1,740 research outputs found

    E-MOVIE - Experimental MOVies for Induction of Emotions in Neuroscience: an innovative film database with normative data and sex differences.

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    The need for a validated set of emotional clips to elicit emotions in more ecological experiments is increasing. Here we present the validation of a new database of emotional films, named E-MOVIE, which includes, in this first validation phase, 39 excerpts arranged in six categories, three negative (Fear, Sadness and Compassion), two positive (Erotic and Scenery) and a Neutral category. Notably, Compassion and Scenery are new in the field as they were not included in other databases. The clips in E-MOVIE are characterized by homogenous durations of approximately two minutes, which make them suitable for psychophysiological research. In order to study the affective profile prompted by each category 174 participants (112 women) rated the movies on multiple dimensions, namely valence and arousal, intensity and discreteness of the induction of one of the six basic emotions and, finally, intensity of the experience of the emotional states defined by a series of emotional adjectives. Erotic clips were effective in the elicitation of a positive emotional state, characterized by high levels of arousal and excitement. On the other hand, Fear clips (selected without blood to avoid disgust reaction) prompted an affect characterized by high arousal, low valence and high levels of reported fear and anxiety. Women reported greater unpleasantness, distress, anxiety and jittery than men to the three negative categories. Compassion clips, characterized by the depiction of crying characters, were able to induce an affective state dominated by sadness and feeling touched, consistent with an empathic reaction to emotional sufferance. Sadness clips, instead, elicited an affective state characterized by sadness together with distress and angst. We also demonstrated that clips depicting natural environments (i.e. Scenery) prompted in the viewer a surprised, inspired affective state, characterized by high valence and arousal (especially in males), a result which suggests that their past categorization as neutral stimuli was inaccurate and problematic

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    Observation of Hand movements by Older Persons with Dementia: Effects on Cognition: a Pilot Study

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    Background/Aim: Hand movement observation activates mirror neurons, located in brain areas that are vulnerable to Alzheimer's disease. We examined the effects of hand movement observation on cognition in older persons with dementia. Methods: Nursing home residents with dementia (n = 44) watched either videos showing hand movements or videos showing a documentary for 30 min, 5 days a week, for 6 weeks. Neuropsychological tests were performed at baseline, week 6 and week 12. Results: Linear mixed model analyses revealed a significant interaction effect on an attention test, but not on cognitive domains. Additional analyses showed that a face recognition task improved significantly. Conclusion: Although these findings do not support an overall beneficial effect of hand movement observation on cognition in dementia, specific cognitive functions improved. Future studies are warranted. © 2009 S. Karger AG, Basel

    Generative AI in the Construction Industry: A State-of-the-art Analysis

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    The construction industry is a vital sector of the global economy, but it faces many productivity challenges in various processes, such as design, planning, procurement, inspection, and maintenance. Generative artificial intelligence (AI), which can create novel and realistic data or content, such as text, image, video, or code, based on some input or prior knowledge, offers innovative and disruptive solutions to address these challenges. However, there is a gap in the literature on the current state, opportunities, and challenges of generative AI in the construction industry. This study aims to fill this gap by providing a state-of-the-art analysis of generative AI in construction, with three objectives: (1) to review and categorize the existing and emerging generative AI opportunities and challenges in the construction industry; (2) to propose a framework for construction firms to build customized generative AI solutions using their own data, comprising steps such as data collection, dataset curation, training custom large language model (LLM), model evaluation, and deployment; and (3) to demonstrate the framework via a case study of developing a generative model for querying contract documents. The results show that retrieval augmented generation (RAG) improves the baseline LLM by 5.2, 9.4, and 4.8% in terms of quality, relevance, and reproducibility. This study provides academics and construction professionals with a comprehensive analysis and practical framework to guide the adoption of generative AI techniques to enhance productivity, quality, safety, and sustainability across the construction industry.Comment: 74 pages, 11 figures, 20 table

    FrameNet annotation for multimodal corpora: devising a methodology for the semantic representation of text-image interactions in audiovisual productions

