70 research outputs found

    An Advanced A-V- Player to Support Scalable Personalised Interaction with Multi-Stream Video Content

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    PhDCurrent Audio-Video (A-V) players are limited to pausing, resuming, selecting and viewing a single video stream of a live broadcast event that is orchestrated by a professional director. The main objective of this research is to investigate how to create a new custom-built interactive A V player that enables viewers to personalise their own orchestrated views of live events from multiple simultaneous camera streams, via interacting with tracked moving objects, being able to zoom in and out of targeted objects, and being able to switch views based upon detected incidents in specific camera views. This involves research and development of a personalisation framework to create and maintain user profiles that are acquired implicitly and explicitly and modelling how this framework supports an evaluation of the effectiveness and usability of personalisation. Personalisation is considered from both an application oriented and a quality supervision oriented perspective within the proposed framework. Personalisation models can be individually or collaboratively linked with specific personalisation usage scenarios. The quality of different personalised interaction in terms of explicit evaluative metrics such as scalability and consistency can be monitored and measured using specific evaluation mechanisms.European Union's Seventh Framework Programme ([FP7/2007-2013]) under grant agreement No. ICT- 215248 and from Queen Mary University of London

    Advanced techniques for personalized, interactive question answering

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    Using a computer to answer questions has been a human dream since the beginning of the digital era. A first step towards the achievement of such an ambitious goal is to deal with naturallangilage to enable the computer to understand what its user asks. The discipline that studies the conD:ection between natural language and the represen~ tation of its meaning via computational models is computational linguistics. According to such discipline, Question Answering can be defined as the task that, given a question formulated in natural language, aims at finding one or more concise answers in the form of sentences or phrases. Question Answering can be interpreted as a sub-discipline of information retrieval with the added challenge of applying sophisticated techniques to identify the complex syntactic and semantic relationships present in text. Although it is widely accepted that Question Answering represents a step beyond standard infomiation retrieval, allowing a more sophisticated and satisfactory response to the user's information needs, it still shares a series of unsolved issues with the latter. First, in most state-of-the-art Question Answering systems, the results are created independently of the questioner's characteristics, goals and needs. This is a serious limitation in several cases: for instance, a primary school child and a History student may need different answers to the questlon: When did, the Middle Ages begin? Moreover, users often issue queries not as standalone but in the context of a wider information need, for instance when researching a specific topic. Although it has recently been proposed that providing Question Answering systems with dialogue interfaces would encourage and accommodate the submission of multiple related questions and handle the user's requests for clarification, interactive Question Answering is still at its early stages: Furthermore, an i~sue which still remains open in current Question Answering is that of efficiently answering complex questions, such as those invoking definitions and descriptions (e.g. What is a metaphor?). Indeed, it is difficult to design criteria to assess the correctness of answers to such complex questions. .. These are the central research problems addressed by this thesis, and are solved as follows. An in-depth study on complex Question Answering led to the development of classifiers for complex answers. These exploit a variety of lexical, syntactic and shallow semantic features to perform textual classification using tree-~ernel functions for Support Vector Machines. The issue of personalization is solved by the integration of a User Modelling corn': ponent within the the Question Answering model. The User Model is able to filter and fe-rank results based on the user's reading level and interests. The issue ofinteractivity is approached by the development of a dialogue model and a dialogue manager suitable for open-domain interactive Question Answering. The utility of such model is corroborated by the integration of an interactive interface to allow reference resolution and follow-up conversation into the core Question Answerin,g system and by its evaluation. Finally, the models of personalized and interactive Question Answering are integrated in a comprehensive framework forming a unified model for future Question Answering research

    Computing point-of-view : modeling and simulating judgments of taste

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 153-163).People have rich points-of-view that afford them the ability to judge the aesthetics of people, things, and everyday happenstance; yet viewpoint has an ineffable quality that is hard to articulate in words, let alone capture in computer models. Inspired by cultural theories of taste and identity, this thesis explores end-to-end computational modeling of people's tastes-from model acquisition, to generalization, to application- under various realms. Five aesthetical realms are considered-cultural taste, attitudes, ways of perceiving, taste for food, and sense-of-humor. A person's model is acquired by reading her personal texts, such as a weblog diary, a social network profile, or emails. To generalize a person model, methods such as spreading activation, analogy, and imprimer supplementation are applied to semantic resources and search spaces mined from cultural corpora. Once a generalized model is achieved, a person's tastes are brought to life through perspective-based applications, which afford the exploration of someone else's perspective through interactivity and play. The thesis describes model acquisition systems implemented for each of the five aesthetical realms.(cont.) The techniques of 'reading for affective themes' (RATE), and 'culture mining' are described, along with their enabling technologies, which are commonsense reasoning and textual affect analysis. Finally, six perspective-based applications were implemented to illuminate a range of real-world beneficiaries to person modeling-virtual mentoring, self-reflection, and deep customization.by Xinyu Hugo Liu.Ph.D

