743 research outputs found

    A Study on Structural and Semantic Analysis for Presentation Content Management

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    Semantic Web in Use

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    Annotation of multimedia learning materials for semantic search

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    Multimedia is the main source for online learning materials, such as videos, slides and textbooks, and its size is growing with the popularity of online programs offered by Universities and Massive Open Online Courses (MOOCs). The increasing amount of multimedia learning resources available online makes it very challenging to browse through the materials or find where a specific concept of interest is covered. To enable semantic search on the lecture materials, their content must be annotated and indexed. Manual annotation of learning materials such as videos is tedious and cannot be envisioned for the growing quantity of online materials. One of the most commonly used methods for learning video annotation is to index the video, based on the transcript obtained from translating the audio track of the video into text. Existing speech to text translators require extensive training especially for non-native English speakers and are known to have low accuracy. This dissertation proposes to index the slides, based on the keywords. The keywords extracted from the textbook index and the presentation slides are the basis of the indexing scheme. Two types of lecture videos are generally used (i.e., classroom recording using a regular camera or slide presentation screen captures using specific software) and their quality varies widely. The screen capture videos, have generally a good quality and sometimes come with metadata. But often, metadata is not reliable and hence image processing techniques are used to segment the videos. Since the learning videos have a static background of slide, it is challenging to detect the shot boundaries. Comparative analysis of the state of the art techniques to determine best feature descriptors suitable for detecting transitions in a learning video is presented in this dissertation. The videos are indexed with keywords obtained from slides and a correspondence is established by segmenting the video temporally using feature descriptors to match and align the video segments with the presentation slides converted into images. The classroom recordings using regular video cameras often have poor illumination with objects partially or totally occluded. For such videos, slide localization techniques based on segmentation and heuristics is presented to improve the accuracy of the transition detection. A region prioritized ranking mechanism is proposed that integrates the keyword location in the presentation into the ranking of the slides when searching for a slide that covers a given keyword. This helps in getting the most relevant results first. With the increasing size of course materials gathered online, a user looking to understand a given concept can get overwhelmed. The standard way of learning and the concept of “one size fits all” is no longer the best way to learn for millennials. Personalized concept recommendation is presented according to the user’s background knowledge. Finally, the contributions of this dissertation have been integrated into the Ultimate Course Search (UCS), a tool for an effective search of course materials. UCS integrates presentation, lecture videos and textbook content into a single platform with topic based search capabilities and easy navigation of lecture materials

