1,552 research outputs found
A novel user-centered design for personalized video summarization
In the past, several automatic video summarization systems had been proposed to generate video summary. However, a generic video summary that is generated based only on audio, visual and textual saliencies will not satisfy every user. This paper proposes a novel system for generating semantically meaningful personalized video summaries, which are tailored to the individual user's preferences over video semantics. Each video shot is represented using a semantic multinomial which is a vector of posterior semantic concept probabilities. The proposed system stitches video summary based on summary time span and top-ranked shots that are semantically relevant to the user's preferences. The proposed summarization system is evaluated using both quantitative and subjective evaluation metrics. The experimental results on the performance of the proposed video summarization system are encouraging
Automated annotation of multimedia audio data with affective labels for information management
The emergence of digital multimedia systems is creating many new opportunities for rapid access to huge content archives. In order to fully exploit these information sources, the content must be annotated with significant features. An important aspect of human interpretation of multimedia data, which is often overlooked, is the affective dimension. Such information is a potentially useful component for content-based classification and retrieval. Much of the affective information of multimedia content is contained within the audio data stream. Emotional
features can be defined in terms of arousal and valence levels. In this study low-level audio features are extracted to calculate arousal and valence levels of
multimedia audio streams. These are then mapped onto a set of keywords with predetermined emotional interpretations. Experimental results illustrate the use of this system to assign affective annotation to multimedia data
Understanding user experience of mobile video: Framework, measurement, and optimization
Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
Affect-based indexing and retrieval of multimedia data
Digital multimedia systems are creating many new opportunities for rapid access to content archives. In order to explore these collections using search, the content must be annotated with significant features. An important and often overlooked aspect o f human interpretation o f multimedia data is the affective dimension. The hypothesis o f this thesis is that affective labels o f content can be extracted automatically from within multimedia data streams, and that these can then be used for content-based retrieval and browsing. A novel system is presented for extracting affective features from video content and mapping it onto a set o f keywords with predetermined emotional interpretations. These labels are then used to demonstrate affect-based retrieval on a range o f feature films. Because o f the subjective nature o f the words people use to describe emotions, an approach towards an open vocabulary query system utilizing the electronic lexical database WordNet is also presented. This gives flexibility for search queries to be extended to include keywords without predetermined emotional interpretations using a word-similarity measure. The thesis presents the framework and design for the affectbased indexing and retrieval system along with experiments, analysis, and conclusions
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Networked generation youth's information seeking process: An examination of cognitive, affective and physical behaviors and problem solving techniques.
This study investigated the information seeking process of the networked generation youth. Specifically, I examined the cognitive, affective, and physical information seeking behaviors and problem solving techniques adolescent student users of the networked environment utilize to solve information needs. Grounded in the theoretical context of the information seeking process in the networked environment, the research extended the user-centered approach to modeling the information seeking process of networked generation youth. A mixed model research design was used to address the research questions. Phase 1 used an online questionnaire to solicit information from 125 students in Grades 7-12 regarding their understanding and use of networked environments, information seeking skills, and problem solving techniques. Phase 2 observed 12 students, two from each grade level, to gain an understanding into the information seeking process of networked generation youth. Participants completed information seeking scenarios of varying levels of complexity. As the participants completed the scenario, they engaged in talk-aloud verbal protocol to describe and explain their behaviors and techniques as they advanced through their information seeking process. Semi-structured interviews were conducted which provided an opportunity for the participants to clarify their information seeking experience. A profile of students' networked environment knowledge and use in relationship to their information seeking process was created. Findings suggested that knowledge and experience influence networked generation youth's information seeking process in the networked environment. A subset of students were found to be experienced information seekers who applied various cognitive, affective, and physical information seeking behaviors and behavioral actions that guide them through their information seeking process. The study presented a preliminary model of the networked generation youth's information seeking process. The model provides a detailed map to networked generation youth's information seeking and problem solving. I bring to light experienced users successful behaviors, as well as areas where all students need assistance in understanding networked environments and their own information seeking. The study suggests ways in which educators can evaluate students and integrate the successful behaviors as well as assist students with the behaviors that hinder their process
A COMPUTATION METHOD/FRAMEWORK FOR HIGH LEVEL VIDEO CONTENT ANALYSIS AND SEGMENTATION USING AFFECTIVE LEVEL INFORMATION
VIDEO segmentation facilitates e±cient video indexing and navigation in large
digital video archives. It is an important process in a content-based video
indexing and retrieval (CBVIR) system. Many automated solutions performed seg-
mentation by utilizing information about the \facts" of the video. These \facts"
come in the form of labels that describe the objects which are captured by the cam-
era. This type of solutions was able to achieve good and consistent results for some
video genres such as news programs and informational presentations. The content
format of this type of videos is generally quite standard, and automated solutions
were designed to follow these format rules. For example in [1], the presence of news
anchor persons was used as a cue to determine the start and end of a meaningful
news segment.
