59 research outputs found

    Why reinventing the wheels? An empirical study on library reuse and re-implementation

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    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Web observations: analysing Web data through automated data extraction

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    In this thesis, a generic architecture for Web observations is introduced. Beginning with fundamental data aspects and technologies for building Web observations, requirements and architectural designs are outlined. Because Web observations are basic tools to collect information from any Web resource, legal perspectives are discussed in order to give an understanding of recent regulations, e.g. General Data Protection Regulation (GDPR). The general idea of Web observatories, its concepts, and experiments are presented to identify the best solution for Web data collections and based thereon, visualisation from any kind of Web resource. With the help of several Web observation scenarios, data sets were collected, analysed and eventually published in a machine-readable or visual form for users to be interpreted. The main research goal was to create a Web observation based on an architecture that is able to collect information from any given Web resource to make sense of a broad amount of yet untapped information sources. To find this generally applicable architectural structure, several research projects with different designs have been conducted. Eventually, the container based building block architecture emerged from these initial designs as the most flexible architectural structure. Thanks to these considerations and architectural designs, a flexible and easily adaptable architecture was created that is able to collect data from all kinds of Web resources. Thanks to such broad Web data collections, users can get a more comprehensible understanding and insight of real-life problems, the efficiency and profitability of services as well as gaining valuable information on the changes of a Web resource

    Large-Scale Pattern Discovery in Music

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    This work focuses on extracting patterns in musical data from very large collections. The problem is split in two parts. First, we build such a large collection, the Million Song Dataset, to provide researchers access to commercial-size datasets. Second, we use this collection to study cover song recognition which involves finding harmonic patterns from audio features. Regarding the Million Song Dataset, we detail how we built the original collection from an online API, and how we encouraged other organizations to participate in the project. The result is the largest research dataset with heterogeneous sources of data available to music technology researchers. We demonstrate some of its potential and discuss the impact it already has on the field. On cover song recognition, we must revisit the existing literature since there are no publicly available results on a dataset of more than a few thousand entries. We present two solutions to tackle the problem, one using a hashing method, and one using a higher-level feature computed from the chromagram (dubbed the 2DFTM). We further investigate the 2DFTM since it has potential to be a relevant representation for any task involving audio harmonic content. Finally, we discuss the future of the dataset and the hope of seeing more work making use of the different sources of data that are linked in the Million Song Dataset. Regarding cover songs, we explain how this might be a first step towards defining a harmonic manifold of music, a space where harmonic similarities between songs would be more apparent

    Automatic characterization and generation of music loops and instrument samples for electronic music production

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    Repurposing audio material to create new music - also known as sampling - was a foundation of electronic music and is a fundamental component of this practice. Currently, large-scale databases of audio offer vast collections of audio material for users to work with. The navigation on these databases is heavily focused on hierarchical tree directories. Consequently, sound retrieval is tiresome and often identified as an undesired interruption in the creative process. We address two fundamental methods for navigating sounds: characterization and generation. Characterizing loops and one-shots in terms of instruments or instrumentation allows for organizing unstructured collections and a faster retrieval for music-making. The generation of loops and one-shot sounds enables the creation of new sounds not present in an audio collection through interpolation or modification of the existing material. To achieve this, we employ deep-learning-based data-driven methodologies for classification and generation.Repurposing audio material to create new music - also known as sampling - was a foundation of electronic music and is a fundamental component of this practice. Currently, large-scale databases of audio offer vast collections of audio material for users to work with. The navigation on these databases is heavily focused on hierarchical tree directories. Consequently, sound retrieval is tiresome and often identified as an undesired interruption in the creative process. We address two fundamental methods for navigating sounds: characterization and generation. Characterizing loops and one-shots in terms of instruments or instrumentation allows for organizing unstructured collections and a faster retrieval for music-making. The generation of loops and one-shot sounds enables the creation of new sounds not present in an audio collection through interpolation or modification of the existing material. To achieve this, we employ deep-learning-based data-driven methodologies for classification and generation

    SiAM-dp : an open development platform for massively multimodal dialogue systems in cyber-physical environments

