141,876 research outputs found

    Feature Use in Mobile Video Creation

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    Abstract. Today's mobile phones are also video cameras. People are using these ubiquitous cameras to document everyday surroundings as well as create more artistic videos. This paper examines emergent mobile film making patterns by tracking video composition and recording activities in ecologically valid contexts of use. We report the findings of a user study on user created mobile videos, where the actions of 11 active mobile video users were documented for 2 weeks. The collected material included diaries, device logs, and altogether 255 videos. Our findings characterize the features of a typical mobile video. Additionally, our study uncovers common practices, user motivations and pitfalls during filming and editing in the mobile contex

    Indexing, browsing and searching of digital video

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    Video is a communications medium that normally brings together moving pictures with a synchronised audio track into a discrete piece or pieces of information. The size of a “piece ” of video can variously be referred to as a frame, a shot, a scene, a clip, a programme or an episode, and these are distinguished by their lengths and by their composition. We shall return to the definition of each of these in section 4 this chapter. In modern society, video is ver

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    Promising Beginning? Evaluating Museum Mobile Phone Apps

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    Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens up new channels of communication between the cultural institution and the user, which extent to his or her personal space and go beyond the boundaries of the museum’s walls. The paper presents a survey carried out of mobile apps designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the permanent collections or to temporary exhibitions), the layering of content,and the type of user interaction and involvement they support

    I'm sorry to say, but your understanding of image processing fundamentals is absolutely wrong

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    The ongoing discussion whether modern vision systems have to be viewed as visually-enabled cognitive systems or cognitively-enabled vision systems is groundless, because perceptual and cognitive faculties of vision are separate components of human (and consequently, artificial) information processing system modeling.Comment: To be published as chapter 5 in "Frontiers in Brain, Vision and AI", I-TECH Publisher, Viena, 200

    Digital Gaming and Tolkien, 1976-2015

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    ‘Tolkien’ the cultural phenomenon is far bigger than J. R. R. Tolkien the author, or even J. R. R. Tolkien the author-and-oeuvre. When Christopher Tolkien asserted in 2012 that his father’s legacy has been rendered monstrous he blamed its fate on the gross depredations of commercialization generally and the Warner Bros’ franchise in particular. Explorations of – and encomiums on – the afterlives of Tolkien’s novels generally focus on the impact of Peter Jackson’s films. The forces which have shaped contemporary ‘Tolkien’ are not only commercial however; fans also ‘do things’ with Tolkien’s writings. The drive to make money has played a significant part in shaping Tolkien’s legacy, but audience engagements and technological change have also been highly significant as this article demonstrates through an exploration of digital games (computer and console) which adapt Tolkien’s writings from the 1970s to the present. The article considers both licensed and unlicensed games, and both fan and franchise practices and creations
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