694 research outputs found

    Scale free information retrieval : visually searching and navigating the web

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1998.Includes bibliographical references (p. [91]-92).Daniel Ethan Dreilinger.M.S

    Cary collection web presentation & digital image database

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    The Melbert Cary, Jr. Graphic Arts Collection in the Wallace Memorial Library is one of the treasures the RIT community has had available for years. For this thesis project, selected materials from the collection were scanned and made available on the Internet so people at any location can experience the rare and invaluable items the facility houses. Not only has the result of this project created an educational tool for others to use, but it also challenged the author to master web publishing while developments rapidly occur on the most powerful mass communications media to arise in decades. While the primary purpose of this thesis project was to create an aesthetically pleasing and information rich web presentation for the Melbert Cary, Jr. Graphic Arts Collection, many secondary goals had to first be achieved. Those secondary goals are outlined in this list: 1. To acquire high quality color electronic images for others to access remotely. 2. To design a searchable database of 300 records. 3. To learn the ins-and-outs of web publishing by: Creating cohesive and consistent documents in the HyperText Markup Language (HTML). Developing an aesthetically pleasing interface for users to explore documents. This included keeping up-to-date with developments in HTML and using techniques created by web publishing experts to make the text as typographically pleasing as possible. Placing the necessary documents and images on a web server. Advertising the address of the presentation, or URL, to the appropriate audience. 4. Developing clear and concise instructions on how to maintain the presentation, including procedures for adding categories and images. After a substantial amount of work on this project was completed, it was linked to the Wallace Memorial Library\u27s home page. A home page is the first site a person reaches upon typing in an Internet address on the World Wide Web. Home pages can be created by individuals or organizations and serve as points of departure for exploring textual and graphical information available at these sites. The Cary presentation has a section explaining the history and growth of the collection. A user can continue by taking a virtual tour of the facilities or by reading about recent acquisitions. The main feature of the presentation is a subject library and digital image data base which contains an initial collection of approximately 300 searchable records ranging from medieval manuscripts to portraits of printers. Instructions on how to perform various types of searches, as well as what type of searches are feasible, are also integrated into this project. Finally, information about image acquisition, graphics presentation, and database installation and setup are integrated into this project. In addition, a secondary home page for the American Printing History Association has been created, and sample articles from its journal Printing History will be available in a digital format on an ongoing basis. All images were prepared to be as faithful to the originals as possible, keeping in mind the drawbacks inherent in viewing images and text on today\u27s monitors. Retaining accurate colors and details while paying heed to practical speed requirements of transmission was of great importance. A feedback form has also been made available for individuals who wish to communicate any comments, problems, requests or suggestions via e-mail. The documentation that follows is the methodology used in creating the Cary Collection\u27s web presentation

    Using Web Archives to Enrich the Live Web Experience Through Storytelling

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    Much of our cultural discourse occurs primarily on the Web. Thus, Web preservation is a fundamental precondition for multiple disciplines. Archiving Web pages into themed collections is a method for ensuring these resources are available for posterity. Services such as Archive-It exists to allow institutions to develop, curate, and preserve collections of Web resources. Understanding the contents and boundaries of these archived collections is a challenge for most people, resulting in the paradox of the larger the collection, the harder it is to understand. Meanwhile, as the sheer volume of data grows on the Web, storytelling is becoming a popular technique in social media for selecting Web resources to support a particular narrative or story . In this dissertation, we address the problem of understanding the archived collections through proposing the Dark and Stormy Archive (DSA) framework, in which we integrate storytelling social media and Web archives. In the DSA framework, we identify, evaluate, and select candidate Web pages from archived collections that summarize the holdings of these collections, arrange them in chronological order, and then visualize these pages using tools that users already are familiar with, such as Storify. To inform our work of generating stories from archived collections, we start by building a baseline for the structural characteristics of popular (i.e., receiving the most views) human-generated stories through investigating stories from Storify. Furthermore, we checked the entire population of Archive-It collections for better understanding the characteristics of the collections we intend to summarize. We then filter off-topic pages from the collections the using different methods to detect when an archived page in a collection has gone off-topic. We created a gold standard dataset from three Archive-It collections to evaluate the proposed methods at different thresholds. From the gold standard dataset, we identified five behaviors for the TimeMaps (a list of archived copies of a page) based on the page’s aboutness. Based on a dynamic slicing algorithm, we divide the collection and cluster the pages in each slice. We then select the best representative page from each cluster based on different quality metrics (e.g., the replay quality, and the quality of the generated snippet from the page). At the end, we put the selected pages in chronological order and visualize them using Storify. For evaluating the DSA framework, we obtained a ground truth dataset of hand-crafted stories from Archive-It collections generated by expert archivists. We used Amazon’s Mechanical Turk to evaluate the automatically generated stories against the stories that were created by domain experts. The results show that the automatically generated stories by the DSA are indistinguishable from those created by human subject domain experts, while at the same time both kinds of stories (automatic and human) are easily distinguished from randomly generated storie

    Review of Human-Computer Interaction Issues in Image Retrieval

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    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    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

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    BCR’s CDP Digital Imaging Best Practices, Version 2.0

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    This is the published version.These Best Practices — also referred to as the CDP Best Practices -- have been created through the collaboration of working groups pulled from library, museum and archive practitioners. Version 1 was created through funding from the Institute for Museum and Library Services through a grant to the University of Denver and the Colorado Digitization Program in 2003. Version 2 of the guidelines were published by BCR in 2008 and represents a significant update of practices under the leadership of their CDP Digital Imaging Best Practices Working Group. The intent has been to help standardize and share protocols governing the implementation of digital projects. The result of these collaborations is a set of best practice documents that cover issues such as digital imaging, Dublin Core metadata and digital audio. These best practice documents are intended to help with the design and implementation of digitization projects. Because they were collaboratively designed by experts in the field, you can be certain they include the best possible information, in addition to having been field tested and proven in practice. These best practice documents are an ongoing collaborative project, and LYRASIS will add information and new documents as they are developed

    Managing law practice technology

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    Presented by Barron K. Henley, at a seminar by the same name, held November 17, 2020

    Realistic electronic books

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    People like books. They are convenient and can be accessed easily and enjoyably. In contrast, many view the experience of accessing and exploring electronic documents as dull, cumbersome and disorientating. This thesis claims that modelling digital documents as physical books can significantly improve reading performance. To investigate this claim, a realistic electronic book model was developed and evaluated. In this model, a range of properties associated with physical books---analogue page turning, bookmarks and annotations---are emulated. Advantage is also taken of the digital environment by supporting hyperlinks, multimedia, full-text search over terms and synonyms, automatically cross referencing documents with an online encyclopaedia, and producing a back-of-the-book index. The main technical challenge of simulating physical books is finding a suitable technique for page turning that is sufficiently realistic, yet lightweight, responsive, scalable and accessible. Several techniques were surveyed, implemented and evaluated. The chosen technique allows realistic books to be presented in the Adobe Flash Player, the most widely used browser plug-in on the Web. A series of usability studies were conducted to compare reading performance while performing various tasks with HTML, PDF, physical books, and simulated books. They revealed that participants not only preferred the new interface, but completed the tasks more efficiently, without any loss in accuracy
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