4,138 research outputs found
CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap
After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in
multimedia search engines, we have identified and analyzed gaps within European research effort during our second year.
In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio-
economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown
of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on
requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the
community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our
Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as
National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core
technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research
challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal
challenges
Intelligent Embedded Vision for Summarization of Multi-View Videos in IIoT
Nowadays, video sensors are used on a large scale for various applications including security monitoring and smart transportation. However, the limited communication bandwidth and storage constraints make it challenging to process such heterogeneous nature of Big Data in real time. Multi-view video summarization (MVS) enables us to suppress redundant data in distributed video sensors settings. The existing MVS approaches process video data in offline manner by transmitting it to the local or cloud server for analysis, which requires extra streaming to conduct summarization, huge bandwidth, and are not applicable for integration with industrial internet of things (IIoT). This paper presents a light-weight CNN and IIoT based computationally intelligent (CI) MVS framework. Our method uses an IIoT network containing smart devices, Raspberry Pi (clients and master) with embedded cameras to capture multi-view video (MVV) data. Each client Raspberry Pi (RPi) detects target in frames via light-weight CNN model, analyzes these targets for traffic and crowd density, and searches for suspicious objects to generate alert in the IIoT network. The frames of each client RPi are encoded and transmitted with approximately 17.02% smaller size of each frame to master RPi for final MVS. Empirical analysis shows that our proposed framework can be used in industrial environments for various applications such as security and smart transportation and can be proved beneficial for saving resources
The design of 3D cyberspace as user interface: Advantages and limitations
Virtual reality propagandists, technologists and the Internet community have long debated the issue of the usability of online three-dimensional (3D) environments. A lot of work was published about the benefits of 3D spaces for human-computer interaction and information visualisation due to their realism (Anders, Kalawsky, Crossley, Davies, McGrath, Rejman-Greene, 1998, Hamit, 1993, Heim, 1992, Aukstakalnis, Blatner, Roth, 1992). This topic also receives continuous industry support including standardisation of Virtual Reality Modeling Language ( VRML, VRML Consortium, 1997) and the more recent Macromedia & Intel alliance to bring web 3D to the mainstream (200 1, Intel Corporation). The actual implementation of this technology is, however, still challenging (McCarthy & Descartes, 1998) and minimal because 3D is too new and waiting for good design to be discovered (Nielsen, 1998). The practical aim of this project is to fulfil the niche by creating a functional 3D interface for the access of two-dimensional (2D) information, such as text, using VRML. The theoretical aim is to contribute to further research into 3D usability by describing and analysing the design process in terms of possibilities, challenges and limitations
Management and display of four-dimensional environmental data sets using McIDAS
Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback
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Distributed multimedia quality: The user perspective
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Distributed multimedia supports a symbiotic infotainment duality, i.e. the ability to transfer information to the user, yet also provide the user with a level of satisfaction. As multimedia is ultimately produced for the education and / or enjoyment of viewers, the user’s-perspective concerning the presentation quality is surely of equal importance as objective Quality of Service (QoS) technical parameters, to defining distributed multimedia quality. In order to extensively measure the user-perspective of multimedia video quality, we introduce an extended model of distributed multimedia quality that segregates quality into three discrete levels: the network-level, the media-level and content-level, using two distinct quality perspectives: the user-perspective and the technical-perspective.
Since experimental questionnaires do not provide continuous monitoring of user attention, eye tracking was used in our study in order to provide a better understanding of the role that the human element plays in the reception, analysis and synthesis of multimedia data. Results showed that video content adaptation, results in disparity in user video eye-paths when: i) no single / obvious point of focus exists; or ii) when the point of attention changes dramatically.
Accordingly, appropriate technical- and user-perspective parameter adaptation is implemented, for all quality abstractions of our model, i.e. network-level (via simulated delay and jitter), media-level (via a technical- and user-perspective manipulated region-of-interest attentive display) and content-level (via display-type and video clip-type). Our work has shown that user perception of distributed multimedia quality cannot be achieved by means of purely technical-perspective QoS parameter adaptation
3D virtual world as an enabler for a hybrid virtual-physical situated civic engagement platform
Abstract. User participatory design concept in the domain of urban computing has been playing a significant role around the industry and research area since it first came out. Many researchers and organisations involved in this strive to reach out a larger diversity of people so they could build urban environment better supportive and salubrious towards the community members. In this regard, we created a common ground platform for sharing opinions of people within the society by delivering a free speech from the public place. The installation is evaluated in our study dedicated in the context of human psychological sensation systems in the virtual environment, tries to find the relation between the performance of the task (giving a speech) carried out in a virtual space and the user’s degree of presence and immersion.
The results of our series of field experiments show that there is a positive association between the system user interface and the quality of work, though, we could not extend it to the statement which saying the superior performance is the direct result of high immersion and presence
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