998 resultados para Multimedia Approach


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Enriching knowledge bases with multimedia information makes it possible to complement textual descriptions with visual and audio information. Such complementary information can help users to understand the meaning of assertions, and in general improve the user experience with the knowledge base. In this paper we address the problem of how to enrich ontology instances with candidate images retrieved from existing Web search engines. DBpedia has evolved into a major hub in the Linked Data cloud, interconnecting millions of entities organized under a consistent ontology. Our approach taps into the Wikipedia corpus to gather context information for DBpedia instances and takes advantage of image tagging information when this is available to calculate semantic relatedness between instances and candidate images. We performed experiments with focus on the particularly challenging problem of highly ambiguous names. Both methods presented in this work outperformed the baseline. Our best method leveraged context words from Wikipedia, tags from Flickr and type information from DBpedia to achieve an average precision of 80%.

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Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.

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Knowledge resource reuse has become a popular approach within the ontology engineering field, mainly because it can speed up the ontology development process, saving time and money and promoting the application of good practices. The NeOn Methodology provides guidelines for reuse. These guidelines include the selection of the most appropriate knowledge resources for reuse in ontology development. This is a complex decision-making problem where different conflicting objectives, like the reuse cost, understandability, integration workload and reliability, have to be taken into account simultaneously. GMAA is a PC-based decision support system based on an additive multi-attribute utility model that is intended to allay the operational difficulties involved in the Decision Analysis methodology. The paper illustrates how it can be applied to select multimedia ontologies for reuse to develop a new ontology in the multimedia domain. It also demonstrates that the sensitivity analyses provided by GMAA are useful tools for making a final recommendation.

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Este proyecto tiene como objetivo facilitar el aprendizaje multimedia en inglés de los conceptos básicos relacionados con el análisis de circuitos para los alumnos de grado de la nuestra escuela, en especial para los de nuevo ingreso. El aprendizaje será realizado directamente en inglés, cumpliendo así el doble objetivo: por un lado el de abordar unos conceptos nuevos para el alumno de ingeniería y, además, el poder hacerlo en inglés, lo que le servirá para llegar a mejorar su nivel de competencia en la lengua extranjera, o al menos mantenerlo. El proyecto realizado tiene varios apartados. En primer lugar, un apartado didáctico en el que se exponen los conceptos básicos sobre el análisis de circuitos que se quieren explicar, siempre orientados al aprendizaje de inglés. Para abordar estos nuevos temas de un modo didáctico y que incite al autoaprendizaje, se recurrirá a la tecnología y por medio de vídeos e imágenes y actividades didácticas multimedia se podrá afrontar la asignatura con facilidad e interés para captar los conceptos en una lengua extranjera. Se han diseñado actividades para la práctica de: la audición, con dictado y asociación de sonidos con palabras; de la comprensión lectora y adquisición de vocabulario, con ejercicios de rellenar huecos y emparejar definiciones. Las actividades se han adaptado a la plataforma Moodle para obtener la retroalimentación de los alumnos, si se desea. El apartado de aprendizaje se complementará con un glosario específico y alfabéticamente ordenado donde también dispondremos de la transcripción fonética de cada una de las palabras incluidas en el mismo. Para llegar a conseguir el objetivo didáctico se ha diseñado un sitio web capaz de albergar todo el contenido anterior. Abstract The main objective of this Project has been to facilitate a multimedia resource for learning in English the basic concepts related to circuit analysis. The final product is directly addressed to the undergraduate students at a Telecommunications School, the EUITT from Universidad Politécnica de Madrid. Learning technical notions directly in English serves the students to reach the double purpose of not only acquiring a number of new concepts but also improving their proficiency in the foreign language or keeping up with their level of English through their studies. The project has several sections. There is a didactic section which explains the basic concepts using videos and images in order to approach the subject with ease and interest. This part is supplemented with a glossary in alphabetic order provided with the phonetics of the English words and some multimedia exercises for practicing different skills mainly listening, reading, and using technical vocabulary in English. All these activities have been adapted to the platform Moodle so that the students results can be assessed, if convenient. On the other hand, the practical implementation of the Project has consisted of designing a website capable of including all of the points mentioned above.

