128,894 research outputs found

    Overview of the ImageCLEFphoto 2008 photographic retrieval task

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    ImageCLEFphoto 2008 is an ad-hoc photo retrieval task and part of the ImageCLEF evaluation campaign. This task provides both the resources and the framework necessary to perform comparative laboratory-style evaluation of visual information retrieval systems. In 2008, the evaluation task concentrated on promoting diversity within the top 20 results from a multilingual image collection. This new challenge attracted a record number of submissions: a total of 24 participating groups submitting 1,042 system runs. Some of the findings include that the choice of annotation language is almost negligible and the best runs are by combining concept and content-based retrieval methods

    Seminar Users in the Arabic Twitter Sphere

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    We introduce the notion of "seminar users", who are social media users engaged in propaganda in support of a political entity. We develop a framework that can identify such users with 84.4% precision and 76.1% recall. While our dataset is from the Arab region, omitting language-specific features has only a minor impact on classification performance, and thus, our approach could work for detecting seminar users in other parts of the world and in other languages. We further explored a controversial political topic to observe the prevalence and potential potency of such users. In our case study, we found that 25% of the users engaged in the topic are in fact seminar users and their tweets make nearly a third of the on-topic tweets. Moreover, they are often successful in affecting mainstream discourse with coordinated hashtag campaigns.Comment: to appear in SocInfo 201

    Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam

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    Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic
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