70,334 research outputs found
ELVIS: Entertainment-led video summaries
© ACM, 2010. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Transactions on Multimedia Computing, Communications, and Applications, 6(3): Article no. 17 (2010) http://doi.acm.org/10.1145/1823746.1823751Video summaries present the user with a condensed and succinct representation of the content of a video stream. Usually this is achieved by attaching degrees of importance to low-level image, audio and text features. However, video content elicits strong and measurable physiological responses in the user, which are potentially rich indicators of what video content is memorable to or emotionally engaging for an individual user. This article proposes a technique that exploits such physiological responses to a given video stream by a given user to produce Entertainment-Led VIdeo Summaries (ELVIS). ELVIS is made up of five analysis phases which correspond to the analyses of five physiological response measures: electro-dermal response (EDR), heart rate (HR), blood volume pulse (BVP), respiration rate (RR), and respiration amplitude (RA). Through these analyses, the temporal locations of the most entertaining video subsegments, as they occur within the video stream as a whole, are automatically identified. The effectiveness of the ELVIS technique is verified through a statistical analysis of data collected during a set of user trials. Our results show that ELVIS is more consistent than RANDOM, EDR, HR, BVP, RR and RA selections in identifying the most entertaining video subsegments for content in the comedy, horror/comedy, and horror genres. Subjective user reports also reveal that ELVIS video summaries are comparatively easy to understand, enjoyable, and informative
Applications of Fog Computing in Video Streaming
The purpose of this paper is to show the viability of fog computing in the area of video streaming in vehicles. With the rise of autonomous vehicles, there needs to be a viable entertainment option for users. The cloud fails to address these options due to latency problems experienced during high internet traffic. To improve video streaming speeds, fog computing seems to be the best option. Fog computing brings the cloud closer to the user through the use of intermediary devices known as fog nodes. It does not attempt to replace the cloud but improve the cloud by allowing faster upload and download of information. This paper explores two algorithms that would work well with vehicles and video streaming. This is simulated using a Java application, and then graphically represented. The results showed that the simulation was an accurate model and that the best algorithm for request history maintenance was the variable model
Mobile Commerce and Applications: An Exploratory Study and Review
Mobile commerce is enabling the development of additional revenue streams for
organizations through the delivery of chargeable mobile services. According to
the European Information Technology Observatory, the total amount of revenue
generated by mobile commerce was reported to be less than {\pounds}9 million in
the United Kingdom in 2001. By 2005 this had, at least, doubled and more recent
industry forecasts project significant global growth in this area. Mobile
commerce creates a range of business opportunities and new revenue streams for
businesses across industry sectors via the deployment of innovative services,
applications and associated information content. This paper presents a review
of mobile commerce business models and their importance for the creation of
mobile commerce solutions.Comment: Journal of Computing online at
https://sites.google.com/site/journalofcomputing
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Zapping index: Using smile to measure advertisement zapping likelihood
In marketing and advertising research, 'zapping' is defined as the action when a viewer stops watching a commercial. Researchers analyze users' behavior in order to prevent zapping which helps advertisers to design effective commercials. Since emotions can be used to engage consumers, in this paper, we leverage automated facial expression analysis to understand consumers' zapping behavior. Firstly, we provide an accurate moment-to-moment smile detection algorithm. Secondly, we formulate a binary classification problem (zapping/non-zapping) based on real-world scenarios, and adopt smile response as the feature to predict zapping. Thirdly, to cope with the lack of a metric in advertising evaluation, we propose a new metric called Zapping Index (ZI). ZI is a moment-to-moment measurement of a user's zapping probability. It gauges not only the reaction of a user, but also the preference of a user to commercials. Finally, extensive experiments are performed to provide insights and we make recommendations that will be useful to both advertisers and advertisement publishers
A Framework for Exploring and Evaluating Mechanics in Human Computation Games
Human computation games (HCGs) are a crowdsourcing approach to solving
computationally-intractable tasks using games. In this paper, we describe the
need for generalizable HCG design knowledge that accommodates the needs of both
players and tasks. We propose a formal representation of the mechanics in HCGs,
providing a structural breakdown to visualize, compare, and explore the space
of HCG mechanics. We present a methodology based on small-scale design
experiments using fixed tasks while varying game elements to observe effects on
both the player experience and the human computation task completion. Finally
we discuss applications of our framework using comparisons of prior HCGs and
recent design experiments. Ultimately, we wish to enable easier exploration and
development of HCGs, helping these games provide meaningful player experiences
while solving difficult problems.Comment: 11 pages, 5 figure
Visual Representations of Gender and Computing in Consumer and Professional Magazines
Studies in the nineteen-eighties showed that advertising images of computers were gendered, with women relatively less represented, and shown with less empowered roles, problems or presented as sexual objects. This paper uses a mix of content and interpretative analysis to analyse current imagery in consumerist and professional society publications. It reveals the present variation and complexity of the iconography of computers and people across different domains of representation, with the continuation of gender bias in subtle forms
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Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
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