8,687 research outputs found

    MRI Visualization of Whole Brain Macro- and Microvascular Remodeling in a Rat Model of Ischemic Stroke: A Pilot Study

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    Using superparamagnetic iron oxide nanoparticles (SPION) as a single contrast agent, we investigated dual contrast cerebrovascular magnetic resonance imaging (MRI) for simultaneously monitoring macro- and microvasculature and their association with ischemic edema status (via apparent diffusion coefficient [ADC]) in transient middle cerebral artery occlusion (tMCAO) rat models. High-resolution T1-contrast based ultra-short echo time MR angiography (UTE-MRA) visualized size remodeling of pial arteries and veins whose mutual association with cortical ischemic edema status is rarely reported. ??R2?????R2*-MRI-derived vessel size index (VSI) and density indices (Q and MVD) mapped morphological changes of microvessels occurring in subcortical ischemic edema lesions. In cortical ischemic edema lesions, significantly dilated pial veins (p???=???0.0051) and thinned pial arteries (p???=???0.0096) of ipsilateral brains compared to those of contralateral brains were observed from UTE-MRAs. In subcortical regions, ischemic edema lesions had a significantly decreased Q and MVD values (p???<???0.001), as well as increased VSI values (p???<???0.001) than normal subcortical tissues in contralateral brains. This pilot study suggests that MR-based morphological vessel changes, including but not limited to venous blood vessels, are directly related to corresponding tissue edema status in ischemic stroke rat models

    Challenges in cross-cultural/multilingual music information seeking

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    Understanding and meeting the needs of a broad range of music users across different cultures and languages are central in designing a global music digital library. This exploratory study examines cross-cultural/multilingual music information seeking behaviors and reveals some important characteristics of these behaviors by analyzing 107 authentic music information queries from a Korean knowledge search portal Naver (knowledge) iN and 150 queries from Google Answers website. We conclude that new sets of access points must be developed to accommodate music queries that cross cultural or language boundaries

    Dual dimensions of non-regular work and SMEs in the Republic of Korea

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    Ten years of MIREX: reflections, challenges and opportunities

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    The Music Information Retrieval Evaluation eXchange (MIREX) has been run annually since 2005, with the October 2014 plenary marking its tenth iteration. By 2013, MIREX has evaluated approximately 2000 individual music information retrieval (MIR) algorithms for a wide range of tasks over 37 different test collections. MIREX has involved researchers from over 29 different contrives with a median of 109 individual participants per year. This pater summarizes the history of MIREX form its earliest planning meeting in 2001 to the present. It reflects upon the administrative, financial, and technological challenges MIREX has faced and describes how those challenges have been surmounted. We propose new funding models, a distributed evaluation framework, and more holistic user experience evaluation tasks-some evolutionary, some revolutionary-for the continued success of MIREX. We hope that this paper will inspire MIR community members to contribute their ideas so MIREX can have many more successful years to come

    Analysis of users‟ needs and information features in natural language queries seeking music information.

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    Abstract Our limited understanding of real-life queries is an obstacle in developing music information retrieval (MIR) systems that meet the needs of real users. This study aims, by an empirical investigation of real-life queries, to contribute to developing a theorized understanding of how users seek music information. This is crucial for informing the design of future MIR systems, especially the selection of potential access points, as well as establishing a set of test queries that reflect real-life music information seeking behavior. Natural language music queries were collected from an online reference website and coded using content analysis. A taxonomy of user needs expressed and information features used in queries were established by an iterative coding process. This study found that most of the queries analyzed were known-item searches, and most contained a wide variety of kinds of information, although a few features were used much more heavily than the others. In addition to advancing our understanding of real-life user queries by establishing an improved taxonomy of needs and features, three recommendations were made for improving the evaluation of MIR systems: (i) incorporating user context in test queries, (ii) employing terms familiar to users in evaluation tasks, and (iii) combining multiple task results

    The Style of Tetris is
Possibly Tetris?: Creative Professionals’ Description of Video Game Visual Styles

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    Despite the increasing importance of video games in both cultural and commercial aspects, typically they can only be accessed and browsed through limited metadata such as platform or genre. We explore visual styles of games as a complementary approach for providing access to games. In particular, we aimed to test and evaluate the existing visual style taxonomy developed in prior research with video game professionals and creatives. User data were collected from video game art and design students at the DigiPen Institute of Technology to gain insight into the relevance of the existing taxonomy to a professional audience. Using a think-aloud card sort method, we observed their thought process for describing and categorizing visual styles of video games, and also collected candidate terms for revising the taxonomy. The results of this research will inform ongoing metadata work in the field to develop a standard for cataloging video games and interactive media, and will be useful to information systems that sort and classify games for users and cultural preservation

    A Qualitative Investigation of Users’ Video Game Information Needs and Behaviors

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    Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on appeals, offering multiple automatic organization options, and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games
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