140 research outputs found

    Watch-grab-arrange-see : thinking with motion images via streams and collages

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    Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1993.Includes bibliographical references (p. 103-105).by Edward Lee Elliott.M.S.V.S

    Use of shot/scene parsing in generating and browsing video databases

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.Includes bibliographical references (p. 77-78).by Allen Shu.M.Eng

    Wearable computing and contextual awareness

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.Includes bibliographical references (leaves 231-248).Computer hardware continues to shrink in size and increase in capability. This trend has allowed the prevailing concept of a computer to evolve from the mainframe to the minicomputer to the desktop. Just as the physical hardware changes, so does the use of the technology, tending towards more interactive and personal systems. Currently, another physical change is underway, placing computational power on the user's body. These wearable machines encourage new applications that were formerly infeasible and, correspondingly, will result in new usage patterns. This thesis suggests that the fundamental improvement offered by wearable computing is an increased sense of user context. I hypothesize that on-body systems can sense the user's context with little or no assistance from environmental infrastructure. These body-centered systems that "see" as the user sees and "hear" as the user hears, provide a unique "first-person" viewpoint of the user's environment. By exploiting models recovered by these systems, interfaces are created which require minimal directed action or attention by the user. In addition, more traditional applications are augmented by the contextual information recovered by these systems. To investigate these issues, I provide perceptually sensible tools for recovering and modeling user context in a mobile, everyday environment. These tools include a downward-facing, camera-based system for establishing the location of the user; a tag-based object recognition system for augmented reality; and several on-body gesture recognition systems to identify various user tasks in constrained environments. To address the practicality of contextually-aware wearable computers, issues of power recovery, heat dissipation, and weight distribution are examined. In addition, I have encouraged a community of wearable computer users at the Media Lab through design, management, and support of hardware and software infrastructure. This unique community provides a heightened awareness of the use and social issues of wearable computing. As much as possible, the lessons from this experience will be conveyed in the thesis.by Thad Eugene Starner.Ph.D

    Media streams--representing video for retrieval and repurposing

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1995.Includes bibliographical references (p. 325-344).by Marc Eliot Davis.Ph.D

    Feature based dynamic intra-video indexing

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    A thesis submitted in partial fulfillment for the degree of Doctor of PhilosophyWith the advent of digital imagery and its wide spread application in all vistas of life, it has become an important component in the world of communication. Video content ranging from broadcast news, sports, personal videos, surveillance, movies and entertainment and similar domains is increasing exponentially in quantity and it is becoming a challenge to retrieve content of interest from the corpora. This has led to an increased interest amongst the researchers to investigate concepts of video structure analysis, feature extraction, content annotation, tagging, video indexing, querying and retrieval to fulfil the requirements. However, most of the previous work is confined within specific domain and constrained by the quality, processing and storage capabilities. This thesis presents a novel framework agglomerating the established approaches from feature extraction to browsing in one system of content based video retrieval. The proposed framework significantly fills the gap identified while satisfying the imposed constraints of processing, storage, quality and retrieval times. The output entails a framework, methodology and prototype application to allow the user to efficiently and effectively retrieved content of interest such as age, gender and activity by specifying the relevant query. Experiments have shown plausible results with an average precision and recall of 0.91 and 0.92 respectively for face detection using Haar wavelets based approach. Precision of age ranges from 0.82 to 0.91 and recall from 0.78 to 0.84. The recognition of gender gives better precision with males (0.89) compared to females while recall gives a higher value with females (0.92). Activity of the subject has been detected using Hough transform and classified using Hiddell Markov Model. A comprehensive dataset to support similar studies has also been developed as part of the research process. A Graphical User Interface (GUI) providing a friendly and intuitive interface has been integrated into the developed system to facilitate the retrieval process. The comparison results of the intraclass correlation coefficient (ICC) shows that the performance of the system closely resembles with that of the human annotator. The performance has been optimised for time and error rate

    Teaching Visual Effects for Audiovisual Production using Digital Learning Objects

