909 resultados para Visual Information Retrieval Interface
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A large volume of visual content is inaccessible until effective and efficient indexing and retrieval of such data is achieved. In this paper, we introduce the DREAM system, which is a knowledge-assisted semantic-driven context-aware visual information retrieval system applied in the film post production domain. We mainly focus on the automatic labelling and topic map related aspects of the framework. The use of the context- related collateral knowledge, represented by a novel probabilistic based visual keyword co-occurrence matrix, had been proven effective via the experiments conducted during system evaluation. The automatically generated semantic labels were fed into the Topic Map Engine which can automatically construct ontological networks using Topic Maps technology, which dramatically enhances the indexing and retrieval performance of the system towards an even higher semantic level.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Most Internet search engines are keyword-based. They are not efficient for the queries where geographical location is important, such as finding hotels within an area or close to a place of interest. A natural interface for spatial searching is a map, which can be used not only to display locations of search results but also to assist forming search conditions. A map-based search engine requires a well-designed visual interface that is intuitive to use yet flexible and expressive enough to support various types of spatial queries as well as aspatial queries. Similar to hyperlinks for text and images in an HTML page, spatial objects in a map should support hyperlinks. Such an interface needs to be scalable with the size of the geographical regions and the number of websites it covers. In spite of handling typically a very large amount of spatial data, a map-based search interface should meet the expectation of fast response time for interactive applications. In this paper we discuss general requirements and the design for a new map-based web search interface, focusing on integration with the WWW and visual spatial query interface. A number of current and future research issues are discussed, and a prototype for the University of Queensland is presented. (C) 2001 Published by Elsevier Science Ltd.
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This paper discusses an document discovery tool based on formal concept analysis. The program allows users to navigate email using a visual lattice metaphor rather than a tree. It implements a virtual file structure over email where files and entire directories can appear in multiple positions. The content and shape of the lattice formed by the conceptual ontology can assist in email discovery. The system described provides more flexibility in retrieving stored emails than what is normally available in email clients. The paper discusses how conceptual ontologies can leverage traditional document retrieval systems.
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Dissertation submitted in partial fulfilment of the requirements for the Degree of Master of Science in Geospatial Technologies
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This work presents a hybrid coordinated manoeuvre for docking an autonomous surface vehicle with an autonomous underwater vehicle. The control manoeuvre uses visual information to estimate the AUV relative position and attitude in relation to the ASV and steers the ASV in order to dock with the AUV. The AUV is assumed to be at surface with only a small fraction of its volume visible. The system implemented in the autonomous surface vehicle ROAZ, developed by LSA-ISEP to perform missions in river environment, test autonomous AUV docking capabilities and multiple AUV/ASV coordinated missions is presented. Information from a low cost embedded robotics vision system (LSAVision), along with inertial navigation sensors is fused in an extended Kalman filter and used to determine AUV relative position and orientation to the surface vehicle The real time vision processing system is described and results are presented in operational scenario.
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The dissertation presented for obtaining the Master’s Degree in Electrical Engineering and Computer Science, at Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
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In the early nineties, Mark Weiser wrote a series of seminal papers that introduced the concept of Ubiquitous Computing. According to Weiser, computers require too much attention from the user, drawing his focus from the tasks at hand. Instead of being the centre of attention, computers should be so natural that they would vanish into the human environment. Computers become not only truly pervasive but also effectively invisible and unobtrusive to the user. This requires not only for smaller, cheaper and low power consumption computers, but also for equally convenient display solutions that can be harmoniously integrated into our surroundings. With the advent of Printed Electronics, new ways to link the physical and the digital worlds became available. By combining common printing techniques such as inkjet printing with electro-optical functional inks, it is starting to be possible not only to mass-produce extremely thin, flexible and cost effective electronic circuits but also to introduce electronic functionalities into products where it was previously unavailable. Indeed, Printed Electronics is enabling the creation of novel sensing and display elements for interactive devices, free of form factor. At the same time, the rise in the availability and affordability of digital fabrication technologies, namely of 3D printers, to the average consumer is fostering a new industrial (digital) revolution and the democratisation of innovation. Nowadays, end-users are already able to custom design and manufacture on demand their own physical products, according to their own needs. In the future, they will be able to fabricate interactive digital devices with user-specific form and functionality from the comfort of their homes. This thesis explores how task-specific, low computation, interactive devices capable of presenting dynamic visual information can be created using Printed Electronics technologies, whilst following an approach based on the ideals behind Personal Fabrication. Focus is given on the use of printed electrochromic displays as a medium for delivering dynamic digital information. According to the architecture of the displays, several approaches are highlighted and categorised. Furthermore, a pictorial computation model based on extended cellular automata principles is used to programme dynamic simulation models into matrix-based electrochromic displays. Envisaged applications include the modelling of physical, chemical, biological, and environmental phenomena.
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Magdeburg, Univ., Fak. für Informatik, Diss., 2012
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In the Morris water maze (MWM) task, proprioceptive information is likely to have a poor accuracy due to movement inertia. Hence, in this condition, dynamic visual information providing information on linear and angular acceleration would play a critical role in spatial navigation. To investigate this assumption we compared rat's spatial performance in the MWM and in the homing hole board (HB) tasks using a 1.5 Hz stroboscopic illumination. In the MWM, rats trained in the stroboscopic condition needed more time than those trained in a continuous light condition to reach the hidden platform. They expressed also little accuracy during the probe trial. In the HB task, in contrast, place learning remained unaffected by the stroboscopic light condition. The deficit in the MWM was thus complete, affecting both escape latency and discrimination of the reinforced area, and was thus task specific. This dissociation confirms that dynamic visual information is crucial to spatial navigation in the MWM whereas spatial navigation on solid ground is mediated by a multisensory integration, and thus less dependent on visual information.
