64,102 research outputs found

    How Did I Get to Princess Margaret? (And How Did I Get Her to the World Wide Web?)

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    The paper explores the growing use of tools from the arts and humanities for investigation and dissemination of social science research. Emerging spaces for knowledge transfer, such as the World Wide Web, are explored as outlets for "performative social science". Questions of ethnics and questions of evaluation which emerge from performative social science and the use of new technologies are discussed. Contemporary thinking in aesthetics is explored to answer questions of evaluation. The use of the Internet for productions is proposed as supporting the collective elaboration of meaning supported by Relational Aesthetics. One solution to the ethical problem of performing the narrations of others is the use of the writer's own story as autoethnography. The author queries autoethnography's tendency to tell "sad" stories and proposes an amusing story, exemplified by "The One about Princess Margaret" (see Appendix). The conclusion is reached that the free and open environment of the Internet sidelines the usual tediousness of academic publishing and begins to explore new answers to questions posed about the evaluation and ethics of performative social science

    The Steep Road to Happily Ever After: An Analysis of Current Visual Storytelling Models

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    Visual storytelling is an intriguing and complex task that only recently entered the research arena. In this work, we survey relevant work to date, and conduct a thorough error analysis of three very recent approaches to visual storytelling. We categorize and provide examples of common types of errors, and identify key shortcomings in current work. Finally, we make recommendations for addressing these limitations in the future.Comment: Accepted to the NAACL 2019 Workshop on Shortcomings in Vision and Language (SiVL

    Conversational Exploratory Search via Interactive Storytelling

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    Conversational interfaces are likely to become more efficient, intuitive and engaging way for human-computer interaction than today's text or touch-based interfaces. Current research efforts concerning conversational interfaces focus primarily on question answering functionality, thereby neglecting support for search activities beyond targeted information lookup. Users engage in exploratory search when they are unfamiliar with the domain of their goal, unsure about the ways to achieve their goals, or unsure about their goals in the first place. Exploratory search is often supported by approaches from information visualization. However, such approaches cannot be directly translated to the setting of conversational search. In this paper we investigate the affordances of interactive storytelling as a tool to enable exploratory search within the framework of a conversational interface. Interactive storytelling provides a way to navigate a document collection in the pace and order a user prefers. In our vision, interactive storytelling is to be coupled with a dialogue-based system that provides verbal explanations and responsive design. We discuss challenges and sketch the research agenda required to put this vision into life.Comment: Accepted at ICTIR'17 Workshop on Search-Oriented Conversational AI (SCAI 2017

    DramaQA: Character-Centered Video Story Understanding with Hierarchical QA

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    Despite recent progress on computer vision and natural language processing, developing video understanding intelligence is still hard to achieve due to the intrinsic difficulty of story in video. Moreover, there is not a theoretical metric for evaluating the degree of video understanding. In this paper, we propose a novel video question answering (Video QA) task, DramaQA, for a comprehensive understanding of the video story. The DramaQA focused on two perspectives: 1) hierarchical QAs as an evaluation metric based on the cognitive developmental stages of human intelligence. 2) character-centered video annotations to model local coherence of the story. Our dataset is built upon the TV drama "Another Miss Oh" and it contains 16,191 QA pairs from 23,928 various length video clips, with each QA pair belonging to one of four difficulty levels. We provide 217,308 annotated images with rich character-centered annotations, including visual bounding boxes, behaviors, and emotions of main characters, and coreference resolved scripts. Additionally, we provide analyses of the dataset as well as Dual Matching Multistream model which effectively learns character-centered representations of video to answer questions about the video. We are planning to release our dataset and model publicly for research purposes and expect that our work will provide a new perspective on video story understanding research.Comment: 21 pages, 10 figures, submitted to ECCV 202

    Museum Experience Design: A Modern Storytelling Methodology

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    In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination

    Exploring narrative presentation for large multimodal lifelog collections through card sorting

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    Using lifelogging tools, personal digital artifacts are collected continuously and passively throughout each day. The wealth of information such an archive contains on our life history provides novel opportunities for the creation of digital life narratives. However, the complexity, volume and multimodal nature of such collections create barriers to achieving this. Nine participants engaged in a card-sorting activity designed to explore practices of content reduction and presentation for narrative composition. We found the visual modalities to be most fluent in communicating experience with other modalities serving to support them and that the users employed the salient themes of the story to organise, arrange and facilitate filtering of the content

    Information access tasks and evaluation for personal lifelogs

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    Emerging personal lifelog (PL) collections contain permanent digital records of information associated with individuals’ daily lives. This can include materials such as emails received and sent, web content and other documents with which they have interacted, photographs, videos and music experienced passively or created, logs of phone calls and text messages, and also personal and contextual data such as location (e.g. via GPS sensors), persons and objects present (e.g. via Bluetooth) and physiological state (e.g. via biometric sensors). PLs can be collected by individuals over very extended periods, potentially running to many years. Such archives have many potential applications including helping individuals recover partial forgotten information, sharing experiences with friends or family, telling the story of one’s life, clinical applications for the memory impaired, and fundamental psychological investigations of memory. The Centre for Digital Video Processing (CDVP) at Dublin City University is currently engaged in the collection and exploration of applications of large PLs. We are collecting rich archives of daily life including textual and visual materials, and contextual context data. An important part of this work is to consider how the effectiveness of our ideas can be measured in terms of metrics and experimental design. While these studies have considerable similarity with traditional evaluation activities in areas such as information retrieval and summarization, the characteristics of PLs mean that new challenges and questions emerge. We are currently exploring the issues through a series of pilot studies and questionnaires. Our initial results indicate that there are many research questions to be explored and that the relationships between personal memory, context and content for these tasks is complex and fascinating

    Processing of false belief passages during natural story comprehension: An fMRI study

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    The neural correlates of theory of mind (ToM) are typically studied using paradigms which require participants to draw explicit, task-related inferences (e.g., in the false belief task). In a natural setup, such as listening to stories, false belief mentalizing occurs incidentally as part of narrative processing. In our experiment, participants listened to auditorily presented stories with false belief passages (implicit false belief processing) and immediately after each story answered comprehension questions (explicit false belief processing), while neural responses were measured with functional magnetic resonance imaging (fMRI). All stories included (among other situations) one false belief condition and one closely matched control condition. For the implicit ToM processing, we modeled the hemodynamic response during the false belief passages in the story and compared it to the hemodynamic response during the closely matched control passages. For implicit mentalizing, we found activation in typical ToM processing regions, that is the angular gyrus (AG), superior medial frontal gyrus (SmFG), precuneus (PCUN), middle temporal gyrus (MTG) as well as in the inferior frontal gyrus (IFG) billaterally. For explicit ToM, we only found AG activation. The conjunction analysis highlighted the left AG and MTG as well as the bilateral IFG as overlapping ToM processing regions for both implicit and explicit modes. Implicit ToM processing during listening to false belief passages, recruits the left SmFG and billateral PCUN in addition to the “mentalizing network” known form explicit processing tasks
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