41,439 research outputs found

    Spott : on-the-spot e-commerce for television using deep learning-based video analysis techniques

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    Spott is an innovative second screen mobile multimedia application which offers viewers relevant information on objects (e.g., clothing, furniture, food) they see and like on their television screens. The application enables interaction between TV audiences and brands, so producers and advertisers can offer potential consumers tailored promotions, e-shop items, and/or free samples. In line with the current views on innovation management, the technological excellence of the Spott application is coupled with iterative user involvement throughout the entire development process. This article discusses both of these aspects and how they impact each other. First, we focus on the technological building blocks that facilitate the (semi-) automatic interactive tagging process of objects in the video streams. The majority of these building blocks extensively make use of novel and state-of-the-art deep learning concepts and methodologies. We show how these deep learning based video analysis techniques facilitate video summarization, semantic keyframe clustering, and (similar) object retrieval. Secondly, we provide insights in user tests that have been performed to evaluate and optimize the application's user experience. The lessons learned from these open field tests have already been an essential input in the technology development and will further shape the future modifications to the Spott application

    Rapid prototyping and fast user trial of multimedia broadcast and cellular services

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    This paper presents the results of fast user trial of multimedia services that are enabled when a mobile terminal has access to converged services over digital broadcast and mobile telecommunications networks. It first describes the motivations behind developing this system and describes the service scenarios that benefit most from it. It then provides an overview of the service components of the test case scenario. Finally, it presents the results of fast user trials on end users of the services that were developed. This work was conducted as part of the EU-funded CISMUNDUS project

    Requirements analysis of the VoD application using the tools in TRADE

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    This report contains a specification of requirements for a video-on-demand (VoD) application developed at Belgacom, used as a trial application in the 2RARE project. The specification contains three parts: an informal specification in natural language; a semiformal specification consisting of a number of diagrams intended to illustrate the informal specification; and a formal specification that makes the requiremants on the desired software system precise. The informal specification is structured in such a way that it resembles official specification documents conforming to standards such as that of IEEE or ESA. The semiformal specification uses some of the tools in from a requirements engineering toolkit called TRADE (Toolkit for Requirements And Design Engineering). The purpose of TRADE is to combine the best ideas in current structured and object-oriented analysis and design methods within a traditional systems engineering framework. In the case of the VoD system, the systems engineering framework is useful because it provides techniques for allocation and flowdown of system functions to components. TRADE consists of semiformal techniques taken from structured and object-oriented analysis as well as a formal specification langyage, which provides constructs that correspond to the semiformal constructs. The formal specification used in TRADE is LCM (Language for Conceptual Modeling), which is a syntactically sugared version of order-sorted dynamic logic with equality. The purpose of this report is to illustrate and validate the TRADE/LCM approach in the specification of distributed, communication-intensive systems

    Video summarisation: A conceptual framework and survey of the state of the art

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    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc.Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distinguishes between video summarisation techniques (the methods used to process content from a source video stream to achieve a summarisation of that stream) and video summaries (outputs of video summarisation techniques). Video summarisation techniques are considered within three broad categories: internal (analyse information sourced directly from the video stream), external (analyse information not sourced directly from the video stream) and hybrid (analyse a combination of internal and external information). Video summaries are considered as a function of the type of content they are derived from (object, event, perception or feature based) and the functionality offered to the user for their consumption (interactive or static, personalised or generic). It is argued that video summarisation would benefit from greater incorporation of external information, particularly user based information that is unobtrusively sourced, in order to overcome longstanding challenges such as the semantic gap and providing video summaries that have greater relevance to individual users

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    MPEG-4 tools and applications: an overview

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    In this paper we present an overview of the software tools currently available for the creation and display of MPEG-4 content. We first describe tools for encoding raw video into MPEG-4 compliant bitstreams. We then describe how this content may be used to create a complete MPEG-4 scene containing both graphical and interactive elements in addition to the more usual video and audio elements. Clearly, MPEG-4 content cannot be viewed without appropriate decoders and players and these are addressed in the third section of this paper. Finally, we demonstrate how these tools may be combined together to create MPEG-4 applications by presenting the details of two sample applications we have developed
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