517 research outputs found

    Hierarchical Structuring of Video Previews by Leading-Cluster-Analysis

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    3noClustering of shots is frequently used for accessing video data and enabling quick grasping of the associated content. In this work we first group video shots by a classic hierarchical algorithm, where shot content is described by a codebook of visual words and different codebooks are compared by a suitable measure of distortion. To deal with the high number of levels in a hierarchical tree, a novel procedure of Leading-Cluster-Analysis is then proposed to extract a reduced set of hierarchically arranged previews. The depth of the obtained structure is driven both from the nature of the visual content information, and by the user needs, who can navigate the obtained video previews at various levels of representation. The effectiveness of the proposed method is demonstrated by extensive tests and comparisons carried out on a large collection of video data. of digital videos has not been accompanied by a parallel increase in its accessibility. In this context, video abstraction techniques may represent a key components of a practical video management system: indeed a condensed video may be effective for a quick browsing or retrieval tasks. A commonly accepted type of abstract for generic videos does not exist yet, and the solutions investigated so far depend usually on the nature and the genre of video data.openopenBenini, Sergio; Migliorati, Pierangelo; Leonardi, RiccardoBenini, Sergio; Migliorati, Pierangelo; Leonardi, Riccard

    Interactive storytelling via video content recombination

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    In the paper we present a prototype of video-based storytelling that is able to generate multiple story variants from a baseline video. The video content for the system is generated by an adaptation of forefront video summarisation techniques that decompose the video into a number of Logical Story Units (LSU) representing sequences of contiguous and interconnected shots sharing a common semantic thread. Alternative storylines are generated using AI Planning techniques and these are used to direct the combination of elementary LSU for output. We report early results from experiments with the prototype in which the reordering of video shots on the basis of their high-level semantics produces trailers giving the illusion of different storylines

    Generating story variants with constrained video recombination

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    We present a novel approach to the automatic generation of filmic variants within an implemented Video-Based Storytelling (VBS) system that successfully integrates video segmentation with stochastically controlled re-ordering techniques and narrative generation via AI planning. We have introduced flexibility into the video recombination process by sequencing video shots in a way that maintains local video consistency and this is combined with exploitation of shot polysemy to enable shot reuse in a range of valid semantic contexts. Results of evaluations on output narratives using a shared set of video data show consistency in terms of local video sequences and global causality with no loss of generative power

    Perceptually relevant browsing environments for large texture databases

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    This thesis describes the development of a large database of texture stimuli, the production of a similarity matrix re ecting human judgements of similarity about the database, and the development of three browsing models that exploit structure in the perceptual information for navigation. Rigorous psychophysical comparison experiments are carried out and the SOM (Self Organising Map) found to be the fastest of the three browsing models under examination. We investigate scalable methods of augmenting a similarity matrix using the SOM browsing environment to introduce previously unknown textures. Further psychophysical experiments reveal our method produces a data organisation that is as fast to navigate as that derived from the perceptual grouping experiments.Engineering and Physical Sciences Research Council (EPSRC

    Interactive Film Recombination

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    In this paper we discuss an innovative media entertainment application called Interactive Movietelling. As an offspring of Interactive Storytelling applied to movies, we propose to integrate narrative generation through AI planning with video processing and modeling to construct filmic variants starting from the baseline content. The integration is possible thanks to content description using semantic attributes pertaining to intermediate-level concepts shared between video processing and planning levels. The output is a recombination of segments taken from the input movie performed so as to convey an alternative plot. User tests on the prototype proved how promising Interactive Movietelling might be, even if it was designed at a proof of concept level. Possible improvements that are suggested here lead to many challenging research issues

    From collection to reflection : on designing Freed, a tool for free and flexible organization of designers' digital work

