162,749 research outputs found

    Interactive video retrieval in the age of effective joint embedding deep models: lessons from the 11th VBS

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    This paper presents findings of the eleventh Video Browser Showdown competition, where sixteen teams competed in known-item and ad-hoc search tasks. Many of the teams utilized state-of-the-art video retrieval approaches that demonstrated high effectiveness in challenging search scenarios. In this paper, a broad survey of all utilized approaches is presented in connection with an analysis of the performance of participating teams. Specifically, both high-level performance indicators are presented with overall statistics as well as in-depth analysis of the performance of selected tools implementing result set logging. The analysis reveals evidence that the CLIP model represents a versatile tool for cross-modal video retrieval when combined with interactive search capabilities. Furthermore, the analysis investigates the effect of different users and text query properties on the performance in search tasks. Last but not least, lessons learned from search task preparation are presented, and a new direction for ad-hoc search based tasks at Video Browser Showdown is introduced

    Some Things Are Better Left Unseen: Toward More Effective Communication And Team Performance In Video-Mediated Interactions

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    By default, most video-mediated communication systems show the user his or her own video feed, yet there is no prior research to show if this helps or hinders communication. In general, virtual teams desire richer media to improve team interaction. However, in this case more information may not be helpful. Drawing on Objective Self Awareness theory in social psychology and theories of cognitive overload from communication, hypotheses are proposed concerning how viewing oneself influences virtual team interaction. It is argued that viewing oneself will lead to lower team performance and other negative outcomes. The hypotheses are tested in a laboratory experiment, manipulating whether participants were able to view their own feeds during video-mediated communication. The results suggest that viewing oneself leads to a reduction in team performance and individual satisfaction. The findings, in terms of several theoretical explanations, and implications for managers and systems designers are discussed in the paper

    The effects of team-skills training on transactive memory and performance

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    The existence of effective Transactive Memory Systems (TMS) in teams has been found to enhance task performance. Methods of developing Transactive Memory (TM) are therefore an important focus of research. This study aimed to explore one such method, the use of a generic team-skills training programme to develop TM and subsequent task performance. Sixteen three-member teams were all trained to complete a complex collaborative task, prior to which half the teams (n=8), completed a team-skills training programme. Results confirmed that those teams who had been trained to develop a range of team skills such as problem-solving, interpersonal relationships, goal setting and role allocation, evidenced significantly higher team skill, TM and performance than those who were not trained in such skills. Results are discussed with reference to the wider TM literature and the mechanisms through which team-skills training could facilitate the more rapid development of TM

    The scholarly impact of TRECVid (2003-2009)

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    This paper reports on an investigation into the scholarly impact of the TRECVid (TREC Video Retrieval Evaluation) benchmarking conferences between 2003 and 2009. The contribution of TRECVid to research in video retrieval is assessed by analyzing publication content to show the development of techniques and approaches over time and by analyzing publication impact through publication numbers and citation analysis. Popular conference and journal venues for TRECVid publications are identified in terms of number of citations received. For a selection of participants at different career stages, the relative importance of TRECVid publications in terms of citations vis a vis their other publications is investigated. TRECVid, as an evaluation conference, provides data on which research teams ‘scored’ highly against the evaluation criteria and the relationship between ‘top scoring’ teams at TRECVid and the ‘top scoring’ papers in terms of citations is analysed. A strong relationship was found between ‘success’ at TRECVid and ‘success’ at citations both for high scoring and low scoring teams. The implications of the study in terms of the value of TRECVid as a research activity, and the value of bibliometric analysis as a research evaluation tool, are discussed

    The THUMOS Challenge on Action Recognition for Videos "in the Wild"

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    Automatically recognizing and localizing wide ranges of human actions has crucial importance for video understanding. Towards this goal, the THUMOS challenge was introduced in 2013 to serve as a benchmark for action recognition. Until then, video action recognition, including THUMOS challenge, had focused primarily on the classification of pre-segmented (i.e., trimmed) videos, which is an artificial task. In THUMOS 2014, we elevated action recognition to a more practical level by introducing temporally untrimmed videos. These also include `background videos' which share similar scenes and backgrounds as action videos, but are devoid of the specific actions. The three editions of the challenge organized in 2013--2015 have made THUMOS a common benchmark for action classification and detection and the annual challenge is widely attended by teams from around the world. In this paper we describe the THUMOS benchmark in detail and give an overview of data collection and annotation procedures. We present the evaluation protocols used to quantify results in the two THUMOS tasks of action classification and temporal detection. We also present results of submissions to the THUMOS 2015 challenge and review the participating approaches. Additionally, we include a comprehensive empirical study evaluating the differences in action recognition between trimmed and untrimmed videos, and how well methods trained on trimmed videos generalize to untrimmed videos. We conclude by proposing several directions and improvements for future THUMOS challenges.Comment: Preprint submitted to Computer Vision and Image Understandin

    A Cost-Benefit Analysis of Face-to-Face and Virtual Communication: Overcoming the Challenges

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    Virtual communication has become the norm for many organizations (Baltes, Dickson, Sherman, Bauer, & LaGanke, 2002; Bergiel, Bergiel, & Balsmeier, 2008; Hertel, Geister, & Konradt, 2005). As technology has evolved, time and distance barriers have dissolved, allowing for access to experts worldwide. The reality of business today demands the use of virtual communication for at least some work, and many professionals will sit on a virtual team at some point (Dewar, 2006). Although virtual communication offers many advantages, it is not without challenges. This article examines the costs and benefits associated with virtual and face-to-face communication, and identifies strategies to overcome virtual communication\u27s challenges

    The effect of personality on collaborative task performance and interaction

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    Collocated, multi-user technologies, which support group-work are becoming increasingly popular. Examples include MERL's Diamondtouch and Microsoft's Surface, both of which have evolved from research prototypes to commercial products. Many applications have been developed for such technologies which support the work and entertainment needs of small groups of people. None of these applications however, have been studied in terms of the interactions and performances of their users with regards to their personality. In this paper, we address this research gap by conducting a series of user studies involving dyads working on a number of multi-user applications on the DiamondTouch tabletop device

    Virtual reality simulation for the optimization of endovascular procedures : current perspectives

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    Endovascular technologies are rapidly evolving, often - requiring coordination and cooperation between clinicians and technicians from diverse specialties. These multidisciplinary interactions lead to challenges that are reflected in the high rate of errors occurring during endovascular procedures. Endovascular virtual reality (VR) simulation has evolved from simple benchtop devices to full physic simulators with advanced haptics and dynamic imaging and physiological controls. The latest developments in this field include the use of fully immersive simulated hybrid angiosuites to train whole endovascular teams in crisis resource management and novel technologies that enable practitioners to build VR simulations based on patient-specific anatomy. As our understanding of the skills, both technical and nontechnical, required for optimal endovascular performance improves, the requisite tools for objective assessment of these skills are being developed and will further enable the use of VR simulation in the training and assessment of endovascular interventionalists and their entire teams. Simulation training that allows deliberate practice without danger to patients may be key to bridging the gap between new endovascular technology and improved patient outcomes
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