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    This Ph.D. research deals with the production of a digital learning object (DLO) to aid teaching activity, more specifically in the execution of practical exercises for the production of visual effects (VFX) in audiovisual in higher education courses. The study performs a literature review on the use of Information and Communication Technologies (ICTs) in education, Learning Objects (LOs), Digital Learning Objects (DLOs), and Blended Learning (BL). In the research, it seeks to understand the methods and procedures of design, implementation, evaluation, and validation of such technologies to be able to apply to the prototype to be developed. It presents the stages of development of the prototype and all the challenges faced for its realization. With the fully functional tool already developed and tested, the methodological procedures used for its use and evaluation are demonstrated. The field research is reported and documented, presenting the results achieved. Forms were used with students participating in the research, in addition to blind analysis of the practical work they developed. Such data are analyzed and the reflections and contributions from this whole experimentation process are presented. It was possible to conclude that the tool (DLO) designed managed to achieve its objectives and answer the research questions that fostered it, having been considered by the participants as useful, motivating, and functional in helping the learning process. The blind analysis undertaken did not show significant differences between the control and test groups in the quality of the work performed, however, it evidenced the possibility of using other methodologies in conjunction with those used, to improve future research. It is believed that all the discussion and experimentation carried out and documented reaches its objectives positively and demonstrates its contribution in to assist in the scientific discussion about the pedagogical effectiveness of DLOs, create an unprecedented DLO, in addition to presenting the DLOs production methodologies used.Esta pesquisa de doutoramento trata sobre a produção de um objeto de aprendizagem digital para o auxílio à atividade docente, mais especificamente na execução de exercícios práticos para a produção de efeitos visuais em audiovisual em cursos de nível superior. O estudo realiza uma revisão da literatura sobre o uso de Tecnologias da Informação e Comunicação na educação, objetos de aprendizagem, objetos de aprendizagem digitais e aprendizagem combinada. Na investigação, busca compreender os métodos e procedimentos de design, implementação, avaliação e validação de tais tecnologias para aplicar ao protótipo a ser desenvolvido. Apresenta as etapas de desenvolvimento do protótipo e todos os desafios enfrentados para sua concretização. Com a ferramenta totalmente funcional já desenvolvida e testada, são demonstrados os procedimentos metodológicos utilizados para seu uso e avaliação. A pesquisa de campo encontra-se relatada e documentada, apresentando os resultados alcançados. Foram utilizados formulários com os alunos participantes da pesquisa, além de análise cega sobre os trabalhos práticos por eles desenvolvidos. Tais dados são analisados e apresentadas as reflexões e contribuições advindas de todo este processo de experimentação. Foi possível concluir que a ferramenta (objeto de aprendizagem digital) projetada conseguiu atingir seus objetivos e responder às perguntas de pesquisa que o fomentou, tendo sido considerada pelos participantes como útil, motivadora e funcional para o auxílio do processo de aprendizagem. A análise cega empreendida não demonstrou diferenças significativas entre os grupos controle e teste na qualidade dos trabalhos executados, contudo, evidenciou a possibilidade de utilização de outras metodologias em conjunto com as utilizadas, para aprimoramento de pesquisas futuras. Acredita-se que toda a discussão e experimentação realizada e documentada atinge positivamente seus objetivos e demonstra sua contribuição ao auxiliar na discussão científica sobre a efetividade pedagógica dos objetos de aprendizagem digitais, criar um destes objetos/software inédito, além de apresentar as metodologias de produção utilizadas

    Artificial Intelligence Research Branch future plans

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    This report contains information on the activities of the Artificial Intelligence Research Branch (FIA) at NASA Ames Research Center (ARC) in 1992, as well as planned work in 1993. These activities span a range from basic scientific research through engineering development to fielded NASA applications, particularly those applications that are enabled by basic research carried out in FIA. Work is conducted in-house and through collaborative partners in academia and industry. All of our work has research themes with a dual commitment to technical excellence and applicability to NASA short, medium, and long-term problems. FIA acts as the Agency's lead organization for research aspects of artificial intelligence, working closely with a second research laboratory at the Jet Propulsion Laboratory (JPL) and AI applications groups throughout all NASA centers. This report is organized along three major research themes: (1) Planning and Scheduling: deciding on a sequence of actions to achieve a set of complex goals and determining when to execute those actions and how to allocate resources to carry them out; (2) Machine Learning: techniques for forming theories about natural and man-made phenomena; and for improving the problem-solving performance of computational systems over time; and (3) Research on the acquisition, representation, and utilization of knowledge in support of diagnosis design of engineered systems and analysis of actual systems
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