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Collaborative e-learning is increasingly appealing as a pedagogical approach that can positively affect student learning. We propose a didactical model that integrates multimedia with collaborative tools and peer assessment to foster collaborative e-learning. In this paper, we explain it and present the results of its application to the “International Seminars on Materials Science” online course. The proposed didactical model consists of five educational activities. In the first three, students review the multimedia resources proposed by the teacher in collaboration with their classmates. Then, in the last two activities, they create their own multimedia resources and assess those created by their classmates. These activities foster communication and collaboration among students and their ability to use and create multimedia resources. Our purpose is to encourage the creativity, motivation, and dynamism of the learning process for both teachers and students.

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Transmission errors are the main cause of degradation of the quality of real broadcasted video services. Therefore, knowing their impact on the quality of experience of the end users is a crucial issue. For instance, it would help to improve the performance of the distribution systems, and to develop monitoring tools to automatically estimate the quality perceived by the end users. In this paper we validate a subjective evaluation approach specifically designed to obtain meaningful results of the effects of degradations caused by transmission errors. This methodology has been already used in our previous works with monoscopic and stereoscopic videos. The validation is done by comparing the subjective ratings obtained for typical transmission errors with the proposed methodology and with the standard method Absolute Category Rating. The results show that the proposed approach could provide more representative evaluations of the quality of experience perceived by end users of conventional and 3D broadcasted video services.

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This paper proposes a novel combination of artificial intelligence planning and other techniques for improving decision-making in the context of multi-step multimedia content adaptation. In particular, it describes a method that allows decision-making (selecting the adaptation to perform) in situations where third-party pluggable multimedia conversion modules are involved and the multimedia adaptation planner does not know their exact adaptation capabilities. In this approach, the multimedia adaptation planner module is only responsible for a part of the required decisions; the pluggable modules make additional decisions based on different criteria. We demonstrate that partial decision-making is not only attainable, but also introduces advantages with respect to a system in which these conversion modules are not capable of providing additional decisions. This means that transferring decisions from the multi-step multimedia adaptation planner to the pluggable conversion modules increases the flexibility of the adaptation. Moreover, by allowing conversion modules to be only partially described, the range of problems that these modules can address increases, while significantly decreasing both the description length of the adaptation capabilities and the planning decision time. Finally, we specify the conditions under which knowing the partial adaptation capabilities of a set of conversion modules will be enough to compute a proper adaptation plan.

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This paper analyzes the learning experiences and opinions obtained from a group of undergraduate students in their interaction with several on-line multimedia resources included in a free on-line course about Computer Networks. These new educational resources employed are based on the Web2.0 approach such as blogs, videos and virtual labs which have been added in a web-site for distance self-learning.

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Virtual Worlds Generator is a grammatical model that is proposed to define virtual worlds. It integrates the diversity of sensors and interaction devices, multimodality and a virtual simulation system. Its grammar allows the definition and abstraction in symbols strings of the scenes of the virtual world, independently of the hardware that is used to represent the world or to interact with it. A case study is presented to explain how to use the proposed model to formalize a robot navigation system with multimodal perception and a hybrid control scheme of the robot. The result is an instance of the model grammar that implements the robotic system and is independent of the sensing devices used for perception and interaction. As a conclusion the Virtual Worlds Generator adds value in the simulation of virtual worlds since the definition can be done formally and independently of the peculiarities of the supporting devices.

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Comunicación presentada en las XVI Jornadas de Ingeniería del Software y Bases de Datos, JISBD 2011, A Coruña, 5-7 septiembre 2011.

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Interdisciplinary projects in the industry typically require collaboration between professionals from various fields. However, this relationship is not generally addressed in the training offered by university programs, which often ignore this interdisciplinary approach. This paper offers an example of interdisciplinary interaction through joint laboratory activities in the curricula of two very different degree programs, i.e., Multimedia Engineering and Teacher Training in Primary Education. The programs' students formed an interdisciplinary team of multimedia engineers and trainee teachers to develop a Web product for children's cognitive development. The complexity of the task required students to engage in close and strong interdisciplinary cooperation and communication; in turn, they benefited from the synergy offered by collaborative work. The results of this paper, presented from the perspective of the multimedia engineering students, demonstrate a significant increase in their academic performance compared to the control group. This paper shows that university studies can incorporate an interdisciplinary perspective to engineering education without the need to introduce a specific course on the topic, thus avoiding further demands on the curriculum schedule.

