33 resultados para video indexing


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This paper proposes a rank aggregation framework for video multimodal geocoding. Textual and visual descriptions associated with videos are used to define ranked lists. These ranked lists are later combined, and the resulting ranked list is used to define appropriate locations for videos. An architecture that implements the proposed framework is designed. In this architecture, there are specific modules for each modality (e.g, textual and visual) that can be developed and evolved independently. Another component is a data fusion module responsible for combining seamlessly the ranked lists defined for each modality. We have validated the proposed framework in the context of the MediaEval 2012 Placing Task, whose objective is to automatically assign geographical coordinates to videos. Obtained results show how our multimodal approach improves the geocoding results when compared to methods that rely on a single modality (either textual or visual descriptors). We also show that the proposed multimodal approach yields comparable results to the best submissions to the Placing Task in 2012 using no extra information besides the available development/training data. Another contribution of this work is related to the proposal of a new effectiveness evaluation measure. The proposed measure is based on distance scores that summarize how effective a designed/tested approach is, considering its overall result for a test dataset. © 2013 Springer Science+Business Media New York.

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The semiotics of C S. Peirce presents fundamental concepts to discover aspects of the indexing process, including representation and classes of signs. However, we still know little of its theoretical potential for subject indexing. We believe that the main difficulty in the proposals to understand the process of subject indexing based on Peircean semiotics stems from an incomplete interpretation of his semiotic system. This paper attempts to describe the contributions of Peircean semiotics to subject indexing. First, we analyze some of the concepts of the branches of semiotics, after which, we discuss strategies for conceptual approximation. Secondly, and aiming to raise the level of interlocution between the areas, we intend to argue that subject indexing is an inferential process, as explained by the second branch of semiotics. Thus, we seek to go beyond the level of speculative grammar, the first branch of semiotics, to forge a closer link with pure or critical logic, the second branch. We conclude that the indexer's work does not produce a mere reflection of what already exists in documents, but involves an instigating action to discover, through the inferential matrix, the meaning of a text in order to find the subject and the most appropriate subject added entry to the information system.

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Pós-graduação em Artes - IA

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The relative lengths of the 2nd and 4th digits (2D:4D) is a negative biomarker for prenatal testosterone, and low 2D:4D may be associated with aggression. However, the evidence for a 2D:4D-aggression association is mixed. Here we test the hypothesis that 2D:4D is robustly linked to aggression in challenge situations in which testosterone is increased. Participants were exposed to an aggressive video and a control video. Aggression was measured after each video and salivary free testosterone levels before and after each video. Compared to the control video, the aggressive video was associated with raised aggression responses and a marginally significant increase in testosterone. Left 2D:4D was negatively correlated with aggression after the aggressive video and the strength of the correlation was higher in those participants who showed the greatest increases in testosterone. Left 2D:4D was also negatively correlated to the difference between aggression scores in the aggressive and control conditions. The control video did not influence testosterone concentrations and there were no associations between 2D:4D and aggression. We conclude that 2D:4D moderates the impact of an aggressive stimulus on aggression, such that an increase in testosterone resulting from a challenge is associated with a negative correlation between 2D:4D and aggression.

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BACKGROUND: Previous studies suggested that some interactive video games induce cardiovascular responses. However, some different styles of video games have not been investigated. OBJECTIVE: We aimed to evaluate cardiovascular responses induced by video game boxing performance in healthy women. METHOD: We evaluated ten female sedentary volunteers, aged 20.9 ± 1.4 years, weight 58.7 ± 8.0 kg, height 163.2 ± 5.4cm. All subjects were weighed and measured. Their heart rate, blood pressure and lactate levels were recorded before and after video game performance. The volunteers played a Sony video game (Nintendo® Wii) by using the boxing method, in which all volunteers played for 10 minutes without interruption. At the end of the game the volunteers were reassessed using the same parameters mentioned above. RESULTS: At the end of the video game boxing performance we observed highly significant increases of lactate production (p < 0.0035) and the double product (heart rate vs. systolic blood pressure) was also higher (p < 0.0001). Both parameters indicate that the performance increased demands of the cardiovascular system. CONCLUSION: We conclude that a ten-minute video game boxing performance induces cardiovascular responses similar to aerobic exercise. This may be a practical form of exercise, but care should be exercised concerning subjects with cardiovascular disorders.