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    Designers collect a lot of information during the design process, such as background research, ideas, notes, sketches, photos, videos and feedback from various stakeholders. A large part of this information gets lost in folders on individual computers, inside documents and presentations, or on pages in designers' notebooks. This is wasteful, because this information can be used for reflection. Reflection enables designers to give meaning to their experience and to develop. When reflecting designers think about what, how and why they design, or more specifically: It allows them to gain overview of, gain insight in and give direction to their design process, ideas, designs, skills, knowledge, interests, ambitions, identity and community. Reflection concerns integration, i.e., to explore relations, and diversity, i.e., to explore new perspectives. Reflection has a dual nature. On the one hand, it is an explicit action that requires designers to step out of the flow of designing. On the other hand, it is an implicit process that happens automatically while designing. This dual nature also holds true for how reflection can be supported. On the one hand, one can specifically dedicate time for reflection. On the other hand, reflection can be captured ¿in the action', during or right after other activities that are part of the design process. This project adopts a Research-through-Design approach: By designing and evaluating a software application called Freed, insight is gained in how designers' reflection can be supported by means of their digital collections. Freed is discussed and evaluated with design students and designer-researchers at the department of Industrial Design at the Eindhoven University of Technology. This context, which has strongly inspired and influenced this work, is introduced in the first chapter. In the second chapter, the foundations, goals and approach of this research are outlined. Based on the goal of supporting both integration and diversity, the case is made for free and flexible organization. Freedom is defined as the possibility to let structure and meaning emerge during interaction, instead of being imposed by the structure of the application. It can also be referred to as the openness of the application, or its ability to be appropriated and used in diverse situations. Flexibility is defined as the possibility to easily reorganize and reuse design work and to switch between perspectives on this work. Related work concerning reflection, design and collection, is discussed in the third chapter. This chapter ends with the conclusion that design is about action and exploration, and that reflection cannot be seen independent from action. Opportunities for reflection can be provided by a flexible person- and context- dependent design process that allows for many switches between activities, and regular reframing of the design situation. A system for supporting reflection should fit this flexible nature, and give designers the freedom to use the system for their own purposes. This desired combination of freedom and flexibility is not found in existing tools and systems. For example, existing tools and systems include elements that may inhibit free and flexible organization of the collection, such as similarity criteria, IBIS notations, and hierarchical relations. The main process of design and evaluation is discussed chronologically in chapters four to seven. The fourth chapter introduces initial design concepts, and argues for a focus on software. A first software prototype called ¿The Magnetic Collage Software' is discussed, along with a personal reflection on the use of it. From this reflection is concluded that the initial prototype works well for gaining overview quickly, but that it needed to be improved in order to support more active exploration of relations and perspectives. In chapter five the initial version of Freed is discussed. The main elements of Freed are a zoomable unconstrained canvas, a forcebased layout, and the possibility to create multiple organizations of the same content. The purpose of the force-based layout, in which related content attracts each other and non-related content repulses each other, is to encourage the exploration of relations and different spatial organizations. These organizations, or ¿views', can for example be used for a specific design activity or project phase (e.g. presenting, mapping related work), for creating an overview of the entire design process, for a portfolio of multiple projects, or for explaining the perspective of a given designer or stakeholder. The chapter concludes with a discussion of first feedback from design students and a case study in which the software was used for building a presentation and collection of the research group in which this research is carried out. The case study showed how the activities of building a presentation and collection can support each other and how this active, integrated use can lead to reflection. Chapter six focuses on the use of Freed during the design process. It discusses a design iteration, an introductory workshop and questionnaire, and a semester-long evaluation during student design projects. This evaluation showed that Freed was valued as a tool for gaining overview of and revisiting design work and process. Additionally, it showed that in order to support more exploration and reflection during and after the design process, the threshold for documentation and communication needed to be lowered, a better balance between organization and visualization needed to be obtained, and the integration and overview of views needed to be improved. Chapter seven focuses on using Freed as a tool for exploring relations and perspectives. It discusses a final design iteration, an evaluation during which students used Freed to explore their personal views on design theory, a case study of designerresearchers using the software for organizing student projects, and a reflection on personal use of Freed. These cases showed how Freed provides the freedom to be used differently by various design students and how multiple views can help to integrate work and to explore relations and perspectives. They also showed that both freedom and structure are needed for reflection, and how Freed can be used complementary to other activities such as physical diagramming or clustering. For example, physical clustering (e.g. of Post-it notes or printed images) helps to quickly gain consensus among a group and to make decisions, while Freed provides input for more dynamic discussions, allows for personal exploration (i.e. to temporarily loose the group consensus), and allows for insight to develop gradually. Chapter 8 concerns a reflection on this research as a whole, and discusses ¿conditions for collection and reflection', future work, and Research-through-Design. The main conclusions are that reflection builds on active use of a digital collection, that active use benefits from having a rich, visual, integrated collection, that reflection requires both freedom and structure, that structure emerges from direct, expressive local interaction, and that using a digital collection for reflection requires time and skill. In future work, there's a need to move beyond the confinements of a single software application, and to explore how to design for systems that integrate diverse products and applications. Additionally, there's a need to explore the integration of collection and reflection in a collaborative setting (and) in design practice

    Learning Activities with Semantic. Hypermedia in Higher Education

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    The increasing use of information and communication technologies (ICT) in diverse professional and personal contexts calls for new knowledge, and a set of abilities, competences and attitudes, for an active and participative citizenship. In this context it is acknowledged that universities have an important role innovating in the educational use of digital media to promote an inclusive digital literacy. The educational potential of digital technologies and resources has been recognized by both researchers and practitioners. Multiple pedagogical models and research approaches have already contributed to put in evidence the importance of adapting instructional and learning practices and processes to concrete contexts and educational goals. Still, academic and scientific communities believe further investments in ICT research is needed in higher education. This study focuses on educational models that may contribute to support digital technology uses, where these can have cognitive and educational relevance when compared to analogical technologies. A teaching and learning model, centered in the active role of the students in the exploration, production, presentation and discussion of interactive multimedia materials, was developed and applied using the internet and exploring emergent semantic hypermedia formats. The research approach focused on the definition of design principles for developing class activities that were applied in three different iterations in undergraduate courses from two institutions, namely the University of Texas at Austin, USA and the University of Lisbon, Portugal. The analysis of this study made possible to evaluate the potential and efficacy of the model proposed and the authoring tool chosen in the support of metacognitive skills and attitudes related to information structuring and management, storytelling and communication, using computers and the internet
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