401 research outputs found

    Automatic Multimedia Creation Enriched with Dynamic Conceptual Data

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    There is a growing gap between the multimedia production and the context centric multimedia services. The main problem is the under-exploitation of the content creation design. The idea is to support dynamic content generation adapted to the user or display profile. Our work is an implementation of a web platform for automatic generation of multimedia presentations based on SMIL (Synchronized Multimedia Integration Language) standard. The system is able to produce rich media with dynamic multimedia content retrieved automatically from different content databases matching the semantic context. For this purpose, we extend the standard interpretation of SMIL tags in order to accomplish a semantic translation of multimedia objects in database queries. This permits services to take benefit of production process to create customized content enhanced with real time information fed from databases. The described system has been successfully deployed to create advanced context centric weather forecasts

    STUDI LITERATUR PENGEMBANGAN MOTION GRAPHIC VIDEO SEBAGAI TREN MEDIA PEMBELAJARAN UNTUK MENINGKATKAN HASIL BELAJAR

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    Motion graphic pada umumnya merupakan gabungan dari potongan-potongan desain atau animasi yang berbasis visual yang menggabungkan bahasa film dengan desain grafis yang dapat dicapai dengan memasukkan sejumlah elemen berbeda seperti animasi, video, film, tipografi, ilustrasi, dan music. Penelitian ini bertujuan untuk mengetahui efek motion graphic video sebagai media pembelajaran, Penelitian ini menggunakan metode Systematic Literature Review (SLR), yang terdiri dari 4 langkah penelitian yaitu Research Question, Search Process, Inclusion  and  Exclusion  Criteria, dan Quality Assesment. Hasil dari penelitian ini didapatkan bahwa media pembelajaran motion graphic video secara langsung memberikan dampak positif terhadap nilai siswa

    Doctor of Philosophy

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    dissertationOver 40 years ago, the first computer simulation of a protein was reported: the atomic motions of a 58 amino acid protein were simulated for few picoseconds. With today's supercomputers, simulations of large biomolecular systems with hundreds of thousands of atoms can reach biologically significant timescales. Through dynamics information biomolecular simulations can provide new insights into molecular structure and function to support the development of new drugs or therapies. While the recent advances in high-performance computing hardware and computational methods have enabled scientists to run longer simulations, they also created new challenges for data management. Investigators need to use local and national resources to run these simulations and store their output, which can reach terabytes of data on disk. Because of the wide variety of computational methods and software packages available to the community, no standard data representation has been established to describe the computational protocol and the output of these simulations, preventing data sharing and collaboration. Data exchange is also limited due to the lack of repositories and tools to summarize, index, and search biomolecular simulation datasets. In this dissertation a common data model for biomolecular simulations is proposed to guide the design of future databases and APIs. The data model was then extended to a controlled vocabulary that can be used in the context of the semantic web. Two different approaches to data management are also proposed. The iBIOMES repository offers a distributed environment where input and output files are indexed via common data elements. The repository includes a dynamic web interface to summarize, visualize, search, and download published data. A simpler tool, iBIOMES Lite, was developed to generate summaries of datasets hosted at remote sites where user privileges and/or IT resources might be limited. These two informatics-based approaches to data management offer new means for the community to keep track of distributed and heterogeneous biomolecular simulation data and create collaborative networks

