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1.
Although the Metadata Editor is an important part of any digital library, it becomes fundamental in the presence of audiovisual
content. This is because the metadata produced by automated support tools (such as speech recognizers and shot detection procedures)
is error-prone and often needs correction. In addition, scenes are manually annotated. This paper describes Regia, a prototype application for manually editing metadata for audiovisual documents developed in the ECHO project. Regia allows
the user to manually edit textual metadata and to hierarchically organize the segmentation of the audiovisual content. An
important feature of this metadata editor is that it is not hard-wired with a particular metadata attributes set. To achieve
this feature the XML schema of the metadata model is used by the editor as a configuration file.
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2.
In this paper we present a framework for unified, personalized access to heterogeneous multimedia content in distributed repositories.
Focusing on semantic analysis of multimedia documents, metadata, user queries and user profiles, it contributes to the bridging
of the gap between the semantic nature of user queries and raw multimedia documents. The proposed approach utilizes as input
visual content analysis results, as well as analyzes and exploits associated textual annotation, in order to extract the underlying
semantics, construct a semantic index and classify documents to topics, based on a unified knowledge and semantics representation
model. It may then accept user queries, and, carrying out semantic interpretation and expansion, retrieve documents from the
index and rank them according to user preferences, similarly to text retrieval. All processes are based on a novel semantic
processing methodology, employing fuzzy algebra and principles of taxonomic knowledge representation. The first part of this
work presented in this paper deals with data and knowledge models, manipulation of multimedia content annotations and semantic
indexing, while the second part will continue on the use of the extracted semantic information for personalized retrieval.
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3.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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4.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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5.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
6.
Universal Multimedia Access aims at providing a gratifying end user-experience by either adapting the content, be it static
or dynamic, to suit the usage environment or adapting the usage environment, be it client- or server-centric, to suit content.
This paper presents our MPEG-21 Dynamic Content Adaptation Framework, acronym DCAF, which uses a fusion of Genetic Algorithms
and Strength Pareto Optimality to adapt content in order to suit the usage environment.
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8.
This paper describes the progress of a research project aimed at improving the usability of web search tools for blind users
who interact via screen readers and voice synthesizers. In the first stage of research, specific guidelines were proposed
for simplifying the interaction with search engines for the blind. To evaluate these criteria, they were applied to Google
user interfaces, by re-implementing the search form as well as the results page. Finally, the redesigned interfaces were evaluated
through remote testing with 12 totally blind users. The results highlighted how Google, although already accessible, may be
further improved in order to simplify interaction for people with impaired vision.
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9.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
10.
To date, the majority of recommender systems (RSs) work on a single domain, such as exclusively for movies, books, etc. However,
human preferences may span across multiple domains. Hence, consumption behaviors on related items from different domains can
be useful to inform RS to make recommendations. This paper reports our efforts on uncovering the association between user
preferences on related items across domains. In addition, we have also tested collaborative filtering technique on our cross-domain
dataset for which results are reported here.
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11.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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12.
This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature
of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an
application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis
of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading
drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the
analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research
design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and
how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in
subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software
quality will be affected most likely by the nature of the testing materials used for the evaluation.
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13.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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14.
Tracking location is challenging due to the numerous constraints of practical systems including, but not limited to global
cost, device volume and weight, scalability and accuracy; these constraints are typically more severe for systems that should
be wearable and used indoors. We investigate the use of wearable solar cells to track changing light conditions (a concept
that we named LuxTrace) as a source of user displacement and activity data. We evaluate constraints of this approach and present
results from an experimental validation of displacement and activity estimation. The results indicate that a distance estimation
accuracy of 21 cm (80% quantile) can be achieved. A simple method to combine LuxTrace with complementary absolute location
estimation methods is also presented. We apply carpet-like distributed RFID tags to demonstrate online learning of new lighting
environments.
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16.
In order to be capable of exploiting context for pro-active information recommendation, agents need to extract and understand
user activities based on their knowledge of the user interests. In this paper, we propose a novel approach for context-aware
recommendation in browsing assistants based on the integration of user profiles, navigational patterns and contextual elements.
In this approach, user profiles built using an unsupervised Web page clustering algorithm are used to characterize user ongoing
activities and behavior patterns. Experimental evidence show that using longer-term interests to explain active browsing goals
user assistance is effectively enhanced.
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17.
Users access information services with a variety of devices and with different interaction modes that depend on personal characteristics (including disabilities) and on the context of usage. With the appearance of mobile devices, the industry has focused its efforts on the standardization of device characteristics, thus giving to information providers some content adaptation facilities. However, little attention has been paid to the standardization of user profiles that will allow further customization and adaptation capabilities in mainstream services. This paper will present the authors experiences in outlining and implementing user profiles, as well as possible integration paths with device characteristics. 相似文献
18.
Due to the elevated consumption of resources, the high cost of the production of contents and the quality of service required
in audio/video streaming services, it is extremely important to optimize all the elements involved in the deployment of these
services. With this goal in mind, provider companies have developed their management and presentation tools. At the same time,
some specific tools for audio/video streaming analysis have appeared. Data are collected from servers and proxies by analyzing
their log files in order to generate different types of reports. In spite of their utility, there is a disconnection between
these types of tools. In this way, several important relationships between collected data are lost and the influence of other
important aspects such as the behaviour of the users and their relationship with the subject or the length of the contents
is not considered. This generates inaccurate analyses and the impossibility to improve the presentation, for example by generating
recommendations using the information gathered from the analysis tool. Fesoria is a system which combines both characteristics.
It is an analysis tool and, at the same time, a system to manage the whole audio/video service. Fesoria is able to process
the logs gathered from the streaming servers and proxies, and combine the extracted information with other types of data,
such as content metadata, content distribution networks architecture, user preferences, etc. All this information is analyzed
in order to generate reports on service performance, access evolution and users’ preferences, and thus to improve the presentation
of the services. The system has been used in real audio/video services since 2001 with satisfactory results.
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19.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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20.
Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development
toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is
the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring
user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual environment
development has a number of advantages. Computer games are robust and extensively tested, both for usability and performance,
work on off-the-shelf systems and can be easily disseminated, for example via online communities. Additionally, a number of
computer game developers provide tools, documentation and source code, either with the game itself or separately available,
so that end-users can create new content. This short report overviews several currently available game engines that are suitable
for prototyping virtual environments.
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