3,941 research outputs found
Interaction Issues in Computer Aided Semantic\ud Annotation of Multimedia
The CASAM project aims to provide a tool for more efficient and effective annotation of multimedia documents through collaboration between a user and a system performing an automated analysis of the media content. A critical part of the project is to develop a user interface which best supports both the user and the system through optimal human-computer interaction. In this paper we discuss the work undertaken, the proposed user interface and underlying interaction issues which drove its development
Multimedia information technology and the annotation of video
The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning
CHORUS Deliverable 4.3: Report from CHORUS workshops on national initiatives and metadata
Minutes of the following Workshops:
âą National Initiatives on Multimedia Content Description and Retrieval, Geneva, October 10th, 2007.
âą Metadata in Audio-Visual/Multimedia production and archiving, Munich, IRT, 21st â 22nd November 2007
Workshop in Geneva 10/10/2007
This highly successful workshop was organised in cooperation with the European Commission. The event brought together
the technical, administrative and financial representatives of the various national initiatives, which have been established
recently in some European countries to support research and technical development in the area of audio-visual content
processing, indexing and searching for the next generation Internet using semantic technologies, and which may lead to an
internet-based knowledge infrastructure. The objective of this workshop was to provide a platform for mutual information
and exchange between these initiatives, the European Commission and the participants. Top speakers were present from
each of the national initiatives. There was time for discussions with the audience and amongst the European National
Initiatives. The challenges, communalities, difficulties, targeted/expected impact, success criteria, etc. were tackled. This
workshop addressed how these national initiatives could work together and benefit from each other.
Workshop in Munich 11/21-22/2007
Numerous EU and national research projects are working on the automatic or semi-automatic generation of descriptive and
functional metadata derived from analysing audio-visual content. The owners of AV archives and production facilities are
eagerly awaiting such methods which would help them to better exploit their assets.Hand in hand with the digitization of
analogue archives and the archiving of digital AV material, metadatashould be generated on an as high semantic level as
possible, preferably fully automatically. All users of metadata rely on a certain metadata model. All AV/multimedia search
engines, developed or under current development, would have to respect some compatibility or compliance with the
metadata models in use. The purpose of this workshop is to draw attention to the specific problem of metadata models in the
context of (semi)-automatic multimedia search
Recommended from our members
Learning styles, personalisation and adaptable e-learning
Common Learning Management Systems (for example Moodle [1] and Blackboard [2]) are limited in the amount of personalisation that they can offer the learner. They are used widely and do offer a number of tools for instructors to enable them to create and manage courses, however, they do not allow for the learner to have a unique personalised learning experience. The e-Learning platform iLearn offers personalisation for the learner in a number of ways and one way is to offer the specific learning material to the learner based on the learner's learning style. Learning styles and how we learn is a vast research area. Brusilovsky and Millan [3] state that learning styles are typically defined as the way people prefer to learn. Examples of commonly used learning styles are Kolb Learning Styles Theory [4], Felder and Silverman Index of Learning Styles [5], VARK [6] and Honey and Mumford Index of Learning Styles [7] and many research projects (SMILE [8], INSPIRE [9], iWeaver [10] amonst others) attempt to incorporate these learning styles into adaptive e-Learning systems. This paper describes how learning styles are currently being used within the area of adaptive e-Learning. The paper then gives an overview of the iLearn project and also how iLearn is using the VARK learning style to enhance the platform's personalisation and adaptability for the learner. This research also describes the system's design and how the learning style is incorporated into the system design and semantic framework within the learner's profile
Personalised trails and learner profiling within e-learning environments
This deliverable focuses on personalisation and personalised trails. We begin by introducing and defining the concepts of personalisation and personalised trails. Personalisation requires that a user profile be stored, and so we assess currently available standard profile schemas and discuss the requirements for a profile to support personalised learning. We then review techniques for providing personalisation and some systems that implement these techniques, and discuss some of the issues around evaluating personalisation systems. We look especially at the use of learning and cognitive styles to support personalised learning, and also consider personalisation in the field of mobile learning, which has a slightly different take on the subject, and in commercially available systems, where personalisation support is found to currently be only at quite a low level. We conclude with a summary of the lessons to be learned from our review of personalisation and personalised trails
About the nature of Kansei information, from abstract to concrete
Designerâs expertise refers to the scientific fields of emotional design and kansei information. This paper aims to answer to a scientific major issue which is, how to formalize designerâs knowledge, rules, skills into kansei information systems. Kansei can be considered as a psycho-physiologic, perceptive, cognitive and affective process through a particular experience. Kansei oriented methods include various approaches which deal with semantics and emotions, and show the correlation with some design properties. Kansei words may include semantic, sensory, emotional descriptors, and also objects names and product attributes. Kansei levels of information can be seen on an axis going from abstract to concrete dimensions. Sociological value is the most abstract information positioned on this axis. Previous studies demonstrate the values the people aspire to drive their emotional reactions in front of particular semantics. This means that the value dimension should be considered in kansei studies. Through a chain of value-function-product attributes it is possible to enrich design generation and design evaluation processes. This paper describes some knowledge structures and formalisms we established according to this chain, which can be further used for implementing computer aided design tools dedicated to early design. These structures open to new formalisms which enable to integrate design information in a non-hierarchical way. The foreseen algorithmic implementation may be based on the association of ontologies and bag-of-words.AN
CASAM: Collaborative Human-machine Annotation of Multimedia.
The CASAM multimedia annotation system implements a model of cooperative annotation between a human annotator and automated components. The aim is that they work asynchronously but together. The system focuses upon the areas where automated recognition and reasoning are most effective and the user is able to work in the areas where their unique skills are required. The systemâs reasoning is influenced by the annotations provided by the user and, similarly, the user can see the systemâs work and modify and, implicitly, direct it. The CASAM system interacts with the user by providing a window onto the current state of annotation, and by generating requests for information which are important for the final annotation or to constrain its reasoning. The user can modify the annotation, respond to requests and also add their own annotations. The objective is that the human annotatorâs time is used more effectively and that the result is an annotation that is both of higher quality and produced more quickly. This can be especially important in circumstances where the annotator has a very restricted amount of time in which to annotate the document. In this paper we describe our prototype system. We expand upon the techniques used for automatically analysing the multimedia document, for reasoning over the annotations generated and for the generation of an effective interaction with the end-user. We also present the results of evaluations undertaken with media professionals in order to validate the approach and gain feedback to drive further research
Image mining: trends and developments
[Abstract]: Advances in image acquisition and storage technology have led to tremendous growth in very large and detailed image databases. These images, if analyzed, can reveal useful information to the human users. Image mining deals with the extraction of implicit knowledge, image data relationship, or other patterns not explicitly stored in the images. Image mining is more than just an extension of data mining to image domain. It is an interdisciplinary endeavor that draws upon expertise in computer vision, image processing, image retrieval, data mining, machine learning, database, and artificial intelligence. In this paper, we will examine the research issues in image mining, current developments in image mining, particularly, image mining frameworks, state-of-the-art techniques and systems. We will also identify some future research directions for image mining
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