77,852 research outputs found
Journal Staff
This book constitutes the refereed proceedings of the 18th Scandinavian Conference on Image Analysis, SCIA 2013, held in Espoo, Finland, in June 2013. The 67 revised full papers presented were carefully reviewed and selected from 132 submissions. The papers are organized in topical sections on feature extraction and segmentation, pattern recognition and machine learning, medical and biomedical image analysis, faces and gestures, object and scene recognition, matching, registration, and alignment, 3D vision, color and multispectral image analysis, motion analysis, systems and applications, human-centered computing, and video and multimedia analysis
Evaluating Content-centric vs User-centric Ad Affect Recognition
Despite the fact that advertisements (ads) often include strongly emotional
content, very little work has been devoted to affect recognition (AR) from ads.
This work explicitly compares content-centric and user-centric ad AR
methodologies, and evaluates the impact of enhanced AR on computational
advertising via a user study. Specifically, we (1) compile an affective ad
dataset capable of evoking coherent emotions across users; (2) explore the
efficacy of content-centric convolutional neural network (CNN) features for
encoding emotions, and show that CNN features outperform low-level emotion
descriptors; (3) examine user-centered ad AR by analyzing Electroencephalogram
(EEG) responses acquired from eleven viewers, and find that EEG signals encode
emotional information better than content descriptors; (4) investigate the
relationship between objective AR and subjective viewer experience while
watching an ad-embedded online video stream based on a study involving 12
users. To our knowledge, this is the first work to (a) expressly compare user
vs content-centered AR for ads, and (b) study the relationship between modeling
of ad emotions and its impact on a real-life advertising application.Comment: Accepted at the ACM International Conference on Multimodal Interation
(ICMI) 201
Designing systems that direct human action
ABSTRACT In this paper we present a user-centered design process for Active Capture systems. These systems bring together techniques from human-human direction practice, multimedia signal processing, and human-computer interaction to form computational systems that automatically analyze and direct human action. The interdependence between the design of multimedia signal parsers and the user interaction script presents a unique challenge in the design process. We have developed an iterative user-centered design process for Active Capture systems that incorporates bodystorming, wizard-of-oz user studies, iterative parser design, and traditional user studies, based on our experience designing a portrait camera system that works with the user to record her name and take her picture. Based on our experiences, we lay out a set of recommendations for future tools to support such a design process
A system design for human factors studies of speech-enabled Web browsing
This paper describes the design of a system which will subsequently be used as the basis of a range of empirical studies aimed at discovering how best to harness speech recognition capabilities in multimodal multimedia computing. Initial work focuses on speech-enabled browsing of the World Wide Web, which was never designed for such use. System design is complete, and is being evaluated via usability testing
Human-centric quality management of immersive multimedia applications
Augmented Reality (AR) and Virtual Reality (VR) multimodal systems are the latest trend within the field of multimedia. As they emulate the senses by means of omni-directional visuals, 360 degrees sound, motion tracking and touch simulation, they are able to create a strong feeling of presence and interaction with the virtual environment. These experiences can be applied for virtual training (Industry 4.0), tele-surgery (healthcare) or remote learning (education). However, given the strong time and task sensitiveness of these applications, it is of great importance to sustain the end-user quality, i.e. the Quality-of-Experience (QoE), at all times. Lack of synchronization and quality degradation need to be reduced to a minimum to avoid feelings of cybersickness or loss of immersiveness and concentration. This means that there is a need to shift the quality management from system-centered performance metrics towards a more human, QoE-centered approach. However, this requires for novel techniques in the three areas of the QoE-management loop (monitoring, modelling and control). This position paper identifies open areas of research to fully enable human-centric driven management of immersive multimedia. To this extent, four main dimensions are put forward: (1) Task and well-being driven subjective assessment; (2) Real-time QoE modelling; (3) Accurate viewport prediction; (4) Machine Learning (ML)-based quality optimization and content recreation. This paper discusses the state-of-the-art, and provides with possible solutions to tackle the open challenges
Analyzing image-text relations for semantic media adaptation and personalization
Progress in semantic media adaptation and personalisation requires that we know more about how different media types, such as texts and images, work together in multimedia communication. To this end, we present our ongoing investigation into image-text relations. Our idea is that the ways in which the meanings of images and texts relate in multimodal documents, such as web pages, can be classified on the basis of low-level media features and that this classification should be an early processing step in systems targeting semantic multimedia analysis. In this paper we present the first empirical evidence that humans can predict something about the main theme of a text from an accompanying image, and that this prediction can be emulated by a machine via analysis of low- level image features. We close by discussing how these findings could impact on applications for news adaptation and personalisation, and how they may generalise to other kinds of multimodal documents and to applications for semantic media retrieval, browsing, adaptation and creation
Agile values and their implementation in practice
Today agile approaches are often used for the
development of digital products. Since their development in
the 90s, Agile Methodologies, such as Scrum and Extreme
Programming, have evolved. Team collaboration is strongly
influenced by the values and principles of the Agile Manifesto. The
values and principles described in the Agile Manifesto support
the optimization of the development process. In this article, the
current operation is analyzed in Agile Product Development
Processes. Both, the cooperation in the project team and the
understanding of the roles and tasks will be analyzed. The results
are set in relation to the best practices of Agile Methodologies. A
quantitative questionnaire related to best practices in Agile Product
Development was developed. The study was carried out with
175 interdisciplinary participants from the IT industry. For the
evaluation of the results, 93 participants were included who have
expertise in the subject area Agile Methodologies. On one hand,
it is shown that the collaborative development of product-related
ideas brings benefits. On the other hand, it is investigated which
effect a good understanding of the product has on decisions made
during the implementation. Furthermore, the skillset of product
managers, the use of pair programming, and the advantages of
cross-functional teams are analyzed.Ministerio de Ciencia e InnovaciĂłn TIN2013-46928-C3-3-
- âŠ