80,533 research outputs found

    A lightweight web video model with content and context descriptions for integration with linked data

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    The rapid increase of video data on the Web has warranted an urgent need for effective representation, management and retrieval of web videos. Recently, many studies have been carried out for ontological representation of videos, either using domain dependent or generic schemas such as MPEG-7, MPEG-4, and COMM. In spite of their extensive coverage and sound theoretical grounding, they are yet to be widely used by users. Two main possible reasons are the complexities involved and a lack of tool support. We propose a lightweight video content model for content-context description and integration. The uniqueness of the model is that it tries to model the emerging social context to describe and interpret the video. Our approach is grounded on exploiting easily extractable evolving contextual metadata and on the availability of existing data on the Web. This enables representational homogeneity and a firm basis for information integration among semantically-enabled data sources. The model uses many existing schemas to describe various ontology classes and shows the scope of interlinking with the Linked Data cloud

    Semantic annotation of Web APIs with SWEET

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    Recently technology developments in the area of services on the Web are marked by the proliferation of Web applications and APIs. The development and evolution of applications based on Web APIs is, however, hampered by the lack of automation that can be achieved with current technologies. In this paper we present SWEET - Semantic Web sErvices Editing Tool - a lightweight Web application for creating semantic descriptions of Web APIs. SWEET directly supports the creation of mashups by enabling the semantic annotation of Web APIs, thus contributing to the automation of the discovery, composition and invocation service tasks. Furthermore, it enables the development of composite SWS based applications on top of Linked Data

    A Semantic Web Annotation Tool for a Web-Based Audio Sequencer

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    Music and sound have a rich semantic structure which is so clear to the composer and the listener, but that remains mostly hidden to computing machinery. Nevertheless, in recent years, the introduction of software tools for music production have enabled new opportunities for migrating this knowledge from humans to machines. A new generation of these tools may exploit sound samples and semantic information coupling for the creation not only of a musical, but also of a "semantic" composition. In this paper we describe an ontology driven content annotation framework for a web-based audio editing tool. In a supervised approach, during the editing process, the graphical web interface allows the user to annotate any part of the composition with concepts from publicly available ontologies. As a test case, we developed a collaborative web-based audio sequencer that provides users with the functionality to remix the audio samples from the Freesound website and subsequently annotate them. The annotation tool can load any ontology and thus gives users the opportunity to augment the work with annotations on the structure of the composition, the musical materials, and the creator's reasoning and intentions. We believe this approach will provide several novel ways to make not only the final audio product, but also the creative process, first class citizens of the Semantic We

    Annotation graphs as a framework for multidimensional linguistic data analysis

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    In recent work we have presented a formal framework for linguistic annotation based on labeled acyclic digraphs. These `annotation graphs' offer a simple yet powerful method for representing complex annotation structures incorporating hierarchy and overlap. Here, we motivate and illustrate our approach using discourse-level annotations of text and speech data drawn from the CALLHOME, COCONUT, MUC-7, DAMSL and TRAINS annotation schemes. With the help of domain specialists, we have constructed a hybrid multi-level annotation for a fragment of the Boston University Radio Speech Corpus which includes the following levels: segment, word, breath, ToBI, Tilt, Treebank, coreference and named entity. We show how annotation graphs can represent hybrid multi-level structures which derive from a diverse set of file formats. We also show how the approach facilitates substantive comparison of multiple annotations of a single signal based on different theoretical models. The discussion shows how annotation graphs open the door to wide-ranging integration of tools, formats and corpora.Comment: 10 pages, 10 figures, Towards Standards and Tools for Discourse Tagging, Proceedings of the Workshop. pp. 1-10. Association for Computational Linguistic

    AVA: A Video Dataset of Spatio-temporally Localized Atomic Visual Actions

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    This paper introduces a video dataset of spatio-temporally localized Atomic Visual Actions (AVA). The AVA dataset densely annotates 80 atomic visual actions in 430 15-minute video clips, where actions are localized in space and time, resulting in 1.58M action labels with multiple labels per person occurring frequently. The key characteristics of our dataset are: (1) the definition of atomic visual actions, rather than composite actions; (2) precise spatio-temporal annotations with possibly multiple annotations for each person; (3) exhaustive annotation of these atomic actions over 15-minute video clips; (4) people temporally linked across consecutive segments; and (5) using movies to gather a varied set of action representations. This departs from existing datasets for spatio-temporal action recognition, which typically provide sparse annotations for composite actions in short video clips. We will release the dataset publicly. AVA, with its realistic scene and action complexity, exposes the intrinsic difficulty of action recognition. To benchmark this, we present a novel approach for action localization that builds upon the current state-of-the-art methods, and demonstrates better performance on JHMDB and UCF101-24 categories. While setting a new state of the art on existing datasets, the overall results on AVA are low at 15.6% mAP, underscoring the need for developing new approaches for video understanding.Comment: To appear in CVPR 2018. Check dataset page https://research.google.com/ava/ for detail

    Automatic annotation of bioinformatics workflows with biomedical ontologies

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    Legacy scientific workflows, and the services within them, often present scarce and unstructured (i.e. textual) descriptions. This makes it difficult to find, share and reuse them, thus dramatically reducing their value to the community. This paper presents an approach to annotating workflows and their subcomponents with ontology terms, in an attempt to describe these artifacts in a structured way. Despite a dearth of even textual descriptions, we automatically annotated 530 myExperiment bioinformatics-related workflows, including more than 2600 workflow-associated services, with relevant ontological terms. Quantitative evaluation of the Information Content of these terms suggests that, in cases where annotation was possible at all, the annotation quality was comparable to manually curated bioinformatics resources.Comment: 6th International Symposium on Leveraging Applications (ISoLA 2014 conference), 15 pages, 4 figure

    Playing for Data: Ground Truth from Computer Games

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    Recent progress in computer vision has been driven by high-capacity models trained on large datasets. Unfortunately, creating large datasets with pixel-level labels has been extremely costly due to the amount of human effort required. In this paper, we present an approach to rapidly creating pixel-accurate semantic label maps for images extracted from modern computer games. Although the source code and the internal operation of commercial games are inaccessible, we show that associations between image patches can be reconstructed from the communication between the game and the graphics hardware. This enables rapid propagation of semantic labels within and across images synthesized by the game, with no access to the source code or the content. We validate the presented approach by producing dense pixel-level semantic annotations for 25 thousand images synthesized by a photorealistic open-world computer game. Experiments on semantic segmentation datasets show that using the acquired data to supplement real-world images significantly increases accuracy and that the acquired data enables reducing the amount of hand-labeled real-world data: models trained with game data and just 1/3 of the CamVid training set outperform models trained on the complete CamVid training set.Comment: Accepted to the 14th European Conference on Computer Vision (ECCV 2016
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