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AMS Subj. Classification: 68U05, 68P30

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Information and communication technologies (ICT) offer an easier access to and a multi-perspective view of cultural heritage artifacts and may also enrich and improve cultural heritage education through the adoption of innovative learning/teaching methods. This paper examines the different practices and opportunities for digitization of cultural artifacts with historical significance and describes the work on a pilot project concerning the development of e-learning materials in the Thracian cultural and historical heritage. The proposed method presents an approach based on a combination of 2D and 3D technologies to facilitate the overall process of digitization of individual objects. This approach not only provides greater opportunities for presenting the Thracian heritage but also new perspectives for studying it - students, scientists, PhD students will have the opportunity to work with the materials without having access to them.

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Today, the development of domain-specific communication applications is both time-consuming and error-prone because the low-level communication services provided by the existing systems and networks are primitive and often heterogeneous. Multimedia communication applications are typically built on top of low-level network abstractions such as TCP/UDP socket, SIP (Session Initiation Protocol) and RTP (Real-time Transport Protocol) APIs. The User-centric Communication Middleware (UCM) is proposed to encapsulate the networking complexity and heterogeneity of basic multimedia and multi-party communication for upper-layer communication applications. And UCM provides a unified user-centric communication service to diverse communication applications ranging from a simple phone call and video conferencing to specialized communication applications like disaster management and telemedicine. It makes it easier to the development of domain-specific communication applications. The UCM abstraction and API is proposed to achieve these goals. The dissertation also tries to integrate the formal method into UCM development process. The formal model is created for UCM using SAM methodology. Some design errors are found during model creation because the formal method forces to give the precise description of UCM. By using the SAM tool, formal UCM model is translated to Promela formula model. In the dissertation, some system properties are defined as temporal logic formulas. These temporal logic formulas are manually translated to promela formulas which are individually integrated with promela formula model of UCM and verified using SPIN tool. Formal analysis used here helps verify the system properties (for example multiparty multimedia protocol) and dig out the bugs of systems.

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With the recent explosion in the complexity and amount of digital multimedia data, there has been a huge impact on the operations of various organizations in distinct areas, such as government services, education, medical care, business, entertainment, etc. To satisfy the growing demand of multimedia data management systems, an integrated framework called DIMUSE is proposed and deployed for distributed multimedia applications to offer a full scope of multimedia related tools and provide appealing experiences for the users. This research mainly focuses on video database modeling and retrieval by addressing a set of core challenges. First, a comprehensive multimedia database modeling mechanism called Hierarchical Markov Model Mediator (HMMM) is proposed to model high dimensional media data including video objects, low-level visual/audio features, as well as historical access patterns and frequencies. The associated retrieval and ranking algorithms are designed to support not only the general queries, but also the complicated temporal event pattern queries. Second, system training and learning methodologies are incorporated such that user interests are mined efficiently to improve the retrieval performance. Third, video clustering techniques are proposed to continuously increase the searching speed and accuracy by architecting a more efficient multimedia database structure. A distributed video management and retrieval system is designed and implemented to demonstrate the overall performance. The proposed approach is further customized for a mobile-based video retrieval system to solve the perception subjectivity issue by considering individual user's profile. Moreover, to deal with security and privacy issues and concerns in distributed multimedia applications, DIMUSE also incorporates a practical framework called SMARXO, which supports multilevel multimedia security control. SMARXO efficiently combines role-based access control (RBAC), XML and object-relational database management system (ORDBMS) to achieve the target of proficient security control. A distributed multimedia management system named DMMManager (Distributed MultiMedia Manager) is developed with the proposed framework DEMUR; to support multimedia capturing, analysis, retrieval, authoring and presentation in one single framework.