141,876 research outputs found
Feature Use in Mobile Video Creation
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
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 âpiece â 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
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
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 museumâs 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
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Open-standards rich media mobile platform & rapid deployment service creation tool
This paper builds upon the work carried out by Brunel University in the field of "Fast Prototyping And Semi-automated User Interface And Application Generation for Converged Broadcast and Cellular Terminals" [1]. This work involved the development of a service creation application for interactive services on mobile devices and methodologies and tools to speed up and deskill the deployment process. This paper aims at further enhancing these tools and presents an enhanced open standards reference platform for mobile digital TV and rich media services. By using a Scalar Vector Graphics (SVG)-driven Java MIDP application (as opposed to bitmapped raster graphics-driven MHP), rich media services can be broadcast to mobile devices running various Java-supported platforms with a user interface scalable to any screen size. Moreover, the Rich Media Mobile Browser is integrated into a service creation tool, therefore enabling rapid testing and deployment of rich mobile media services.
The following sections detail the motivation behind the need for a platform which allows for rich media play-out on mobile devices, along with the rich media mobile viewing application and the tools used to create and test rich media with speed and ease
I'm sorry to say, but your understanding of image processing fundamentals is absolutely wrong
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
âTolkienâ 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 fatherâs legacy has been rendered monstrous he blamed its fate on the gross depredations of commercialization generally and the Warner Brosâ franchise in particular. Explorations of â and encomiums on â the afterlives of Tolkienâs novels generally focus on the impact of Peter Jacksonâs films. The forces which have shaped contemporary âTolkienâ are not only commercial however; fans also âdo thingsâ with Tolkienâs writings. The drive to make money has played a significant part in shaping Tolkienâs 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 Tolkienâs 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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