49,189 research outputs found
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Query-Driven Sampling for Collective Entity Resolution
Probabilistic databases play a preeminent role in the processing and
management of uncertain data. Recently, many database research efforts have
integrated probabilistic models into databases to support tasks such as
information extraction and labeling. Many of these efforts are based on batch
oriented inference which inhibits a realtime workflow. One important task is
entity resolution (ER). ER is the process of determining records (mentions) in
a database that correspond to the same real-world entity. Traditional pairwise
ER methods can lead to inconsistencies and low accuracy due to localized
decisions. Leading ER systems solve this problem by collectively resolving all
records using a probabilistic graphical model and Markov chain Monte Carlo
(MCMC) inference. However, for large datasets this is an extremely expensive
process. One key observation is that, such exhaustive ER process incurs a huge
up-front cost, which is wasteful in practice because most users are interested
in only a small subset of entities. In this paper, we advocate pay-as-you-go
entity resolution by developing a number of query-driven collective ER
techniques. We introduce two classes of SQL queries that involve ER operators
--- selection-driven ER and join-driven ER. We implement novel variations of
the MCMC Metropolis Hastings algorithm to generate biased samples and
selectivity-based scheduling algorithms to support the two classes of ER
queries. Finally, we show that query-driven ER algorithms can converge and
return results within minutes over a database populated with the extraction
from a newswire dataset containing 71 million mentions
Query Resolution for Conversational Search with Limited Supervision
In this work we focus on multi-turn passage retrieval as a crucial component
of conversational search. One of the key challenges in multi-turn passage
retrieval comes from the fact that the current turn query is often
underspecified due to zero anaphora, topic change, or topic return. Context
from the conversational history can be used to arrive at a better expression of
the current turn query, defined as the task of query resolution. In this paper,
we model the query resolution task as a binary term classification problem: for
each term appearing in the previous turns of the conversation decide whether to
add it to the current turn query or not. We propose QuReTeC (Query Resolution
by Term Classification), a neural query resolution model based on bidirectional
transformers. We propose a distant supervision method to automatically generate
training data by using query-passage relevance labels. Such labels are often
readily available in a collection either as human annotations or inferred from
user interactions. We show that QuReTeC outperforms state-of-the-art models,
and furthermore, that our distant supervision method can be used to
substantially reduce the amount of human-curated data required to train
QuReTeC. We incorporate QuReTeC in a multi-turn, multi-stage passage retrieval
architecture and demonstrate its effectiveness on the TREC CAsT dataset.Comment: SIGIR 2020 full conference pape
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