22,312 research outputs found
Collaborative Summarization of Topic-Related Videos
Large collections of videos are grouped into clusters by a topic keyword,
such as Eiffel Tower or Surfing, with many important visual concepts repeating
across them. Such a topically close set of videos have mutual influence on each
other, which could be used to summarize one of them by exploiting information
from others in the set. We build on this intuition to develop a novel approach
to extract a summary that simultaneously captures both important
particularities arising in the given video, as well as, generalities identified
from the set of videos. The topic-related videos provide visual context to
identify the important parts of the video being summarized. We achieve this by
developing a collaborative sparse optimization method which can be efficiently
solved by a half-quadratic minimization algorithm. Our work builds upon the
idea of collaborative techniques from information retrieval and natural
language processing, which typically use the attributes of other similar
objects to predict the attribute of a given object. Experiments on two
challenging and diverse datasets well demonstrate the efficacy of our approach
over state-of-the-art methods.Comment: CVPR 201
Hierarchically Structured Reinforcement Learning for Topically Coherent Visual Story Generation
We propose a hierarchically structured reinforcement learning approach to
address the challenges of planning for generating coherent multi-sentence
stories for the visual storytelling task. Within our framework, the task of
generating a story given a sequence of images is divided across a two-level
hierarchical decoder. The high-level decoder constructs a plan by generating a
semantic concept (i.e., topic) for each image in sequence. The low-level
decoder generates a sentence for each image using a semantic compositional
network, which effectively grounds the sentence generation conditioned on the
topic. The two decoders are jointly trained end-to-end using reinforcement
learning. We evaluate our model on the visual storytelling (VIST) dataset.
Empirical results from both automatic and human evaluations demonstrate that
the proposed hierarchically structured reinforced training achieves
significantly better performance compared to a strong flat deep reinforcement
learning baseline.Comment: Accepted to AAAI 201
Deep attentive video summarization with distribution consistency learning
This article studies supervised video summarization by formulating it into a sequence-to-sequence learning framework, in which the input and output are sequences of original video frames and their predicted importance scores, respectively. Two critical issues are addressed in this article: short-term contextual attention insufficiency and distribution inconsistency. The former lies in the insufficiency of capturing the short-term contextual attention information within the video sequence itself since the existing approaches focus a lot on the long-term encoder-decoder attention. The latter refers to the distributions of predicted importance score sequence and the ground-truth sequence is inconsistent, which may lead to a suboptimal solution. To better mitigate the first issue, we incorporate a self-attention mechanism in the encoder to highlight the important keyframes in a short-term context. The proposed approach alongside the encoder-decoder attention constitutes our deep attentive models for video summarization. For the second one, we propose a distribution consistency learning method by employing a simple yet effective regularization loss term, which seeks a consistent distribution for the two sequences. Our final approach is dubbed as Attentive and Distribution consistent video Summarization (ADSum). Extensive experiments on benchmark data sets demonstrate the superiority of the proposed ADSum approach against state-of-the-art approaches
An MPEG-7 scheme for semantic content modelling and filtering of digital video
Abstract Part 5 of the MPEG-7 standard specifies Multimedia Description Schemes (MDS); that is, the format multimedia content models should conform to in order to ensure interoperability across multiple platforms and applications. However, the standard does not specify how the content or the associated model may be filtered. This paper proposes an MPEG-7 scheme which can be deployed for digital video content modelling and filtering. The proposed scheme, COSMOS-7, produces rich and multi-faceted semantic content models and supports a content-based filtering approach that only analyses content relating directly to the preferred content requirements of the user. We present details of the scheme, front-end systems used for content modelling and filtering and experiences with a number of users
Segmenting broadcast news streams using lexical chains
In this paper we propose a course-grained NLP approach to text segmentation based on the
analysis of lexical cohesion within text. Most work in this area has focused on the discovery of textual
units that discuss subtopic structure within documents. In contrast our segmentation task requires the discovery of topical units of text i.e. distinct news stories from broadcast news programmes. Our system SeLeCT first builds a set of lexical chains, in order to model the discourse structure of the text. A boundary detector is then used to search for breaking points in this structure indicated by patterns of cohesive strength and weakness within the text. We evaluate this technique on a test set of concatenated CNN news story transcripts and compare it with an established statistical approach to segmentation called TextTiling
Proceedings of the ECIR2010 workshop on information access for personal media archives (IAPMA2010), Milton Keynes, UK, 28 March 2010
Towards e-Memories: challenges of capturing, summarising, presenting, understanding, using, and retrieving relevant information from heterogeneous data contained in personal media archives.
This is the proceedings of the inaugural workshop on “Information Access for Personal Media Archives”. It is now possible to archive much of our life experiences in digital form using a variety of sources, e.g. blogs written, tweets made, social network status updates, photographs taken, videos seen, music heard, physiological monitoring, locations visited and environmentally sensed data of those places, details of people met, etc. Information can be captured from a myriad of personal information devices including desktop computers, PDAs, digital cameras, video and audio recorders, and various sensors, including GPS, Bluetooth, and biometric devices.
In this workshop research from diverse disciplines was presented on how we can advance towards the goal of effective capture, retrieval and exploration of e-memories
Learning to communicate computationally with Flip: a bi-modal programming language for game creation
Teaching basic computational concepts and skills to school children is currently a curricular focus in many countries. Running parallel to this trend are advances in programming environments and teaching methods which aim to make computer science more accessible, and more motivating. In this paper, we describe the design and evaluation of Flip, a programming language that aims to help 11–15 year olds develop computational skills through creating their own 3D role-playing games. Flip has two main components: 1) a visual language (based on an interlocking blocks design common to many current visual languages), and 2) a dynamically updating natural language version of the script under creation. This programming-language/natural-language pairing is a unique feature of Flip, designed to allow learners to draw upon their familiarity with natural language to “decode the code”. Flip aims to support young people in developing an understanding of computational concepts as well as the skills to use and communicate these concepts effectively. This paper investigates the extent to which Flip can be used by young people to create working scripts, and examines improvements in their expression of computational rules and concepts after using the tool. We provide an overview of the design and implementation of Flip before describing an evaluation study carried out with 12–13 year olds in a naturalistic setting. Over the course of 8 weeks, the majority of students were able to use Flip to write small programs to bring about interactive behaviours in the games they created. Furthermore, there was a significant improvement in their computational communication after using Flip (as measured by a pre/post-test). An additional finding was that girls wrote more, and more complex, scripts than did boys, and there was a trend for girls to show greater learning gains relative to the boys
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