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The purpose of this project was to identify in a subject group of engineers and technicians (N = 62) a preferred mode of representation for facilitating correct recall of information from complex graphics. The modes of representation were black and white (b&w) block, b&w icon, color block, and color icon. The researcher's test instrument included twelve complex graphics (six b&w and six color - three per mode). Each graphics presentation was followed by two multiple-choice questions. Recall performance was better using b&w block mode graphics and color icon mode graphics. A standardized test, the Group Embedded Figures Test (GEFT) was used to identify a cognitive style preference (field dependence). Although engineers and technicians in the sample were strongly field-independent, they were not significantly more field-independent than the normative group in the Witkin, Oltman, Raskin, and Karp study (1971). Tests were also employed to look for any significant difference in cognitive style preference due to gender. None was found. Implications from the project results for the design of visuals and their use in technical training are discussed.
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Thèse numérisée par la Division de la gestion de documents et des archives de l'Université de Montréal
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Les stimuli naturels projetés sur nos rétines nous fournissent de l’information visuelle riche. Cette information varie le long de propriétés de « bas niveau » telles que la luminance, le contraste, et les fréquences spatiales. Alors qu’une partie de cette information atteint notre conscience, une autre partie est traitée dans le cerveau sans que nous en soyons conscients. Les propriétés de l’information influençant l’activité cérébrale et le comportement de manière consciente versus non-consciente demeurent toutefois peu connues. Cette question a été examinée dans les deux derniers articles de la présente thèse, en exploitant les techniques psychophysiques développées dans les deux premiers articles. Le premier article présente la boîte à outils SHINE (spectrum, histogram, and intensity normalization and equalization), développée afin de permettre le contrôle des propriétés de bas niveau de l'image dans MATLAB. Le deuxième article décrit et valide la technique dite des bulles fréquentielles, qui a été utilisée tout au long des études de cette thèse pour révéler les fréquences spatiales utilisées dans diverses tâches de perception des visages. Cette technique offre les avantages d’une haute résolution au niveau des fréquences spatiales ainsi que d’un faible biais expérimental. Le troisième et le quatrième article portent sur le traitement des fréquences spatiales en fonction de la conscience. Dans le premier cas, la méthode des bulles fréquentielles a été utilisée avec l'amorçage par répétition masquée dans le but d’identifier les fréquences spatiales corrélées avec les réponses comportementales des observateurs lors de la perception du genre de visages présentés de façon consciente versus non-consciente. Les résultats montrent que les mêmes fréquences spatiales influencent de façon significative les temps de réponse dans les deux conditions de conscience, mais dans des sens opposés. Dans le dernier article, la méthode des bulles fréquentielles a été combinée à des enregistrements intracrâniens et au Continuous Flash Suppression (Tsuchiya & Koch, 2005), dans le but de cartographier les fréquences spatiales qui modulent l'activation de structures spécifiques du cerveau (l'insula et l'amygdale) lors de la perception consciente versus non-consciente des expressions faciales émotionnelles. Dans les deux régions, les résultats montrent que la perception non-consciente s'effectue plus rapidement et s’appuie davantage sur les basses fréquences spatiales que la perception consciente. La contribution de cette thèse est donc double. D’une part, des contributions méthodologiques à la recherche en perception visuelle sont apportées par l'introduction de la boîte à outils SHINE ainsi que de la technique des bulles fréquentielles. D’autre part, des indications sur les « corrélats de la conscience » sont fournies à l’aide de deux approches différentes.
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Le domaine biomédical est probablement le domaine où il y a les ressources les plus riches. Dans ces ressources, on regroupe les différentes expressions exprimant un concept, et définit des relations entre les concepts. Ces ressources sont construites pour faciliter l’accès aux informations dans le domaine. On pense généralement que ces ressources sont utiles pour la recherche d’information biomédicale. Or, les résultats obtenus jusqu’à présent sont mitigés : dans certaines études, l’utilisation des concepts a pu augmenter la performance de recherche, mais dans d’autres études, on a plutôt observé des baisses de performance. Cependant, ces résultats restent difficilement comparables étant donné qu’ils ont été obtenus sur des collections différentes. Il reste encore une question ouverte si et comment ces ressources peuvent aider à améliorer la recherche d’information biomédicale. Dans ce mémoire, nous comparons les différentes approches basées sur des concepts dans un même cadre, notamment l’approche utilisant les identificateurs de concept comme unité de représentation, et l’approche utilisant des expressions synonymes pour étendre la requête initiale. En comparaison avec l’approche traditionnelle de "sac de mots", nos résultats d’expérimentation montrent que la première approche dégrade toujours la performance, mais la seconde approche peut améliorer la performance. En particulier, en appariant les expressions de concepts comme des syntagmes stricts ou flexibles, certaines méthodes peuvent apporter des améliorations significatives non seulement par rapport à la méthode de "sac de mots" de base, mais aussi par rapport à la méthode de Champ Aléatoire Markov (Markov Random Field) qui est une méthode de l’état de l’art dans le domaine. Ces résultats montrent que quand les concepts sont utilisés de façon appropriée, ils peuvent grandement contribuer à améliorer la performance de recherche d’information biomédicale. Nous avons participé au laboratoire d’évaluation ShARe/CLEF 2014 eHealth. Notre résultat était le meilleur parmi tous les systèmes participants.