36,016 research outputs found

    Emphasizing Common Childhood Anxieties in Childrenā€™s Fantasy: An Analysis of the Illustrations in Matilda and Charlotteā€™s Web

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    In childrenā€™s literature, illustrations are just as important to story as a bookā€™s text; illustrations contribute to the overall tone of the story and to the way readers interpret its events

    The TRECVID 2007 BBC rushes summarization evaluation pilot

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    This paper provides an overview of a pilot evaluation of video summaries using rushes from several BBC dramatic series. It was carried out under the auspices of TRECVID. Twenty-two research teams submitted video summaries of up to 4% duration, of 42 individual rushes video files aimed at compressing out redundant and insignificant material. The output of two baseline systems built on straightforward content reduction techniques was contributed by Carnegie Mellon University as a control. Procedures for developing ground truth lists of important segments from each video were developed at Dublin City University and applied to the BBC video. At NIST each summary was judged by three humans with respect to how much of the ground truth was included, how easy the summary was to understand, and how much repeated material the summary contained. Additional objective measures included: how long it took the system to create the summary, how long it took the assessor to judge it against the ground truth, and what the summary's duration was. Assessor agreement on finding desired segments averaged 78% and results indicate that while it is difficult to exceed the performance of baselines, a few systems did

    Storia: Summarizing Social Media Content based on Narrative Theory using Crowdsourcing

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    People from all over the world use social media to share thoughts and opinions about events, and understanding what people say through these channels has been of increasing interest to researchers, journalists, and marketers alike. However, while automatically generated summaries enable people to consume large amounts of data efficiently, they do not provide the context needed for a viewer to fully understand an event. Narrative structure can provide templates for the order and manner in which this data is presented to create stories that are oriented around narrative elements rather than summaries made up of facts. In this paper, we use narrative theory as a framework for identifying the links between social media content. To do this, we designed crowdsourcing tasks to generate summaries of events based on commonly used narrative templates. In a controlled study, for certain types of events, people were more emotionally engaged with stories created with narrative structure and were also more likely to recommend them to others compared to summaries created without narrative structure

    EFFECTIVE METHODS AND TOOLS FOR MINING APP STORE REVIEWS

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    Research on mining user reviews in mobile application (app) stores has noticeably advanced in the past few years. The main objective is to extract useful information that app developers can use to build more sustainable apps. In general, existing research on app store mining can be classified into three genres: classification of user feedback into different types of software maintenance requests (e.g., bug reports and feature requests), building practical tools that are readily available for developers to use, and proposing visions for enhanced mobile app stores that integrate multiple sources of user feedback to ensure app survivability. Despite these major advances, existing tools and techniques still suffer from several drawbacks. Specifically, the majority of techniques rely on the textual content of user reviews for classification. However, due to the inherently diverse and unstructured nature of user-generated online textual reviews, text-based review mining techniques often produce excessively complicated models that are prone to over-fitting. Furthermore, the majority of proposed techniques focus on extracting and classifying the functional requirements in mobile app reviews, providing a little or no support for extracting and synthesizing the non-functional requirements (NFRs) raised in user feedback (e.g., security, reliability, and usability). In terms of tool support, existing tools are still far from being adequate for practical applications. In general, there is a lack of off-the-shelf tools that can be used by researchers and practitioners to accurately mine user reviews. Motivated by these observations, in this dissertation, we explore several research directions aimed at addressing the current issues and shortcomings in app store review mining research. In particular, we introduce a novel semantically aware approach for mining and classifying functional requirements from app store reviews. This approach reduces the dimensionality of the data and enhances the predictive capabilities of the classifier. We then present a two-phase study aimed at automatically capturing the NFRs in user reviews. We also introduce MARC, a tool that enables developers to extract, classify, and summarize user reviews

    Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation

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    This paper surveys the current state of the art in Natural Language Generation (NLG), defined as the task of generating text or speech from non-linguistic input. A survey of NLG is timely in view of the changes that the field has undergone over the past decade or so, especially in relation to new (usually data-driven) methods, as well as new applications of NLG technology. This survey therefore aims to (a) give an up-to-date synthesis of research on the core tasks in NLG and the architectures adopted in which such tasks are organised; (b) highlight a number of relatively recent research topics that have arisen partly as a result of growing synergies between NLG and other areas of artificial intelligence; (c) draw attention to the challenges in NLG evaluation, relating them to similar challenges faced in other areas of Natural Language Processing, with an emphasis on different evaluation methods and the relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118 pages, 8 figures, 1 tabl

    TRECVID 2008 - goals, tasks, data, evaluation mechanisms and metrics

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    The TREC Video Retrieval Evaluation (TRECVID) 2008 is a TREC-style video analysis and retrieval evaluation, the goal of which remains to promote progress in content-based exploitation of digital video via open, metrics-based evaluation. Over the last 7 years this effort has yielded a better understanding of how systems can effectively accomplish such processing and how one can reliably benchmark their performance. In 2008, 77 teams (see Table 1) from various research organizations --- 24 from Asia, 39 from Europe, 13 from North America, and 1 from Australia --- participated in one or more of five tasks: high-level feature extraction, search (fully automatic, manually assisted, or interactive), pre-production video (rushes) summarization, copy detection, or surveillance event detection. The copy detection and surveillance event detection tasks are being run for the first time in TRECVID. This paper presents an overview of TRECVid in 2008

    TRECVID 2007 - Overview

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    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom
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