    Visual approaches to knowledge organization and contextual exploration

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    This thesis explores possible visual approaches for the representation of semantic structures, such as zz-structures. Some holistic visual representations of complex domains have been investigated through the proposal of new views - the so-called zz-views - that allow both to make visible the interconnections between elements and to support a contextual and multilevel exploration of knowledge. The potential of this approach has been examined in the context of two case studies that have led to the creation of two Web applications. The \ufb01rst domain of study regarded the visual representation, analysis and management of scienti\ufb01c bibliographies. In this context, we modeled a Web application, we called VisualBib, to support researchers in building, re\ufb01ning, analyzing and sharing bibliographies. We adopted a multi-faceted approach integrating features that are typical of three di\ufb00erent classes of tools: bibliography visual analysis systems, bibliographic citation indexes and personal research assistants. The evaluation studies carried out on a \ufb01rst prototype highlighted the positive impact of our visual model and encouraged us to improve it and develop further visual analysis features we incorporated in the version 3.0 of the application. The second case study concerned the modeling and development of a multimedia catalog of Web and mobile applications. The objective was to provide an overview of a significant number of tools that can help teachers in the implementation of active learning approaches supported by technology and in the design of Teaching and Learning Activities (TLAs). We analyzed and documented 281 applications, preparing for each of them a detailed multilingual card and a video-presentation, organizing all the material in an original purpose-based taxonomy, visually represented through a browsable holistic view. The catalog, we called AppInventory, provides contextual exploration mechanisms based on zz-structures, collects user contributions and evaluations about the apps and o\ufb00ers visual analysis tools for the comparison of the applications data and user evaluations. The results of two user studies carried out on groups of teachers and students shown a very positive impact of our proposal in term of graphical layout, semantic structure, navigation mechanisms and usability, also in comparison with two similar catalogs

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    Domain-specific languages

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    Domain-Specific Languages are used in software engineering in order to enhance quality, flexibility, and timely delivery of software systems, by taking advantage of specific properties of a particular application domain. This survey covers terminology, risks and benefits, examples, design methodologies, and implementation techniques of domain-specific languages as used for the construction and maintenance of software systems. Moreover, it covers an annotated selection of 75 key publications in the area of domain-specific languages

    Contributions to the cornerstones of interaction in visualization: strengthening the interaction of visualization

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    Visualization has become an accepted means for data exploration and analysis. Although interaction is an important component of visualization approaches, current visualization research pays less attention to interaction than to aspects of the graphical representation. Therefore, the goal of this work is to strengthen the interaction side of visualization. To this end, we establish a unified view on interaction in visualization. This unified view covers four cornerstones: the data, the tasks, the technology, and the human.Visualisierung hat sich zu einem unverzichtbaren Werkzeug für die Exploration und Analyse von Daten entwickelt. Obwohl Interaktion ein wichtiger Bestandteil solcher Werkzeuge ist, wird der Interaktion in der aktuellen Visualisierungsforschung weniger Aufmerksamkeit gewidmet als Aspekten der graphischen Repräsentation. Daher ist es das Ziel dieser Arbeit, die Interaktion im Bereich der Visualisierung zu stärken. Hierzu wird eine einheitliche Sicht auf Interaktion in der Visualisierung entwickelt

    Acta Cybernetica : Volume 21. Number 3.

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    Designing Guided User Tasks in VR Embodied Experiences

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    International audienceVirtual reality (VR) offers extraordinary opportunities in user behavior research to study and observe how people interact in immersive 3D environments. A major challenge of designing these 3D experiences and user tasks, however, lies in bridging the inter-relational gaps of perception between the designer, the user, and the 3D scene. Based on Paul Dourish’s theory of embodiment, these gaps of perception are: ontology between the scene representation and the user and designer perception, intersubjectivity from designer to user in task communication, and intentionality from the user’s intentions to the designer’s interpretations.We present the GUsT-3D framework for designing Guided User Tasks in embodied VR experiences, i.e., tasks that require the user to carry out a series of interactions guided by the constraints of the 3D scene. GUsT-3D is implemented as a set of tools that support a 4-step workflow to (1) annotate entities in the scene with names, navigation, and interaction possibilities, (2) define user tasks with interactive and timing constraints, (3) manage scene changes, task progress, and user behavior logging in real-time, and (4) conduct post-scenario analysis through spatio-temporal queries using ontology definitions. To illustrate the diverse possibilities enabled by our framework, we present two case studies with an indoor scene and an outdoor scene, and conducted a formative evaluation involving 6 expert interviews to assess the framework and the implemented workflow. Analysis of the responses show that the GUsT-3D framework fits well into a designer’s creative process, providing a necessary workflow to create, manage, and understand VR embodied experiences of target users
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