83,109 research outputs found
Multi modal multi-semantic image retrieval
PhDThe rapid growth in the volume of visual information, e.g. image, and video can
overwhelm users’ ability to find and access the specific visual information of interest
to them. In recent years, ontology knowledge-based (KB) image information retrieval
techniques have been adopted into in order to attempt to extract knowledge from these
images, enhancing the retrieval performance. A KB framework is presented to
promote semi-automatic annotation and semantic image retrieval using multimodal
cues (visual features and text captions). In addition, a hierarchical structure for the KB
allows metadata to be shared that supports multi-semantics (polysemy) for concepts.
The framework builds up an effective knowledge base pertaining to a domain specific
image collection, e.g. sports, and is able to disambiguate and assign high level
semantics to ‘unannotated’ images.
Local feature analysis of visual content, namely using Scale Invariant Feature
Transform (SIFT) descriptors, have been deployed in the ‘Bag of Visual Words’
model (BVW) as an effective method to represent visual content information and to
enhance its classification and retrieval. Local features are more useful than global
features, e.g. colour, shape or texture, as they are invariant to image scale, orientation
and camera angle. An innovative approach is proposed for the representation,
annotation and retrieval of visual content using a hybrid technique based upon the use
of an unstructured visual word and upon a (structured) hierarchical ontology KB
model. The structural model facilitates the disambiguation of unstructured visual
words and a more effective classification of visual content, compared to a vector
space model, through exploiting local conceptual structures and their relationships.
The key contributions of this framework in using local features for image
representation include: first, a method to generate visual words using the semantic
local adaptive clustering (SLAC) algorithm which takes term weight and spatial
locations of keypoints into account. Consequently, the semantic information is
preserved. Second a technique is used to detect the domain specific ‘non-informative
visual words’ which are ineffective at representing the content of visual data and
degrade its categorisation ability. Third, a method to combine an ontology model with
xi
a visual word model to resolve synonym (visual heterogeneity) and polysemy
problems, is proposed. The experimental results show that this approach can discover
semantically meaningful visual content descriptions and recognise specific events,
e.g., sports events, depicted in images efficiently.
Since discovering the semantics of an image is an extremely challenging problem, one
promising approach to enhance visual content interpretation is to use any associated
textual information that accompanies an image, as a cue to predict the meaning of an
image, by transforming this textual information into a structured annotation for an
image e.g. using XML, RDF, OWL or MPEG-7. Although, text and image are distinct
types of information representation and modality, there are some strong, invariant,
implicit, connections between images and any accompanying text information.
Semantic analysis of image captions can be used by image retrieval systems to
retrieve selected images more precisely. To do this, a Natural Language Processing
(NLP) is exploited firstly in order to extract concepts from image captions. Next, an
ontology-based knowledge model is deployed in order to resolve natural language
ambiguities. To deal with the accompanying text information, two methods to extract
knowledge from textual information have been proposed. First, metadata can be
extracted automatically from text captions and restructured with respect to a semantic
model. Second, the use of LSI in relation to a domain-specific ontology-based
knowledge model enables the combined framework to tolerate ambiguities and
variations (incompleteness) of metadata. The use of the ontology-based knowledge
model allows the system to find indirectly relevant concepts in image captions and
thus leverage these to represent the semantics of images at a higher level.
Experimental results show that the proposed framework significantly enhances image
retrieval and leads to narrowing of the semantic gap between lower level machinederived
and higher level human-understandable conceptualisation
Towards the 3D Web with Open Simulator
Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild.Postprin
Designing an Open Virtual Factory of Small and Medium-sized Enterprises for Industrial Engineering Education
Curriculum of Industrial Engineering program must accomplish
the requirement that graduates have the ability to design,
develop, implement, and improve integrated system that include
people, materials, equipment and energy. However, it is not easy
to implement a curriculum that fosters such competencies. One of
the strategies to achieve that is using an innovative learning
media, so that the problem-based learning (PBL) can be
accustomed. In this paper, we design a web-based enterprise
resources planning. It is aimed to capture the real problem of
small and medium-sized enterprises (SMEs) in bottled drinking
water industries. The integrated system can be illustrated as ERP
application that designed by using free open source software
(FOSS). This research aimed to utilize the application to improve
teaching methods in IE education. The result of the research can
be used to improve the competencies of IE students, especially the
abilities to identify, formulate, and solve the activities of the
business process improvement in SMEs.
Keywords
Industrial engineering education, FOSS, innovative learning
media, problem-based learnin
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
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