    Rich media content adaptation in e-learning systems

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    The wide use of e-technologies represents a great opportunity for underserved segments of the population, especially with the aim of reintegrating excluded individuals back into society through education. This is particularly true for people with different types of disabilities who may have difficulties while attending traditional on-site learning programs that are typically based on printed learning resources. The creation and provision of accessible e-learning contents may therefore become a key factor in enabling people with different access needs to enjoy quality learning experiences and services. Another e-learning challenge is represented by m-learning (which stands for mobile learning), which is emerging as a consequence of mobile terminals diffusion and provides the opportunity to browse didactical materials everywhere, outside places that are traditionally devoted to education. Both such situations share the need to access materials in limited conditions and collide with the growing use of rich media in didactical contents, which are designed to be enjoyed without any restriction. Nowadays, Web-based teaching makes great use of multimedia technologies, ranging from Flash animations to prerecorded video-lectures. Rich media in e-learning can offer significant potential in enhancing the learning environment, through helping to increase access to education, enhance the learning experience and support multiple learning styles. Moreover, they can often be used to improve the structure of Web-based courses. These highly variegated and structured contents may significantly improve the quality and the effectiveness of educational activities for learners. For example, rich media contents allow us to describe complex concepts and process flows. Audio and video elements may be utilized to add a “human touch” to distance-learning courses. Finally, real lectures may be recorded and distributed to integrate or enrich on line materials. A confirmation of the advantages of these approaches can be seen in the exponential growth of video-lecture availability on the net, due to the ease of recording and delivering activities which take place in a traditional classroom. Furthermore, the wide use of assistive technologies for learners with disabilities injects new life into e-learning systems. E-learning allows distance and flexible educational activities, thus helping disabled learners to access resources which would otherwise present significant barriers for them. For instance, students with visual impairments have difficulties in reading traditional visual materials, deaf learners have trouble in following traditional (spoken) lectures, people with motion disabilities have problems in attending on-site programs. As already mentioned, the use of wireless technologies and pervasive computing may really enhance the educational learner experience by offering mobile e-learning services that can be accessed by handheld devices. This new paradigm of educational content distribution maximizes the benefits for learners since it enables users to overcome constraints imposed by the surrounding environment. While certainly helpful for users without disabilities, we believe that the use of newmobile technologies may also become a fundamental tool for impaired learners, since it frees them from sitting in front of a PC. In this way, educational activities can be enjoyed by all the users, without hindrance, thus increasing the social inclusion of non-typical learners. While the provision of fully accessible and portable video-lectures may be extremely useful for students, it is widely recognized that structuring and managing rich media contents for mobile learning services are complex and expensive tasks. Indeed, major difficulties originate from the basic need to provide a textual equivalent for each media resource composing a rich media Learning Object (LO). Moreover, tests need to be carried out to establish whether a given LO is fully accessible to all kinds of learners. Unfortunately, both these tasks are truly time-consuming processes, depending on the type of contents the teacher is writing and on the authoring tool he/she is using. Due to these difficulties, online LOs are often distributed as partially accessible or totally inaccessible content. Bearing this in mind, this thesis aims to discuss the key issues of a system we have developed to deliver accessible, customized or nomadic learning experiences to learners with different access needs and skills. To reduce the risk of excluding users with particular access capabilities, our system exploits Learning Objects (LOs) which are dynamically adapted and transcoded based on the specific needs of non-typical users and on the barriers that they can encounter in the environment. The basic idea is to dynamically adapt contents, by selecting them from a set of media resources packaged in SCORM-compliant LOs and stored in a self-adapting format. The system schedules and orchestrates a set of transcoding processes based on specific learner needs, so as to produce a customized LO that can be fully enjoyed by any (impaired or mobile) student

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio

    Model-Driven Development of Interactive Multimedia Applications

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    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    Linked Data Supported Information Retrieval

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    Um Inhalte im World Wide Web ausfindig zu machen, sind Suchmaschienen nicht mehr wegzudenken. Semantic Web und Linked Data Technologien ermöglichen ein detaillierteres und eindeutiges Strukturieren der Inhalte und erlauben vollkommen neue Herangehensweisen an die Lösung von Information Retrieval Problemen. Diese Arbeit befasst sich mit den Möglichkeiten, wie Information Retrieval Anwendungen von der Einbeziehung von Linked Data profitieren können. Neue Methoden der computer-gestĂŒtzten semantischen Textanalyse, semantischen Suche, Informationspriorisierung und -visualisierung werden vorgestellt und umfassend evaluiert. Dabei werden Linked Data Ressourcen und ihre Beziehungen in die Verfahren integriert, um eine Steigerung der EffektivitĂ€t der Verfahren bzw. ihrer Benutzerfreundlichkeit zu erzielen. ZunĂ€chst wird eine EinfĂŒhrung in die Grundlagen des Information Retrieval und Linked Data gegeben. Anschließend werden neue manuelle und automatisierte Verfahren zum semantischen Annotieren von Dokumenten durch deren VerknĂŒpfung mit Linked Data Ressourcen vorgestellt (Entity Linking). Eine umfassende Evaluation der Verfahren wird durchgefĂŒhrt und das zu Grunde liegende Evaluationssystem umfangreich verbessert. Aufbauend auf den Annotationsverfahren werden zwei neue Retrievalmodelle zur semantischen Suche vorgestellt und evaluiert. Die Verfahren basieren auf dem generalisierten Vektorraummodell und beziehen die semantische Ähnlichkeit anhand von taxonomie-basierten Beziehungen der Linked Data Ressourcen in Dokumenten und Suchanfragen in die Berechnung der Suchergebnisrangfolge ein. Mit dem Ziel die Berechnung von semantischer Ähnlichkeit weiter zu verfeinern, wird ein Verfahren zur Priorisierung von Linked Data Ressourcen vorgestellt und evaluiert. Darauf aufbauend werden Visualisierungstechniken aufgezeigt mit dem Ziel, die Explorierbarkeit und Navigierbarkeit innerhalb eines semantisch annotierten Dokumentenkorpus zu verbessern. HierfĂŒr werden zwei Anwendungen prĂ€sentiert. Zum einen eine Linked Data basierte explorative Erweiterung als ErgĂ€nzung zu einer traditionellen schlĂŒsselwort-basierten Suchmaschine, zum anderen ein Linked Data basiertes Empfehlungssystem