The same cannot be said for video genres such as movies and feature films.
This is because makers of this type of videos utilized different filming techniques to
design their videos in order to elicit certain affective response from their targeted
audience. Humans usually perform manual video segmentation by trying to relate
changes in time and locale to discontinuities in meaning [2]. As a result, viewers
usually have doubts about the boundary locations of a meaningful video segment
due to their different affective responses.
This thesis presents an entirely new view to the problem of high level video
segmentation. We developed a novel probabilistic method for affective level video
content analysis and segmentation. Our method had two stages. In the first stage,
a®ective content labels were assigned to video shots by means of a dynamic bayesian
0. Abstract 3
network (DBN). A novel hierarchical-coupled dynamic bayesian network (HCDBN)
topology was proposed for this stage. The topology was based on the pleasure-
arousal-dominance (P-A-D) model of a®ect representation [3]. In principle, this
model can represent a large number of emotions. In the second stage, the visual,
audio and a®ective information of the video was used to compute a statistical feature
vector to represent the content of each shot. Affective level video segmentation was
achieved by applying spectral clustering to the feature vectors.
We evaluated the first stage of our proposal by comparing its emotion detec-
tion ability with all the existing works which are related to the field of a®ective video
content analysis. To evaluate the second stage, we used the time adaptive clustering
(TAC) algorithm as our performance benchmark. The TAC algorithm was the best
high level video segmentation method [2]. However, it is a very computationally
intensive algorithm. To accelerate its computation speed, we developed a modified
TAC (modTAC) algorithm which was designed to be mapped easily onto a field
programmable gate array (FPGA) device. Both the TAC and modTAC algorithms
were used as performance benchmarks for our proposed method.
Since affective video content is a perceptual concept, the segmentation per-
formance and human agreement rates were used as our evaluation criteria. To obtain
our ground truth data and viewer agreement rates, a pilot panel study which was
based on the work of Gross et al. [4] was conducted. Experiment results will show
the feasibility of our proposed method. For the first stage of our proposal, our
experiment results will show that an average improvement of as high as 38% was
achieved over previous works. As for the second stage, an improvement of as high
as 37% was achieved over the TAC algorithm
Toward a conceptualization of the online shopping experience
International audienceThis research article explores the content of consumers 's experience when they shop online and proposes a first step in conceptualizing the 'online shopping experience ' (OSE). First, we carried out an extended literature review and proposed an integrative conceptual framework. Then, we relied on a consumers discourse analysis with four focus groups with consumers who differ in terms of age, gender and online shopping experience. We define the OSE and propose a conceptualization through four core dimensions: the physical, ideological, pragmatic and social dimensions. Connections are established between the flow concept and the 'traditional' dimensions of experience, and specific shopping values are identified. Moreover, an appropriation process of commercial websites is revealed; beyond purchase intentions and rituals, the OSE is embodied by the use of online tools and patronage routines. Finally, social interactions with Facebook friends are one of the new practices considered
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