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    Multimodal analyses have been growing in importance within several approaches to Cognitive Linguistics and applied fields such as Natural Language Understanding. Nonetheless fine-grained semantic representations of multimodal objects are still lacking, especially in terms of integrating areas such as Natural Language Processing and Computer Vision, which are key for the implementation of multimodality in Computational Linguistics. In this dissertation, we propose a methodology for extending FrameNet annotation to the multimodal domain, since FrameNet can provide fine-grained semantic representations, particularly with a database enriched by Qualia and other interframal and intraframal relations, as it is the case of FrameNet Brasil. To make FrameNet Brasil able to conduct multimodal analysis, we outlined the hypothesis that similarly to the way in which words in a sentence evoke frames and organize their elements in the syntactic locality accompanying them, visual elements in video shots may, also, evoke frames and organize their elements on the screen or work complementarily with the frame evocation patterns of the sentences narrated simultaneously to their appearance on screen, providing different profiling and perspective options for meaning construction. The corpus annotated for testing the hypothesis is composed of episodes of a Brazilian TV Travel Series critically acclaimed as an exemplar of good practices in audiovisual composition. The TV genre chosen also configures a novel experimental setting for research on integrated image and text comprehension, since, in this corpus, text is not a direct description of the image sequence but correlates with it indirectly in a myriad of ways. The dissertation also reports on an eye-tracker experiment conducted to validate the approach proposed to a text-oriented annotation. The experiment demonstrated that it is not possible to determine that text impacts gaze directly and was taken as a reinforcement to the approach of valorizing modes combination. Last, we present the Frame2 dataset, the product of the annotation task carried out for the corpus following both the methodology and guidelines proposed. The results achieved demonstrate that, at least for this TV genre but possibly also for others, a fine-grained semantic annotation tackling the diverse correlations that take place in a multimodal setting provides new perspective in multimodal comprehension modeling. Moreover, multimodal annotation also enriches the development of FrameNets, to the extent that correlations found between modalities can attest the modeling choices made by those building frame-based resources.Análises multimodais vêm crescendo em importância em várias abordagens da Linguística Cognitiva e em diversas áreas de aplicação, como o da Compreensão de Linguagem Natural. No entanto, há significativa carência de representações semânticas refinadas de objetos multimodais, especialmente em termos de integração de áreas como Processamento de Linguagem Natural e Visão Computacional, que são fundamentais para a implementação de multimodalidade no campo da Linguística Computacional. Nesta tese, propomos uma metodologia para estender o método de anotação da FrameNet ao domínio multimodal, uma vez que a FrameNet pode fornecer representações semânticas refinadas, particularmente com um banco de dados enriquecido por Qualia e outras relações interframe e intraframe, como é o caso do FrameNet Brasil. Para tornar a FrameNet Brasil capaz de realizar análises multimodais, delineamos a hipótese de que, assim como as palavras em uma frase evocam frames e organizam seus elementos na localidade sintática que os acompanha, os elementos visuais nos planos de vídeo também podem evocar frames e organizar seus elementos na tela ou trabalhar de forma complementar aos padrões de evocação de frames das sentenças narradas simultaneamente ao seu aparecimento na tela, proporcionando diferentes perfis e opções de perspectiva para a construção de sentido. O corpus anotado para testar a hipótese é composto por episódios de um programa televisivo de viagens brasileiro aclamado pela crítica como um exemplo de boas práticas em composição audiovisual. O gênero televisivo escolhido também configura um novo conjunto experimental para a pesquisa em imagem integrada e compreensão textual, uma vez que, neste corpus, o texto não é uma descrição direta da sequência de imagens, mas se correlaciona com ela indiretamente em uma miríade de formas diversa. A Tese também relata um experimento de rastreamento ocular realizado para validar a abordagem proposta para uma anotação orientada por texto. O experimento demonstrou que não é possível determinar que o texto impacta diretamente o direcionamento do olhar e foi tomado como um reforço para a abordagem de valorização da combinação de modos. Por fim, apresentamos o conjunto de dados Frame2, produto da tarefa de anotação realizada para o corpus seguindo a metodologia e as diretrizes propostas. Os resultados obtidos demonstram que, pelo menos para esse gênero de TV, mas possivelmente também para outros, uma anotação semântica refinada que aborde as diversas correlações que ocorrem em um ambiente multimodal oferece uma nova perspectiva na modelagem da compreensão multimodal. Além disso, a anotação multimodal também enriquece o desenvolvimento de FrameNets, na medida em que as correlações encontradas entre as modalidades podem atestar as escolhas de modelagem feitas por aqueles que criam recursos baseados em frames.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superio

    A Probabilistic Multimedia Retrieval Model and its Evaluation

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    We present a probabilistic model for the retrieval of multimodal documents. The model is based on Bayesian decision theory and combines models for text-based search with models for visual search. The textual model is based on the language modelling approach to text retrieval, and the visual information is modelled as a mixture of Gaussian densities. Both models have proved successful on various standard retrieval tasks. We evaluate the multimodal model on the search task of TREC′s video track. We found that the disclosure of video material based on visual information only is still too difficult. Even with purely visual information needs, text-based retrieval still outperforms visual approaches. The probabilistic model is useful for text, visual, and multimedia retrieval. Unfortunately, simplifying assumptions that reduce its computational complexity degrade retrieval effectiveness. Regarding the question whether the model can effectively combine information from different modalities, we conclude that whenever both modalities yield reasonable scores, a combined run outperforms the individual runs

    Representation Challenges

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    Music - Media - History: Re-Thinking Musicology in an Age of Digital Media

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    Music and sound shape the emotional content of audio-visual media and carry different meanings. This volume considers audio-visual material as a primary source for historiography. By analyzing how the same sounds are used in different media contexts at different times, the contributors intend to challenge the linear perspective of (music) history based on canonic authority. The book discusses AV-Documents (analysis in context), methodological questions (implications for research, education, and popularization of knowledge), archives of cultural memory (from the perspective of Cultural Studies) as well as digitalization and its consequences (organization of knowledge)

    Cinematic Histospheres

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    In this Open Access book, film scholar Rasmus Greiner develops a theoretical model for the concept of the histosphere to refer to the “sphere” of a cinematically modelled, physically experienceable historical world. His analysis of practices of modelling and perceiving, immersion and empathy, experience and remembering, appropriation and refiguration, combine approaches from film studies, such as Vivian Sobchack’s phenomenology of film experience, with historiographic theories, such as Frank R. Ankersmit’s concept of historical experience. Building on this analysis, Greiner examines the spatial and temporal organization of historical films and presents discussions of mood and atmosphere, body and memory, and genre and historical consciousness. The analysis is based around three historical films, spanning six decades, that depict 1950s Germany: Helmut Käutner’s Sky Without Stars (1955), Jutta Brückner’s Years of Hunger (1980), and Sven Bohse’s three-part TV series Ku’damm 56 (2016)
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