293 research outputs found

    A lightweight web video model with content and context descriptions for integration with linked data

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    The rapid increase of video data on the Web has warranted an urgent need for effective representation, management and retrieval of web videos. Recently, many studies have been carried out for ontological representation of videos, either using domain dependent or generic schemas such as MPEG-7, MPEG-4, and COMM. In spite of their extensive coverage and sound theoretical grounding, they are yet to be widely used by users. Two main possible reasons are the complexities involved and a lack of tool support. We propose a lightweight video content model for content-context description and integration. The uniqueness of the model is that it tries to model the emerging social context to describe and interpret the video. Our approach is grounded on exploiting easily extractable evolving contextual metadata and on the availability of existing data on the Web. This enables representational homogeneity and a firm basis for information integration among semantically-enabled data sources. The model uses many existing schemas to describe various ontology classes and shows the scope of interlinking with the Linked Data cloud

    GUI to FFmpeg for Building a Filter Graph

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    Táto práca sa zaoberá implementáciou aplikácie s grafickým používateľským rozhraním pre tvorbu grafov filtrov v FFmpeg. Práca obsahuje návrh riešenia, ktorý obsahuje návrh grafického rozhrania a návrh objektového modelu reprezentácie grafov filtrov, a rovnako aj popis implementácie zhotovenej na základe týchto návrhov. Súčasťou práce je porovnanie dosiahnutého výsledku s existujúcimi riešeniami.This work deals with implementation of applications with a graphical user interface for creating filter graph in FFmpeg. The work includes a design of a solution which contains a design of a graphical user interface and object model representation of the filter graph, as well as a description of the implementation zhotovenje on the basis of these designs. Part of this work is a comparison of the achieved result with existing solutions.

    IE2KinectSupport : llibreria d'abstracció del SDK de Kinect per al motor InvasionEngine 2

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    El mon dels videojocs está en constant canvi i una de les coses que més està canviant és el seu desenvolupament. Empreses que abans necesitaven equips de moltes persones amb vàries disciplines per poder desenvolupar un joc, a dia d'avui es veuen superades per produccions realitzades per nombres reduïts de persones, en ocasions persones que han portat tot el desenvolupament per compte pròpia. Això és en gran mesura propiciat per el desenvolupament de motors de joc cada cop més potents. Alguns exemples son Unity [1], Unreal Engine [2] o Source Engine [3]. En aquest article presentarem un dels mòduls de InvasionEngine 2, un motor de joc propi desenvolupat per Abel Cano Quintana, estudiant de l'Universitat Autònoma de Barcelona. El modul que presentem és el IE2KinectSupport (per les seves inicials Invasion Engine 2 Kinect Support) una llibreria que permet el ús de dispositius Kinect v1 en el desenvolupament de aplicacions amb el InvasionEngine 2.The gaming world is in constant change and one of the things that is changing most is the development, years before companiesneed many people with various disciplines to develop a game, today these developments are surpassed by productions made by small numbers of people, sometimes appear people who have taken all the development for their own. This is caused by the development of game engines increasingly powerful. Examples include Unity [1] Unreal Engine [2] or Source Engine [3]. In this article we present InvasionEngine2 module, a game engine developed by Abel Cano Quintana, a student of the Autonomous University of Barcelona. The module presented is IE2KinectSupport (by its initials Invasion Engine Support Kinect 2) a library that allows the use of Kinect devices v1 in developing applications with InvasionEngine 2.El mundo de los videojuegos está en constante cambio y una de las cosas que más se ve afectada es su desarrollo. Empresas que anteriormente necesitaban de equipos de muchas personas con varias disciplinas para desarrollar un juego, a día de hoy se ven superadas por producciones realizadas por grupos reducidos de personas, en ocasiones incluso hay personas que llevan todo el desarrollo por cuenta propia. Esto es mayormente debido al desarrollo de motores de videojuego cada vez más potentes. Algunos de los ejemplos pueden ser Unity, Unreal Engine o Source Engine. En este articulo presentamos uno de los módulos de InvasionEngine 2, un motor de juego propio desarrollado por Abel Cano Quintana, estudiante de la Universidad Autónoma de Barcelona. El módulo que presentaremos es el IE2KinectSupport (por sus iniciales Invasion Engine 2 Kinect Support) un libreria que permite el uso de dispositivos Kinect v1 en el desarrollo de aplicaciones mediante el motor InvasionEngine 2

