49,189 research outputs found

    Developing serious games for cultural heritage: a state-of-the-art review

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    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

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    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

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    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

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    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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