36,016 research outputs found
Emphasizing Common Childhood Anxieties in Childrenās Fantasy: An Analysis of the Illustrations in Matilda and Charlotteās Web
In childrenās literature, illustrations are just as important to story as a bookās 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
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
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
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
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
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
Toward future 'mixed reality' learning spaces for STEAM education
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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