    A Semantics-based User Interface Model for Content Annotation, Authoring and Exploration

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    The Semantic Web and Linked Data movements with the aim of creating, publishing and interconnecting machine readable information have gained traction in the last years. However, the majority of information still is contained in and exchanged using unstructured documents, such as Web pages, text documents, images and videos. This can also not be expected to change, since text, images and videos are the natural way in which humans interact with information. Semantic structuring of content on the other hand provides a wide range of advantages compared to unstructured information. Semantically-enriched documents facilitate information search and retrieval, presentation, integration, reusability, interoperability and personalization. Looking at the life-cycle of semantic content on the Web of Data, we see quite some progress on the backend side in storing structured content or for linking data and schemata. Nevertheless, the currently least developed aspect of the semantic content life-cycle is from our point of view the user-friendly manual and semi-automatic creation of rich semantic content. In this thesis, we propose a semantics-based user interface model, which aims to reduce the complexity of underlying technologies for semantic enrichment of content by Web users. By surveying existing tools and approaches for semantic content authoring, we extracted a set of guidelines for designing efficient and effective semantic authoring user interfaces. We applied these guidelines to devise a semantics-based user interface model called WYSIWYM (What You See Is What You Mean) which enables integrated authoring, visualization and exploration of unstructured and (semi-)structured content. To assess the applicability of our proposed WYSIWYM model, we incorporated the model into four real-world use cases comprising two general and two domain-specific applications. These use cases address four aspects of the WYSIWYM implementation: 1) Its integration into existing user interfaces, 2) Utilizing it for lightweight text analytics to incentivize users, 3) Dealing with crowdsourcing of semi-structured e-learning content, 4) Incorporating it for authoring of semantic medical prescriptions

    End-to-End Multiview Gesture Recognition for Autonomous Car Parking System

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    The use of hand gestures can be the most intuitive human-machine interaction medium. The early approaches for hand gesture recognition used device-based methods. These methods use mechanical or optical sensors attached to a glove or markers, which hinders the natural human-machine communication. On the other hand, vision-based methods are not restrictive and allow for a more spontaneous communication without the need of an intermediary between human and machine. Therefore, vision gesture recognition has been a popular area of research for the past thirty years. Hand gesture recognition finds its application in many areas, particularly the automotive industry where advanced automotive human-machine interface (HMI) designers are using gesture recognition to improve driver and vehicle safety. However, technology advances go beyond active/passive safety and into convenience and comfort. In this context, one of America’s big three automakers has partnered with the Centre of Pattern Analysis and Machine Intelligence (CPAMI) at the University of Waterloo to investigate expanding their product segment through machine learning to provide an increased driver convenience and comfort with the particular application of hand gesture recognition for autonomous car parking. In this thesis, we leverage the state-of-the-art deep learning and optimization techniques to develop a vision-based multiview dynamic hand gesture recognizer for self-parking system. We propose a 3DCNN gesture model architecture that we train on a publicly available hand gesture database. We apply transfer learning methods to fine-tune the pre-trained gesture model on a custom-made data, which significantly improved the proposed system performance in real world environment. We adapt the architecture of the end-to-end solution to expand the state of the art video classifier from a single image as input (fed by monocular camera) to a multiview 360 feed, offered by a six cameras module. Finally, we optimize the proposed solution to work on a limited resources embedded platform (Nvidia Jetson TX2) that is used by automakers for vehicle-based features, without sacrificing the accuracy robustness and real time functionality of the system
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