3,369 research outputs found

    Learning for Engagement - lose the ring fencing

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    Data mining technology for the evaluation of learning content interaction

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    Interactivity is central for the success of learning. In e-learning and other educational multimedia environments, the evaluation of interaction and behaviour is particularly crucial. Data mining – a non-intrusive, objective analysis technology – shall be proposed as the central evaluation technology for the analysis of the usage of computer-based educational environments and in particular of the interaction with educational content. Basic mining techniques are reviewed and their application in a Web-based third-level course environment is illustrated. Analytic models capturing interaction aspects from the application domain (learning) and the software infrastructure (interactive multimedia) are required for the meaningful interpretation of mining results

    Inside ‘Inside view’ : reflections on stimulating debate and engagement through a multimedia live theatre production on the dilemmas and issues of pre-natal screening policy and practice

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    Background The role of applied theatre in engaging both lay and professional publics with debate on health policy and practice is an emergent field. This paper discusses the development, production performance and discussion of ‘Inside View’. Objectives The objectives were to produce applied theatre from research findings of a completed study on genetic prenatal screening, exploring the dilemmas for women and health professionals of prenatal genetic screening, and to engage audiences in debate and reflection on the dilemmas of prenatal genetic screening. Methods ‘Inside View’ was developed from a multidisciplinary research study through identification of emergent themes from qualitative interviews, and development of these by the writer, theatre producer and media technologist with input from the researchers. Findings Inside View was performed in London and the Midlands to varied audiences with a panel discussion and evaluation post performance. The audiences were engaged in debate that was relevant to them professionally and personally. Knowledge translation through applied theatre is an effective tool for engaging the public but the impact subsequently is unclear. There are ethical issues of unexpected disclosure during discussion post performance and the process of transforming research findings into applied theatre requires time and trust within the multidisciplinary team as well as adequate resourcing

    A Framework to Enable the Semantic Inferencing and Querying of Multimedia Content

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    Cultural institutions, broadcasting companies, academic, scientific and defence organisations are producing vast quantities of digital multimedia content. With this growth in audiovisual material comes the need for standardised representations encapsulating the rich semantic meaning required to enable the automatic filtering, machine processing, interpretation and assimilation of multimedia resources. Additionally generating high-level descriptions is difficult and manual creation is expensive although significant progress has been made in recent years on automatic segmentation and low-level feature recognition for multimedia. Within this paper we describe the application of semantic web technologies to enable the generation of high-level, domain-specific, semantic descriptions of multimedia content from low-level, automatically-extracted features. By applying the knowledge reasoning capabilities provided by ontologies and inferencing rules to large, multimedia data sets generated by scientific research communities, we hope to expedite solutions to the complex scientific problems they face

    CoAKTinG: Collaborative Advanced Knowledge Technologies in the Grid

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    Grid infrastructures coupled with semantic web linkage and reasoning open up intriguing new possibilities for scientific collaboration. In this short paper, we outline the research agenda and collaboration technologies under development within the CoAKTinG project: Collaborative Advanced Knowledge Technologies in the Grid. CoAKTinG will provide tools to assist scientific collaboration by integrating intelligent meeting spaces, ontologically annotated media streams from online meetings, decision rationale and group memory capture, meeting facilitation, issue handling, planning and coordination support, constraint satisfaction, and instant messaging/presence. Their integration is illustrated through an extended use scenario

    InfoLink: analysis of Dutch broadcast news and cross-media browsing

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    In this paper, a cross-media browsing demonstrator named InfoLink is described. InfoLink automatically links the content of Dutch broadcast news videos to related information sources in parallel collections containing text and/or video. Automatic segmentation, speech recognition and available meta-data are used to index and link items. The concept is visualised using SMIL-scripts for presenting the streaming broadcast news video and the information links

