60,352 research outputs found

    Temporal Extension of Scale Pyramid and Spatial Pyramid Matching for Action Recognition

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    Historically, researchers in the field have spent a great deal of effort to create image representations that have scale invariance and retain spatial location information. This paper proposes to encode equivalent temporal characteristics in video representations for action recognition. To achieve temporal scale invariance, we develop a method called temporal scale pyramid (TSP). To encode temporal information, we present and compare two methods called temporal extension descriptor (TED) and temporal division pyramid (TDP) . Our purpose is to suggest solutions for matching complex actions that have large variation in velocity and appearance, which is missing from most current action representations. The experimental results on four benchmark datasets, UCF50, HMDB51, Hollywood2 and Olympic Sports, support our approach and significantly outperform state-of-the-art methods. Most noticeably, we achieve 65.0% mean accuracy and 68.2% mean average precision on the challenging HMDB51 and Hollywood2 datasets which constitutes an absolute improvement over the state-of-the-art by 7.8% and 3.9%, respectively

    SAGA: A DSL for Story Management

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    Video game development is currently a very labour-intensive endeavour. Furthermore it involves multi-disciplinary teams of artistic content creators and programmers, whose typical working patterns are not easily meshed. SAGA is our first effort at augmenting the productivity of such teams. Already convinced of the benefits of DSLs, we set out to analyze the domains present in games in order to find out which would be most amenable to the DSL approach. Based on previous work, we thus sought those sub-parts that already had a partially established vocabulary and at the same time could be well modeled using classical computer science structures. We settled on the 'story' aspect of video games as the best candidate domain, which can be modeled using state transition systems. As we are working with a specific company as the ultimate customer for this work, an additional requirement was that our DSL should produce code that can be used within a pre-existing framework. We developed a full system (SAGA) comprised of a parser for a human-friendly language for 'story events', an internal representation of design patterns for implementing object-oriented state-transitions systems, an instantiator for these patterns for a specific 'story', and three renderers (for C++, C# and Java) for the instantiated abstract code.Comment: In Proceedings DSL 2011, arXiv:1109.032

    The Digital Cultural Atlas Project: Design Research and Cultural Narratives. An Experiential Approach for Design Education.

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    This paper outlines an approach developed for teaching research methods in a graphic design program, working in an interdisciplinary context with cultural researchers. Initially, the Digital Cultural Atlas (DCA) is introduced, as a 'work-in-progress' web site, which locates a diversity of geographic and place-based cultural resources across Greater Western Sydney. The initial information architecture consists of ā€˜birdā€™s eye viewā€™ cartographic maps and cultural project resources. Through a teaching project in design research, students consider ways in which experiential ā€˜on the groundā€™ visual stories can be included. Initial student research identifies a diversity of observed cultural community contexts and situations. This is followed by a second smaller scale study of fewer sites, using an understanding of participatory design research. In this stage, each student researches an individual community context using two 'voices' of the self - as participant, and as observer. These engagements with the self as 'actor' are recorded in a journal format across a specific time period, with reference to reflections prior to, during, and after 'action'. These provide the basis for the new visual stories in the DCA. This paper describes and critiques this approach to teaching design research in visual communication, based on the DCA. In so doing, it links design research with human experiences of community and culture to engage with wider debates about the design of digital mapping spaces as information systems. The paper concludes with some reflections about the project's possible future as an ongoing participatory community resource which engages with both geographic and experiential web content and form. Keywords: Design Education; Participatory Design; Visual Narrative; Digital Mapping Systems; Community Identity; Designer As Actor</p

    Fact, Fiction and Virtual Worlds

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    This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding

    Playful and creative ICT pedagogical framing : A nursery school case study

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    This article reports on the findings of a one-year qualitative study in which a nursery school used information and communication technology (ICT) and a digital media consultant as a catalyst for cultural change leading to teachersā€™ improved pedagogical framing and childrenā€™s enhanced learning dispositions. The pedagogic framing included the children making mini-movies and avatars which were uploaded onto the nursery website. It is argued that such innovative and creative ICT pedagogy was strongly motivational and afforded opportunities for coconstruction and sustained shared thinking (SST) as it engaged with childrenā€™s and familiesā€™ digital cultural habitus. The research reports on field notes, interviews and observations (n Ā¼ 15) of child peer interactions and teacher child interactions

    The Cowl - v.62 - n.17 - Mar 19, 1998

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    The Cowl - student newspaper of Providence College. Vol 62 - No. 17 - Mar 19, 1998. 28 pages

    The Portrayal of Child Soldiers in Documentaries and Hollywood Film

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    People in the United States are becoming increasingly mindful of child soldiers, with film being a critical means of bringing about awareness. However, awareness can be dependent upon media representation since most individuals in the U.S. do not have direct experiences with child soldiers. The purpose of the present study is to discover how the media has portrayed child soldiers in Hollywood films and documentaries, with an emphasis on the portrayal of violence, the role of women, and the reintegration experiences of child soldiers that are shown. Through a combined qualitative and quantitative content analysis, this study explores the depictions of young children in armed forces as a way to better understand societyā€™s perception of child soldiers. Five Hollywood films and five documentaries were selected at random from an initial pool and viewed by two coders. The coders discovered that while women were portrayed more often than expected, the unique challenges faced by female child soldiers were not represented with great accuracy. Reintegration was depicted in most films; documentaries were more likely to focus on long-term reintegration and Hollywood films were more likely to focus on short-term reintegration. Hollywood films were also more likely than documentaries to portray violent action and show changes in the attitudes and emotions among the child soldiers over time

    The Dignity and Humanity of Bruce Springsteen\u27s Criminals

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    In this essay, I discuss Springsteen\u27s criminals by focusing on two albums, Nebraska and The Ghost of Tom Joad, and Springsteen\u27s title song to the movie soundtrack Dead Man Walking. These are classic albums about criminals and prisoners, and Dead Man Walkinā€™ may be one of the best songs ever written about being on death row. Before getting into the music, I first note the historical context - Springsteen\u27s career has taken place during a particularly hostile time for lawbreakers - and offer a brief biographical sketch of Springsteen

    Cultural Engagement in California's Inland Regions

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    Cultural Engagement in California's Inland Regions explores patterns of cultural engagement in the San Joaquin Valley and the Inland Empire. Two major data collection efforts were undertaken. The first was a door-to-door intercept survey of more than 1,000 randomly selected households in six distinctly different neighborhoods, three in the Fresno area and three in Riverside and San Bernardino. The second was a self-administered survey of more than 5,000 residents of the two regions, promoted as the "California Cultural Census" and conducted online and through intercept work at various locations and events. It is important to note that this second data set aggregates multiple samples, including respondents who were selected at the convenience of outreach organizations. Although weighted to reduce potential biases, these data are not representative of all adults in the two regions. Results paint a detailed picture of the breadth and depth of cultural engagement in the two regions and reveal a range of activity in music, theater and drama, reading and writing, dance, and visual arts and crafts -- much of which occurs off the radar" of the traditional infrastructure of nonprofit arts organizations and facilities. The study identifies specific types of activities which, if supported at higher levels, might equitably raise participation levels and achieve higher levels of cultural vitality in millions of homes and hundreds of communities. It concludes that cultural providers and funders should look deeper into the fabric of their communities for new partners, new settings and innovative approaches to drawing residents into cultural experiences. This briefing provides a high level summary of the study's key findings, as well as discussion questions for cultural providers and funders. Comprehensive results are available at www.irvine.org, including an executive summary and detailed results by artistic discipline
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