711 research outputs found
Highly efficient low-level feature extraction for video representation and retrieval.
PhDWitnessing the omnipresence of digital video media, the research community has
raised the question of its meaningful use and management. Stored in immense
multimedia databases, digital videos need to be retrieved and structured in an
intelligent way, relying on the content and the rich semantics involved. Current
Content Based Video Indexing and Retrieval systems face the problem of the semantic
gap between the simplicity of the available visual features and the richness of user
semantics.
This work focuses on the issues of efficiency and scalability in video indexing and
retrieval to facilitate a video representation model capable of semantic annotation. A
highly efficient algorithm for temporal analysis and key-frame extraction is developed.
It is based on the prediction information extracted directly from the compressed domain
features and the robust scalable analysis in the temporal domain. Furthermore,
a hierarchical quantisation of the colour features in the descriptor space is presented.
Derived from the extracted set of low-level features, a video representation model that
enables semantic annotation and contextual genre classification is designed.
Results demonstrate the efficiency and robustness of the temporal analysis algorithm
that runs in real time maintaining the high precision and recall of the detection task.
Adaptive key-frame extraction and summarisation achieve a good overview of the
visual content, while the colour quantisation algorithm efficiently creates hierarchical
set of descriptors. Finally, the video representation model, supported by the genre
classification algorithm, achieves excellent results in an automatic annotation system by
linking the video clips with a limited lexicon of related keywords
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Sight, sound, the chicken and the egg: Audio-visual co-dependency in music
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Amongst the modern day abundance of audio-visual media, where sounds represent everything from the swooping of virtual cameras through 3D spaces to the pressing of buttons and receiving of emails, and conversely where VJs routinely accompany live musical performance with an increasingly sophisticated language of abstract computer animation, the notion of music as a necessarily exclusively aural medium seems somewhat out of place. Psychological theories relating to the cognition of sound, in particular physical schema, accounting for the ubiquity of vertical plane pitch metaphors in most musical cultures, provide evidence of a deep-rooted spatially informed understanding of sound thus providing a common ground for both sound and vision in music. Furthermore, Western Classical composition is rife with examples of visually conceived forms from Bach’s Crab Canon (1747) to Xenakis’ architecturally inspired Metastasis (1954). However, in practice the gap between the listener’s auditory experience and the composer’s visual concept is often insurmountable. Rising to Schaeffer’s call for “Primacy to the ear!” (Schaeffer, 1967, pp. 28-30), acousmatic composers have sought to derive music exclusively from experientially verifiable criteria. However, in its pervasiveness of other musical genres, no doubt aided by technologically and commercially driven domination of the pre-recorded over the live listening experience in the latter half of the twentieth century, such an approach has lead to the neglect of visual aspects in the live performance of much art-music. This research aims to begin to redress this balance through the composition of, largely computer realised, audio-visual works whose conception arises not from a superimposition of one medium upon another, but through the very relations between the media themselves. Utilising modern computers’ ability to synchronise physical and virtual visual events with synthesised sound in real time not only affords composers an invaluable tool for enhancing listener’s perception of formal structures but also implies causal relationships between the sonic and the visual which can provide a base of intuitive understanding on which more complex formal ideas can be built.Sponsored by the Brunel University Isambard Scholarship
Spatial Interaction for Immersive Mixed-Reality Visualizations
Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics.
Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis.
Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis.
Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research.
One of the resulting challenges, however, is the design of user interaction for these often complex systems.
In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions:
1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them?
2) How does spatial interaction benefit these visualizations and how should such interactions be designed?
3) How can spatial interaction in these immersive environments be analyzed and evaluated?
To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts.
For the second question, I study how spatial interaction in particular can help to explore data in mixed reality.
There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels.
Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights.
Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, fĂĽhren zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse.
Insbesondere bei inhärent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natürliche Interaktionstechniken als hilfreich für die Datenanalyse erwiesen.
Darüber hinaus spielt in solchen Anwendungsfällen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext für die Analyse dient.
Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung gefĂĽhrt hat.
Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion fĂĽr diese oft komplexen Systeme.
In meiner Dissertation beschäftige ich mich mit dieser Herausforderung, indem ich die Interaktion für immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche:
1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden?
2) Wie profitieren diese Visualisierungen von räumlicher Interaktion und wie sollten solche Interaktionen gestaltet werden?
3) Wie kann räumliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden?
Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen für immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren.
Für die zweite Frage untersuche ich, wie insbesondere die räumliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann.
Dabei betrachte ich die Interaktion mit räumlichen Geräten im Vergleich zur Touch-Eingabe, die Verwendung zusätzlicher mobiler Geräte als Controller und das Potenzial transparenter Interaktionspanels.
Um die dritte Frage zu beantworten, stelle ich schlieĂźlich meine Forschung darĂĽber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann.
Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie räumliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstützen können
Software Takes Command
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media
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