    KEER2022

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    Navigating the space of your music

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (p. 121-124).Navigating increasingly large personal music libraries is commonplace. Yet most music browsers do not enable their users to explore their collections in a guided and manipulable fashion, often requiring them to have a specific target in mind. MusicBox is a new music browser that provides this interactive control by mapping a music collection into a two-dimensional space, applying principal components analysis (PCA) to a combination of contextual and content-based features of each of the musical tracks. The resulting map shows similar songs close together and dissimilar songs farther apart. MusicBox is fully interactive and highly flexible: users can add and remove features from the included feature list, with PCA recomputed on the fly to remap the data. MusicBox is also extensible; we invite other music researchers to contribute features to its PCA engine. A small user study has shown that MusicBox helps users to find music in their libraries, to discover new music, and to challenge their assumptions about relationships between types of music.by Anita Shen Lillie.S.M

    Into the Black Box: Designing for Transparency in Artificial Intelligence

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    Indiana University-Purdue University Indianapolis (IUPUI)The rapid infusion of artificial intelligence into everyday technologies means that consumers are likely to interact with intelligent systems that provide suggestions and recommendations on a daily basis in the very near future. While these technologies promise much, current issues in low transparency create high potential to confuse end-users, limiting the market viability of these technologies. While efforts are underway to make machine learning models more transparent, HCI currently lacks an understanding of how these model-generated explanations should best translate into the practicalities of system design. To address this gap, my research took a pragmatic approach to improving system transparency for end-users. Through a series of three studies, I investigated the need and value of transparency to end-users, and explored methods to improve system designs to accomplish greater transparency in intelligent systems offering recommendations. My research resulted in a summarized taxonomy that outlines a variety of motivations for why users ask questions of intelligent systems; useful for considering the type and category of information users might appreciate when interacting with AI-based recommendations. I also developed a categorization of explanation types, known as explanation vectors, that is organized into groups that correspond to user knowledge goals. Explanation vectors provide system designers options for delivering explanations of system processes beyond those of basic explainability. I developed a detailed user typology, which is a four-factor categorization of the predominant attitudes and opinion schemes of everyday users interacting with AI-based recommendations; useful to understand the range of user sentiment towards AI-based recommender features, and possibly useful for tailoring interface design by user type. Lastly, I developed and tested an evaluation method known as the System Transparency Evaluation Method (STEv), which allows for real-world systems and prototypes to be evaluated and improved through a low-cost query method. Results from this dissertation offer concrete direction to interaction designers as to how these results might manifest in the design of interfaces that are more transparent to end users. These studies provide a framework and methodology that is complementary to existing HCI evaluation methods, and lay the groundwork upon which other research into improving system transparency might build

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    Multimedia interaction and access based on emotions:automating video elicited emotions recognition and visualization

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    Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2013Films are an excellent form of art that exploit our affective, perceptual and intellectual abilities. Technological developments and the trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. Alongside, physiological measures are making it possible to study additional ways to identify and use emotions in human-machine interactions, multimedia retrieval and information visualization. The work described in this thesis has two main objectives: to develop an Emotions Recognition and Classification mechanism for video induced emotions; and to enable Emotional Movie Access and Exploration. Regarding the first objective, we explore recognition and classification mechanisms, in order to allow video classification based on emotions, and to identify each user’s emotional states providing different access mechanisms. We aim to provide video classification and indexing based on emotions, felt by the users while watching movies. In what concerns the second objective, we focus on emotional movie access and exploration mechanisms to find ways to access and visualize videos based on their emotional properties and users’ emotions and profiles. In this context, we designed a set of methods to access and watch the movies, both at the level of the whole movie collection, and at the individual movies level. The automatic recognition mechanism developed in this work allows for the detection of physiologic patterns, indeed providing valid individual information about users emotion while they were watching a specific movie; in addition, the user interface representations and exploration mechanisms proposed and evaluated in this thesis, show that more perceptive, satisfactory and useful visual representations influenced positively the exploration of emotional information in movies.Fundação para a Ciência e a Tecnologia (FCT, PROTEC SFRH/BD/49475/2009, LASIGE Multiannual Funding e VIRUS projecto (PTDC/EIAEIA/101012/2008

    2019 EC3 July 10-12, 2019 Chania, Crete, Greece

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