24,194 research outputs found

    E-learning Aspects of NODES Project

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    The NODES project aims at promoting the use, in adult training/lifelong learning, of multimedia knowledge, in order to facilitate competitiveness, employability and mobility of adults who are victims of the digital divide or of some of its components, such as distance, initial level of knowledge, language, and use of complex technologies. Our task in the project is studying the existing free or commercial licenses e-learning software. The aim of the investigation of these systems is surveying the most important functional features, modules, standards, and hardware and software requirements. After the comparison of the e-Learning systems by several methods, have to evaluate the most important parameters, which are suitable suggestion for the project management. These parameters were evaluated. Reviewing these parameters, our suggestion is the Moodle or the aTutor

    Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE

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    This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation methods for inclusion into the upcoming Recommendation. The aim is to start a discussion amongst experts on potential evaluation methods and their limitations, before finalizing a Recommendation. Such a recommendation might in the end be applied by non -expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation

    Learning to Hash-tag Videos with Tag2Vec

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    User-given tags or labels are valuable resources for semantic understanding of visual media such as images and videos. Recently, a new type of labeling mechanism known as hash-tags have become increasingly popular on social media sites. In this paper, we study the problem of generating relevant and useful hash-tags for short video clips. Traditional data-driven approaches for tag enrichment and recommendation use direct visual similarity for label transfer and propagation. We attempt to learn a direct low-cost mapping from video to hash-tags using a two step training process. We first employ a natural language processing (NLP) technique, skip-gram models with neural network training to learn a low-dimensional vector representation of hash-tags (Tag2Vec) using a corpus of 10 million hash-tags. We then train an embedding function to map video features to the low-dimensional Tag2vec space. We learn this embedding for 29 categories of short video clips with hash-tags. A query video without any tag-information can then be directly mapped to the vector space of tags using the learned embedding and relevant tags can be found by performing a simple nearest-neighbor retrieval in the Tag2Vec space. We validate the relevance of the tags suggested by our system qualitatively and quantitatively with a user study

    Why People Search for Images using Web Search Engines

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    What are the intents or goals behind human interactions with image search engines? Knowing why people search for images is of major concern to Web image search engines because user satisfaction may vary as intent varies. Previous analyses of image search behavior have mostly been query-based, focusing on what images people search for, rather than intent-based, that is, why people search for images. To date, there is no thorough investigation of how different image search intents affect users' search behavior. In this paper, we address the following questions: (1)Why do people search for images in text-based Web image search systems? (2)How does image search behavior change with user intent? (3)Can we predict user intent effectively from interactions during the early stages of a search session? To this end, we conduct both a lab-based user study and a commercial search log analysis. We show that user intents in image search can be grouped into three classes: Explore/Learn, Entertain, and Locate/Acquire. Our lab-based user study reveals different user behavior patterns under these three intents, such as first click time, query reformulation, dwell time and mouse movement on the result page. Based on user interaction features during the early stages of an image search session, that is, before mouse scroll, we develop an intent classifier that is able to achieve promising results for classifying intents into our three intent classes. Given that all features can be obtained online and unobtrusively, the predicted intents can provide guidance for choosing ranking methods immediately after scrolling

    Comparison of Moodle and ATutor LMSs

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    E-learning is a technology that plays an important role in modern education and training. Its great importance lies in the fact that it makes learning content readily available at any place at any time. This paper examines and evaluates two of current systems Moodle and ATutor. The main aim of this paper is to identify the aspects of theese LMS systems, examine their functional features, modules, standards, hardware and software requirements, and compare them

    Taste and the algorithm

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    Today, a consistent part of our everyday interaction with art and aesthetic artefacts occurs through digital media, and our preferences and choices are systematically tracked and analyzed by algorithms in ways that are far from transparent. Our consumption is constantly documented, and then, we are fed back through tailored information. We are therefore witnessing the emergence of a complex interrelation between our aesthetic choices, their digital elaboration, and also the production of content and the dynamics of creative processes. All are involved in a process of mutual influences, and are partially determined by the invisible guiding hand of algorithms. With regard to this topic, this paper will introduce some key issues concerning the role of algorithms in aesthetic domains, such as taste detection and formation, cultural consumption and production, and showing how aesthetics can contribute to the ongoing debate about the impact of today’s “algorithmic culture”

    Identifying person re-occurrences for personal photo management applications

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    Automatic identification of "who" is present in individual digital images within a photo management system using only content-based analysis is an extremely difficult problem. The authors present a system which enables identification of person reoccurrences within a personal photo management application by combining image content-based analysis tools with context data from image capture. This combined system employs automatic face detection and body-patch matching techniques, which collectively facilitate identifying person re-occurrences within images grouped into events based on context data. The authors introduce a face detection approach combining a histogram-based skin detection model and a modified BDF face detection method to detect multiple frontal faces in colour images. Corresponding body patches are then automatically segmented relative to the size, location and orientation of the detected faces in the image. The authors investigate the suitability of using different colour descriptors, including MPEG-7 colour descriptors, color coherent vectors (CCV) and color correlograms for effective body-patch matching. The system has been successfully integrated into the MediAssist platform, a prototype Web-based system for personal photo management, and runs on over 13000 personal photos
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