    Flexible Adaptive Paradigms for fMRI Using a Novel Software Package ‘Brain Analysis in Real-Time’ (BART)

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    In this work we present a new open source software package offering a unified framework for the real-time adaptation of fMRI stimulation procedures. The software provides a straightforward setup and highly flexible approach to adapt fMRI paradigms while the experiment is running. The general framework comprises the inclusion of parameters from subject’s compliance, such as directing gaze to visually presented stimuli and physiological fluctuations, like blood pressure or pulse. Additionally, this approach yields possibilities to investigate complex scientific questions, for example the influence of EEG rhythms or fMRI signals results themselves. To prove the concept of this approach, we used our software in a usability example for an fMRI experiment where the presentation of emotional pictures was dependent on the subject’s gaze position. This can have a significant impact on the results. So far, if this is taken into account during fMRI data analysis, it is commonly done by the post-hoc removal of erroneous trials. Here, we propose an a priori adaptation of the paradigm during the experiment’s runtime. Our fMRI findings clearly show the benefits of an adapted paradigm in terms of statistical power and higher effect sizes in emotion-related brain regions. This can be of special interest for all experiments with low statistical power due to a limited number of subjects, a limited amount of time, costs or available data to analyze, as is the case with real-time fMRI

    Rebuilding and repair as a critical practice in the Media Studies classroom

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    By introducing rebuilding and repair as critical practice in the media studies classroom, students can examine effects as they are triggered by direct engagement with the materiality or media. Encountering material media objects challenges how the media studies student acquires a canonical understanding of media studies and opens new venues for insight. The act of engaging with the material media object–allows students to engage more fully with questions involving the infrastructures that go into the production of media objects, the paradigms for media innovation, and the assumptions that students might bring to bear on the material make up of the media object itself.Peer reviewe

    An MPEG-7 scheme for semantic content modelling and filtering of digital video

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    Abstract Part 5 of the MPEG-7 standard specifies Multimedia Description Schemes (MDS); that is, the format multimedia content models should conform to in order to ensure interoperability across multiple platforms and applications. However, the standard does not specify how the content or the associated model may be filtered. This paper proposes an MPEG-7 scheme which can be deployed for digital video content modelling and filtering. The proposed scheme, COSMOS-7, produces rich and multi-faceted semantic content models and supports a content-based filtering approach that only analyses content relating directly to the preferred content requirements of the user. We present details of the scheme, front-end systems used for content modelling and filtering and experiences with a number of users

    Informe final del proyecto "Vídeos per a l'aprenentatge inclusiu" (2014PID-UB/016)

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    El proyecto “Vídeos para el aprendizaje inclusivo: diseño de un flujo de trabajo para la creación, descripción, publicación y difusión de recursos de aprendizaje accesible en formato vídeo”, llevado a término bajo la dirección de Miquel Centelles y varios miembros del grupo Adaptabit con la colaboración de Iván Pérez y Andreu Sulé, ha estudiado la descripción enriquecida de los videos docentes atendiendo a sus características pedagógicas y de accesibilidad digital. Para ello ha propuesto una extensión del esquema de metadatos básico usado en el Depósito Digital de la Universidad de Barcelona según las pautas Learning Resources Metadata Initiative y Access for all 3.0. Tras adaptar las condiciones de accesibilidad de 4 vídeos existentes en el depósito digital, ha implementado el esquema de metadatos enriquecido en una copia local del repositorio DSpace de la Universidad de Barcelona y ha implementado también una conversión automática de estos metadatos a microdatos schema.org para una mayor visibilidad en buscadores generalistas. Como resultado se cuenta con una prueba piloto de unos recursos accesibles, descritos adecuadamente y visibles también para los buscadores como Google, Yahoo o Bing.Programa de Millora i Innovació Docent de la Universidad de Barcelona, 2014PID-UB/01
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