    RUSHES—an annotation and retrieval engine for multimedia semantic units

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    Multimedia analysis and reuse of raw un-edited audio visual content known as rushes is gaining acceptance by a large number of research labs and companies. A set of research projects are considering multimedia indexing, annotation, search and retrieval in the context of European funded research, but only the FP6 project RUSHES is focusing on automatic semantic annotation, indexing and retrieval of raw and un-edited audio-visual content. Even professional content creators and providers as well as home-users are dealing with this type of content and therefore novel technologies for semantic search and retrieval are required. In this paper, we present a summary of the most relevant achievements of the RUSHES project, focusing on specific approaches for automatic annotation as well as the main features of the final RUSHES search engine

    Social retrieval of music content in multi-user performance

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    An emerging trend in interactive music performance consists of the audience directly participating in the performance by means of mobile devices. This is a step forward with respect to concepts like active listening and collaborative music making: non-expert members of an audience are enabled to directly participate in a creative activity such as the performance. This requires the availability of technologies for capturing and analysing in real-time the natural behaviour of the users/performers, with particular reference to non- verbal expressive and social behaviour. This paper presents a prototype of a non-verbal expressive and social search engine and active listening system, enabling two teams of non-expert users to act as performers. The performance consists of real-time sonic manipulation and mixing of music pieces selected according to features characterising performers\u2019 movements captured by mobile devices. The system is described with specific reference to the SIEMPRE Podium Performance, a non-verbal socio-mobile music performance presented at the Art & ICT Exhibition that took place in Vilnius (LI) in November 2013

    Turning a social character trait phenomenon into a diagnostic web-based measuring instrument using a grounded theory research method

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    The formation of proverbs and phrases into poetic forms with synchronised sentence structures and rhyming expressions through authentic dictions that are engaging and meaningful are the treasures of one’s trait and nation. For some race or ethnic groups it is through these classical works of wisdom that a race or an ethnic group could prevail and remain recognised transcends time and age . A list of 26 basic components of social character traits of the Malays was traced through maxims and literary work s of wisdom. The list of social character traits will just remain a list of compilation to be read and forgotten, just like many others written and compiled by other Malay literary scholars. There is a need to make this list scientifically proven. This paper discusses on how these components were transformed into a measuring instrument through a grounded theory research method. The end product was not only a web-based diagnostic instrument to measure the conformity and deviation of an ethnic group but also a formation of a new theory that could be applied to all other ethnics and related groups in the world today that are interested in knowing and preserving their social character traits

    Integration of multi-sensorial effects in synchronised immersive hybrid TV scenarios

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    [EN] Traditionally, TV media content has exclusively involved 2D or 3D audiovisual streams consumed by using a simple TV device. However, in order to generate more immersive media consumption experiences, other new types of content (e.g., omnidirectional video), consumption devices (e.g., Head Mounted Displays or HMD) and solutions to stimulate other senses beyond the traditional ones of sight and hearing, can be used. Multi-sensorial media content (a.k.a. mulsemedia) facilitates additional sensory effects that stimulate other senses during the media consumption, with the aim of providing the consumers with a more immersive and realistic experience. They provide the users with a greater degree of realism and immersion, but can also provide greater social integration (e.g., people with AV deficiencies or attention span problems) and even contribute to creating better educational programs (e.g., for learning through the senses in educational content or scientific divulgation). Examples of sensory effects that can be used are olfactory effects (scents), tactile effects (e.g., vibration, wind or pressure effects), and ambient effects (e.g., temperature or lighting). In this paper, a solution for providing multi-sensorial and immersive hybrid (broadcast/broadband) TV content consumption experiences, including omnidirectional video and sensory effects, is presented. It has been designed, implemented, and subjectively evaluated (by 32 participants) in an end-to-end platform for hybrid content generation, delivery and synchronised consumption. The satisfactory results which were obtained regarding the perception of fine synchronisation between sensory effects and multimedia content, and regarding the users' perceived QoE, are summarised and discussed.This work was supported in part by the "Vicerrectorado de Investigacion de la Universitat Politecnica de Valencia'' under Project PAID-11-21 and Project PAID-12-21.Marfil, D.; Boronat, F.; González-Salinas, J.; Sapena Piera, A. (2022). Integration of multi-sensorial effects in synchronised immersive hybrid TV scenarios. IEEE Access. 10:79071-79089. https://doi.org/10.1109/ACCESS.2022.319417079071790891
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