000 video games, consisting of the video game covers, game descriptions and the genre information. We explored three approaches for genre classification using deep learning techniques. First, we developed five image-based models utilizing pre-trained computer vision models such as MobileNet, ResNet50 and Inception, based on the game covers. Second, we developed two text-based models, using Long-short Term Memory (LSTM) model and the Universal Sentence Encoder model, based on the game descriptions. For the third approach, we constructed a multi-modal fusion model, which concatenates extracted features from one image-based model and one text-based model. We analysed our results and revealed some challenges that exist in the task of genre classification for video games. Some future works are also proposed

    Developing, deploying and assessing usage of a movie archive system among students of film studies

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    This paper describes our work in developing a movie browser application for students of Film Studies at our University. The aim of our work is to address the issues that arise when applying conventional user-centered design techniques from the usability engineering field to build a usable application when the system incorporates novel multimedia tools that could be potentially useful to the end-users but have not yet been practiced or deployed. We developed a web-based system that incorporates features as identified from the students and those features from our novel video analysis tools, including scene detection and classification. We deployed the system, monitored usage and gathered quantitative and qualitative data. Our findings show those expected patterns and highlighted issues that need to be further investigated in a novel application development. A mismatch between the usersā€™ wishes at the interviews and their actual usage was noted. In general, students found most of the provided features were beneficial for their studies

    Biometric responses to music-rich segments in films: the CDVPlex

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    Summarising or generating trailers for films or movies involves finding the highlights within those films, those segments where we become most afraid, happy, sad, annoyed, excited, etc. In this paper we explore three questions related to automatic detection of film highlights by measuring the physiological responses of viewers of those films. Firstly, whether emotional highlights can be detected through viewer biometrics, secondly whether individuals watching a film in a group experience similar emotional reactions as others in the group and thirdly whether the presence of music in a film correlates with the occurrence of emotional highlights. We analyse the results of an experiment known as the CDVPlex, where we monitored and recorded physiological reactions from people as they viewed films in a controlled cinema-like environment. A selection of films were manually annotated for the locations of their emotive contents. We then studied the physiological peaks identified among participants while viewing the same film and how these correlated with emotion tags and with music. We conclude that these are highly correlated and that music-rich segments of a film do act as a catalyst in stimulating viewer response, though we don't know what exact emotions the viewers were experiencing. The results of this work could impact the way in which we index movie content on PVRs for example, paying special significance to movie segments which are most likely to be highlights

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks
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