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This paper introduces the Optimum-Path Forest (OPF) classifier for static video summarization, being its results comparable to the ones obtained by some state-of-the-art video summarization techniques. The experimental section has been conducted using several image descriptors in two public datasets, followed by an analysis of OPF robustness regarding one ad-hoc parameter. Future works are guided to improve OPF effectiveness on each distinct video category.

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Because of the functional and esthetic requirements of patients, different techniques have been proposed to reduce the time between dental implant placement and interim restoration fabrication. This article describes a modified indexing technique by using a surgical template for open-tray impression and definitive cast development during immediate loading procedures. This technique does not use a complete impression of the oral cavity and, therefore, is more comfortable, less time consuming, and less expensive. It also allows the fabrication of interim restorations with the optimal shape for developing an adequate emergence profile.

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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The process of knowledge representation as well as its procedures or tools and its products are not neutral in terms of values; instead they imply moral values. In this context, bias in representation related to prejudice and discrimination, to gender issues, to dicotomic categorization in classification systems or in thesauri and to lack of cultural warrant may arise. Concerning the problem of bias in indexing languages, starting from the initial theoretical reflexions of Brey (1999), Berman (1993), Olson (1998; 2002), Lopez-Huertas Perez & Torres Ramirez (2005), Guimaraes (2006), Hjorland (2008) and Milani et al. (2009), the proposal is to present a preliminary categorization aiming at facilitating the identification of bias concerning feminine issues in indexing languages, to offer a contribution to the theoretical universe of the specific questions of knowledge organization and to present a theme to be discussed by educators and professionals in the areas of cataloging, classification and indexing. If in a society which intends to be politically correct, social attitudes towards stigmatized citizens should be modified, then, the universe of indexing languages, taken as tools of knowledge representation, is a fertile field to sow this reflexion.

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This paper reports a research to evaluate the potential and the effects of use of annotated Paraconsistent logic in automatic indexing. This logic attempts to deal with contradictions, concerned with studying and developing inconsistency-tolerant systems of logic. This logic, being flexible and containing logical states that go beyond the dichotomies yes and no, permits to advance the hypothesis that the results of indexing could be better than those obtained by traditional methods. Interactions between different disciplines, as information retrieval, automatic indexing, information visualization, and nonclassical logics were considered in this research. From the methodological point of view, an algorithm for treatment of uncertainty and imprecision, developed under the Paraconsistent logic, was used to modify the values of the weights assigned to indexing terms of the text collections. The tests were performed on an information visualization system named Projection Explorer (PEx), created at Institute of Mathematics and Computer Science (ICMC - USP Sao Carlos), with available source code. PEx uses traditional vector space model to represent documents of a collection. The results were evaluated by criteria built in the information visualization system itself, and demonstrated measurable gains in the quality of the displays, confirming the hypothesis that the use of the para-analyser under the conditions of the experiment has the ability to generate more effective clusters of similar documents. This is a point that draws attention, since the constitution of more significant clusters can be used to enhance information indexing and retrieval. It can be argued that the adoption of non-dichotomous (non-exclusive) parameters provides new possibilities to relate similar information.

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Presents a citation analysis of indexing research in the two Proceedings. Understanding that there are different traditions of research into indexing, we look for evidence of this in the citing and cited authors. Three areas of cited and citing authors surface, after applying Price's elitism analysis, each roughly corresponding to geographic distributions.

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This work focuses on the study of video compression standard MPEG. To this end, a study was undertaken starting from the basics of digital video, addressing the components necessary for the understanding of the tools used by the video coding standard MPEG. The Motion Picture Experts Group (MPEG) was formed in the late '80s by a group of experts in order to create international standards for encoding and decoding audio and video. This paper will discuss the techniques present in the video compression standard MPEG, as well as its evolution. Will be described in the MPEG-1, MPEG-2, MPEG-4 and H.264 (MPEG-4 Part 10), however, the last two will be presented with more emphasis, because the standards are present in most modern video technologies, as in HDTV broadcasts