49,487 research outputs found

    The listening room, Camden Arts Centre

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    This version of The Listening Room is minimal, one microphone and two loudspeakers in the Reading Room of Camden Arts Centre, a relatively small space for this work. The Reading Room is the former entrance to the building, this entrance has been bricked over to create three highly reflective wall surfaces in the room. The room resonance is so pronounced that my usual placement of microphone and speakers would tend to fix on one pitch and stay there - to introduce more of the available frequencies from the space I left the Reading Room table in the space to allow an additional reflective element and used an asymmetric placement of loudspeakers, one at the side and one under the table

    Multimedia information technology and the annotation of video

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    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

    The TREC-2002 video track report

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    TREC-2002 saw the second running of the Video Track, the goal of which was to promote progress in content-based retrieval from digital video via open, metrics-based evaluation. The track used 73.3 hours of publicly available digital video (in MPEG-1/VCD format) downloaded by the participants directly from the Internet Archive (Prelinger Archives) (internetarchive, 2002) and some from the Open Video Project (Marchionini, 2001). The material comprised advertising, educational, industrial, and amateur films produced between the 1930's and the 1970's by corporations, nonprofit organizations, trade associations, community and interest groups, educational institutions, and individuals. 17 teams representing 5 companies and 12 universities - 4 from Asia, 9 from Europe, and 4 from the US - participated in one or more of three tasks in the 2001 video track: shot boundary determination, feature extraction, and search (manual or interactive). Results were scored by NIST using manually created truth data for shot boundary determination and manual assessment of feature extraction and search results. This paper is an introduction to, and an overview of, the track framework - the tasks, data, and measures - the approaches taken by the participating groups, the results, and issues regrading the evaluation. For detailed information about the approaches and results, the reader should see the various site reports in the final workshop proceedings

    An examination of automatic video retrieval technology on access to the contents of an historical video archive

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    Purpose – This paper aims to provide an initial understanding of the constraints that historical video collections pose to video retrieval technology and the potential that online access offers to both archive and users. Design/methodology/approach – A small and unique collection of videos on customs and folklore was used as a case study. Multiple methods were employed to investigate the effectiveness of technology and the modality of user access. Automatic keyframe extraction was tested on the visual content while the audio stream was used for automatic classification of speech and music clips. The user access (search vs browse) was assessed in a controlled user evaluation. A focus group and a survey provided insight on the actual use of the analogue archive. The results of these multiple studies were then compared and integrated (triangulation). Findings – The amateur material challenged automatic techniques for video and audio indexing, thus suggesting that the technology must be tested against the material before deciding on a digitisation strategy. Two user interaction modalities, browsing vs searching, were tested in a user evaluation. Results show users preferred searching, but browsing becomes essential when the search engine fails in matching query and indexed words. Browsing was also valued for serendipitous discovery; however the organisation of the archive was judged cryptic and therefore of limited use. This indicates that the categorisation of an online archive should be thought of in terms of users who might not understand the current classification. The focus group and the survey showed clearly the advantage of online access even when the quality of the video surrogate is poor. The evidence gathered suggests that the creation of a digital version of a video archive requires a rethinking of the collection in terms of the new medium: a new archive should be specially designed to exploit the potential that the digital medium offers. Similarly, users' needs have to be considered before designing the digital library interface, as needs are likely to be different from those imagined. Originality/value – This paper is the first attempt to understand the advantages offered and limitations held by video retrieval technology for small video archives like those often found in special collections

    Annual Report, 2013-2014

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    Experimental Approaches to the Composition of Interactive Video Game Music

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    This project explores experimental approaches and strategies to the composition of interactive music for the medium of video games. Whilst music in video games has not enjoyed the technological progress that other aspects of the software have received, budgets expand and incomes from releases grow. Music is now arguably less interactive than it was in the 1990’s, and whilst graphics occupy large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created music for three ‘open-form’ games : an example of the racing genre (Kart Racing Pro); an arena-based first-person shooter (Counter-Strike : Source); and a real-time strategy title (0 A.D.). These games represent a cross-section of ‘sandbox’- type games on the market, as well as all being examples of games with open-ended or open-source code

    Preserving today for tomorrow: A case study of an archive of Interactive Music Installations

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    This work presents the problems addressed and the first results obtained by a project aimed at the preservation of Interactive Music Installations (IMI). Preservation requires that besides all the necessary components for the (re)production of a performance, also the knowledge about these components is kept, so that the original process can be repeated at any given time. This work proposes a multilevel approach for the preservation of IMI. As case studies, the Pinocchio Square (installed in EXPO 2002) and the Il Caos delle Sfere are considered

    Interactive Spaces. Models and Algorithms for Reality-based Music Applications

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    Reality-based interfaces have the property of linking the user's physical space with the computer digital content, bringing in intuition, plasticity and expressiveness. Moreover, applications designed upon motion and gesture tracking technologies involve a lot of psychological features, like space cognition and implicit knowledge. All these elements are the background of three presented music applications, employing the characteristics of three different interactive spaces: a user centered three dimensional space, a floor bi-dimensional camera space, and a small sensor centered three dimensional space. The basic idea is to deploy the application's spatial properties in order to convey some musical knowledge, allowing the users to act inside the designed space and to learn through it in an enactive way
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