55,651 research outputs found

    Multimedia search without visual analysis: the value of linguistic and contextual information

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    This paper addresses the focus of this special issue by analyzing the potential contribution of linguistic content and other non-image aspects to the processing of audiovisual data. It summarizes the various ways in which linguistic content analysis contributes to enhancing the semantic annotation of multimedia content, and, as a consequence, to improving the effectiveness of conceptual media access tools. A number of techniques are presented, including the time-alignment of textual resources, audio and speech processing, content reduction and reasoning tools, and the exploitation of surface features

    Automated speech and audio analysis for semantic access to multimedia

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    The deployment and integration of audio processing tools can enhance the semantic annotation of multimedia content, and as a consequence, improve the effectiveness of conceptual access tools. This paper overviews the various ways in which automatic speech and audio analysis can contribute to increased granularity of automatically extracted metadata. A number of techniques will be presented, including the alignment of speech and text resources, large vocabulary speech recognition, key word spotting and speaker classification. The applicability of techniques will be discussed from a media crossing perspective. The added value of the techniques and their potential contribution to the content value chain will be illustrated by the description of two (complementary) demonstrators for browsing broadcast news archives

    Access to recorded interviews: A research agenda

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    Recorded interviews form a rich basis for scholarly inquiry. Examples include oral histories, community memory projects, and interviews conducted for broadcast media. Emerging technologies offer the potential to radically transform the way in which recorded interviews are made accessible, but this vision will demand substantial investments from a broad range of research communities. This article reviews the present state of practice for making recorded interviews available and the state-of-the-art for key component technologies. A large number of important research issues are identified, and from that set of issues, a coherent research agenda is proposed

    Underdogs and superheroes: Designing for new players in public space

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    We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces

    A Lightweight Multilevel Markup Language for Connecting Software Requirements and Simulations

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    [Context] Simulation is a powerful tool to validate specified requirements especially for complex systems that constantly monitor and react to characteristics of their environment. The simulators for such systems are complex themselves as they simulate multiple actors with multiple interacting functions in a number of different scenarios. To validate requirements in such simulations, the requirements must be related to the simulation runs. [Problem] In practice, engineers are reluctant to state their requirements in terms of structured languages or models that would allow for a straightforward relation of requirements to simulation runs. Instead, the requirements are expressed as unstructured natural language text that is hard to assess in a set of complex simulation runs. Therefore, the feedback loop between requirements and simulation is very long or non-existent at all. [Principal idea] We aim to close the gap between requirements specifications and simulation by proposing a lightweight markup language for requirements. Our markup language provides a set of annotations on different levels that can be applied to natural language requirements. The annotations are mapped to simulation events. As a result, meaningful information from a set of simulation runs is shown directly in the requirements specification. [Contribution] Instead of forcing the engineer to write requirements in a specific way just for the purpose of relating them to a simulator, the markup language allows annotating the already specified requirements up to a level that is interesting for the engineer. We evaluate our approach by analyzing 8 original requirements of an automotive system in a set of 100 simulation runs

    Introduction to the special issue on cross-language algorithms and applications

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    With the increasingly global nature of our everyday interactions, the need for multilingual technologies to support efficient and efective information access and communication cannot be overemphasized. Computational modeling of language has been the focus of Natural Language Processing, a subdiscipline of Artificial Intelligence. One of the current challenges for this discipline is to design methodologies and algorithms that are cross-language in order to create multilingual technologies rapidly. The goal of this JAIR special issue on Cross-Language Algorithms and Applications (CLAA) is to present leading research in this area, with emphasis on developing unifying themes that could lead to the development of the science of multi- and cross-lingualism. In this introduction, we provide the reader with the motivation for this special issue and summarize the contributions of the papers that have been included. The selected papers cover a broad range of cross-lingual technologies including machine translation, domain and language adaptation for sentiment analysis, cross-language lexical resources, dependency parsing, information retrieval and knowledge representation. We anticipate that this special issue will serve as an invaluable resource for researchers interested in topics of cross-lingual natural language processing.Postprint (published version

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Development of multiple media documents

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    Development of documents in multiple media involves activities in three different fields, the technical, the discoursive and the procedural. The major development problems of artifact complexity, cognitive processes, design basis and working context are located where these fields overlap. Pending the emergence of a unified approach to design, any method must allow for development at the three levels of discourse structure, media disposition and composition, and presentation. Related work concerned with generalised discourse structures, structured documents, production methods for existing multiple media artifacts, and hypertext design offer some partial forms of assistance at different levels. Desirable characteristics of a multimedia design method will include three phases of production, a variety of possible actions with media elements, an underlying discoursive structure, and explicit comparates for review
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