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    Cyber-physical environments enhance natural environments of daily life such as homes, factories, offices, and cars by connecting the cybernetic world of computers and communication with the real physical world. While under the keyword of Industrie 4.0, cyber-physical environments will take a relevant role in the next industrial revolution, and they will also appear in homes, offices, workshops, and numerous other areas. In this new world, classical interaction concepts where users exclusively interact with a single stationary device, PC or smartphone become less dominant and make room for new occurrences of interaction between humans and the environment itself. Furthermore, new technologies and a rising spectrum of applicable modalities broaden the possibilities for interaction designers to include more natural and intuitive non-verbal and verbal communication. The dynamic characteristic of a cyber-physical environment and the mobility of users confronts developers with the challenge of developing systems that are flexible concerning the connected and used devices and modalities. This implies new opportunities for cross-modal interaction that go beyond dual modalities interaction as is well known nowadays. This thesis addresses the support of application developers with a platform for the declarative and model based development of multimodal dialogue applications, with a focus on distributed input and output devices in cyber-physical environments. The main contributions can be divided into three parts: - Design of models and strategies for the specification of dialogue applications in a declarative development approach. This includes models for the definition of project resources, dialogue behaviour, speech recognition grammars, and graphical user interfaces and mapping rules, which convert the device specific representation of input and output description to a common representation language. - The implementation of a runtime platform that provides a flexible and extendable architecture for the easy integration of new devices and components. The platform realises concepts and strategies of multimodal human-computer interaction and is the basis for full-fledged multimodal dialogue applications for arbitrary device setups, domains, and scenarios. - A software development toolkit that is integrated in the Eclipse rich client platform and provides wizards and editors for creating and editing new multimodal dialogue applications.Cyber-physische Umgebungen (CPEs) erweitern natürliche Alltagsumgebungen wie Heim, Fabrik, Büro und Auto durch Verbindung der kybernetischen Welt der Computer und Kommunikation mit der realen, physischen Welt. Die möglichen Anwendungsgebiete hierbei sind weitreichend. Während unter dem Stichwort Industrie 4.0 cyber-physische Umgebungen eine bedeutende Rolle für die nächste industrielle Revolution spielen werden, erhalten sie ebenfalls Einzug in Heim, Büro, Werkstatt und zahlreiche weitere Bereiche. In solch einer neuen Welt geraten klassische Interaktionskonzepte, in denen Benutzer ausschließlich mit einem einzigen Gerät, PC oder Smartphone interagieren, immer weiter in den Hintergrund und machen Platz für eine neue Ausprägung der Interaktion zwischen dem Menschen und der Umgebung selbst. Darüber hinaus sorgen neue Technologien und ein wachsendes Spektrum an einsetzbaren Modalitäten dafür, dass sich im Interaktionsdesign neue Möglichkeiten für eine natürlichere und intuitivere verbale und nonverbale Kommunikation auftun. Die dynamische Natur von cyber-physischen Umgebungen und die Mobilität der Benutzer darin stellt Anwendungsentwickler vor die Herausforderung, Systeme zu entwickeln, die flexibel bezüglich der verbundenen und verwendeten Geräte und Modalitäten sind. Dies impliziert auch neue Möglichkeiten in der modalitätsübergreifenden Kommunikation, die über duale Interaktionskonzepte, wie sie heutzutage bereits üblich sind, hinausgehen. Die vorliegende Arbeit befasst sich mit der Unterstützung von Anwendungsentwicklern mit Hilfe einer Plattform zur deklarativen und modellbasierten Entwicklung von multimodalen Dialogapplikationen mit einem Fokus auf verteilte Ein- und Ausgabegeräte in cyber-physischen Umgebungen. Die bearbeiteten Aufgaben können grundlegend in drei Teile gegliedert werden: - Die Konzeption von Modellen und Strategien für die Spezifikation von Dialoganwendungen in einem deklarativen Entwicklungsansatz. Dies beinhaltet Modelle für das Definieren von Projektressourcen, Dialogverhalten, Spracherkennergrammatiken, graphischen Benutzerschnittstellen und Abbildungsregeln, die die gerätespezifische Darstellung von Ein- und Ausgabegeräten in eine gemeinsame Repräsentationssprache transformieren. - Die Implementierung einer Laufzeitumgebung, die eine flexible und erweiterbare Architektur für die einfache Integration neuer Geräte und Komponenten bietet. Die Plattform realisiert Konzepte und Strategien der multimodalen Mensch-Maschine-Interaktion und ist die Basis vollwertiger multimodaler Dialoganwendungen für beliebige Domänen, Szenarien und Gerätekonfigurationen. - Eine Softwareentwicklungsumgebung, die in die Eclipse Rich Client Plattform integriert ist und Entwicklern Assistenten und Editoren an die Hand gibt, die das Erstellen und Editieren von neuen multimodalen Dialoganwendungen unterstützen
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