5,227 research outputs found
Systems for the Nineties - Distributed Multimedia Systems
We live at the dawn of the information age. The capabilities of computers to store and look up information are only just beginning to be exploited. As little as ten years ago, practically all the information stored in computers was entered and retrieved in the form of text. Today, we are just starting to use other means of communicating information between people and machines -- computers can now scan images, they can record sound, they can produce synthesized speech, and they can show two- and three-dimensional images of spatial data. The realization that we are still at the beginning of the information age comes when we notice the vast difference between the way in which people interact with each other and the way in which people can interact with (or through) machines. When people communicate, they tend to use speech, gestures, touch, even smell; they draw pictures on the white board, they use text, pictures, photos, graphs, sometimes even video presentations. nterpersonal communication is truly multimedia communication in that it makes use of all our senses
Multimedia search without visual analysis: the value of linguistic and contextual information
This paper addresses the focus of this special issue by analyzing the potential contribution of linguistic content and other non-image aspects to the processing of audiovisual data. It summarizes the various ways in which linguistic content analysis contributes to enhancing the semantic annotation of multimedia content, and, as a consequence, to improving the effectiveness of conceptual media access tools. A number of techniques are presented, including the time-alignment of textual resources, audio and speech processing, content reduction and reasoning tools, and the exploitation of surface features
Multimedia information technology and the annotation of video
The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning
A short history off-line
Emerging technologies for learning report - Article exploring the history of ICT in education and the lessons we can learn from the pas
Shifting new media: from content to consultancy, from heterarchy to hierarchy
This is a detailed case history of one of London’s iconic new media companies, AMX Studios. Some of the changes in this firm, we assume, are not untypical for other firms in this sector. Particularly we want to draw attention to two transformations. The first change in AMX and in London’s new media industry more generally refers to the field of industrial relations. What can be observed is a shift from a rather heterarchical towards a more hierarchical organized new media industry, a shift from short-term project networks to long-term client dependency. The second change refers to new media products and services. We want to argue for a shift from cool content production towards consultancy and interactive communications solutions
Operating-system support for distributed multimedia
Multimedia applications place new demands upon processors, networks and operating systems. While some network designers, through ATM for example, have considered revolutionary approaches to supporting multimedia, the same cannot be said for operating systems designers. Most work is evolutionary in nature, attempting to identify additional features that can be added to existing systems to support multimedia. Here we describe the Pegasus project's attempt to build an integrated hardware and operating system environment from\ud
the ground up specifically targeted towards multimedia
Finding Person Relations in Image Data of the Internet Archive
The multimedia content in the World Wide Web is rapidly growing and contains
valuable information for many applications in different domains. For this
reason, the Internet Archive initiative has been gathering billions of
time-versioned web pages since the mid-nineties. However, the huge amount of
data is rarely labeled with appropriate metadata and automatic approaches are
required to enable semantic search. Normally, the textual content of the
Internet Archive is used to extract entities and their possible relations
across domains such as politics and entertainment, whereas image and video
content is usually neglected. In this paper, we introduce a system for person
recognition in image content of web news stored in the Internet Archive. Thus,
the system complements entity recognition in text and allows researchers and
analysts to track media coverage and relations of persons more precisely. Based
on a deep learning face recognition approach, we suggest a system that
automatically detects persons of interest and gathers sample material, which is
subsequently used to identify them in the image data of the Internet Archive.
We evaluate the performance of the face recognition system on an appropriate
standard benchmark dataset and demonstrate the feasibility of the approach with
two use cases
Education vs. Entertainment: A Cultural History of Children's Software
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted
Parametric Estimation of Handoff
The efficiency of wireless technology depends upon the seamless connectivity
to the user at anywhere any time.Heterogeneous wireless networks are an
integration of different networks with diversified technologies. The most
essential requirement for Seamless vertical handover is that the received
signal strength should always be healthy. Mobile device enabled with multiple
wireless technologies makes it possible to maintain seamless connectivity in
highly dynamic environment.Since the available bandwidth is limited and the
number of users is growing rapidly, it is a real challenge to maintain the
received signal strength in a healthy stage.In this work, the proposed, cost
effective parametric estimation for vertical handover shows that the received
signal strength maintains a healthy level by considering the novel concept.Comment: 5 Pages,3 figures, NCCCS-12,ISBN:978-1-4673-2837-
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