3,006 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
FOSS4G 2016 Proceedings: Academic Program - selected papers and posters
This Conference Proceedings is a collection of selected papers and posters submitted to the Academic Program of the International Conference for Free and Open Source Software for Geospatial (FOSS4G 2016), 24th to 26th August 2016 in Bonn, Germany.
Like in previous FOSS4G conferences on national and international level the academic papers and posters cover an extensive wide range of topics reflecting the contribution of the academia to this field by the development of open source software components, in the design of open standards, in the proliferation of web-based solutions, in the dissemination of the open principles important in science and education, or in the collection and the hosting of freely available geo-data
Audiovisual Quality of Live Music Streaming over Mobile Networks using MPEG-DASH
The MPEG-DASH protocol has been rapidly adopted by most major network content providers and enables clients to make informed decisions in the context of HTTP streaming, based on network and device conditions using the available media representations. A review of the literature on adaptive streaming over mobile shows that most emphasis has been on adapting the video quality whereas this work examines the trade-off between video and audio quality. In particular, subjective tests were undertaken for live music streaming over emulated mobile networks with MPEG-DASH. A group of audio/video sequences was designed to emulate varying bandwidth arising from network congestion, with varying trade-off between audio and video bit rates. Absolute Category Rating was used to evaluate the relative impact of both audio and video quality in the overall Quality of Experience (QoE). One key finding from the statistical analysis of Mean Opinion Scores (MOS) results using Analysis of Variance indicates that providing reduced audio quality has a much lower impact on QoE than reducing video quality at similar total bandwidth situations. This paper also describes an objective model for audiovisual quality estimation that combines the outcomes from audio and video metrics into a joint parametric model. The correlation between predicted and subjective MOS was computed using several outcomes (Pearson and Spearman correlation coefficients, Root Mean Square Error (RMSE) and epsilon-insensitive RMSE). The obtained results indicate that the proposed approach is a viable solution for objective audiovisual quality assessment in the context of live music streaming over mobile network.info:eu-repo/semantics/acceptedVersio
A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
Gamification has become an important tool in many organizations and fields of study.
Despite the growing body of work, there are still many open paths for new research. This
paper aims look at the uses of Gamification in the field of Cultural Heritage, to take
account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on
Gamification in Cultural Heritage. While other endeavors have been conducted by other
authors to map out the field, the scope of this study aimed to be much broader. The goal
was to understand who the main actors with publications in the field are, as well as for
what purposes and to what forms of Heritage is gamification being applied to. The
findings indicate that European institutions are the main publishers of research on
Gamification in Heritage, with the field still being dotted with incidental, one-time,
studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification,
the field is largely dominated by GLAM institutions and groupings of mutually diverse
Cultural Heritage assets, such as in tourist destinations. This paper also argues for more
substantial networks and collaborative work between researchers.info:eu-repo/semantics/publishedVersio
- …