Search results for "multimedia"

showing 10 items of 692 documents

Semantic Computing of Moods Based on Tags in Social Media of Music

2014

Social tags inherent in online music services such as Last.fm provide a rich source of information on musical moods. The abundance of social tags makes this data highly beneficial for developing techniques to manage and retrieve mood information, and enables study of the relationships between music content and mood representations with data substantially larger than that available for conventional emotion research. However, no systematic assessment has been done on the accuracy of social tags and derived semantic models at capturing mood information in music. We propose a novel technique called Affective Circumplex Transformation (ACT) for representing the moods of music tracks in an interp…

FOS: Computer and information sciencesVocabularyComputer scienceMusic information retrievalmedia_common.quotation_subjectSemantic analysis (machine learning)Moodscomputer.software_genreAffect (psychology)SemanticsComputer Science - Information RetrievalSemantic computingMusic information retrievalAffective computingmedia_commonSocial and Information Networks (cs.SI)ta113Probabilistic latent semantic analysisSocial tagsbusiness.industryComputer Science - Social and Information NetworksMultimedia (cs.MM)Semantic analysisComputer Science ApplicationsMoodComputational Theory and MathematicsWeb miningta6131Vector space modelArtificial intelligenceGenresbusinesscomputerComputer Science - MultimediaInformation Retrieval (cs.IR)MusicNatural language processingPrediction.Information SystemsIEEE Transactions on Knowledge and Data Engineering
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Quantum GestART: Identifying and Applying Correlations between Mathematics, Art, and Perceptual Organization

2020

Mathematics can help analyze the arts and inspire new artwork. Mathematics can also help make transformations from one artistic medium to another, considering exceptions and choices, as well as artists' individual and unique contributions. We propose a method based on diagrammatic thinking and quantum formalism. We exploit decompositions of complex forms into a set of simple shapes, discretization of complex images, and Dirac notation, imagining a world of "prototypes" that can be connected to obtain a fine or coarse-graining approximation of a given visual image. Visual prototypes are exchanged with auditory ones, and the information (position, size) characterizing visual prototypes is con…

FOS: Computer and information sciencesdiagrams; Dirac notation; Gestalt; Gestural similarity; sonificationmedia_common.quotation_subjectHistory and Overview (math.HO)ComputerApplications_COMPUTERSINOTHERSYSTEMSThe artsGestaltBra–ket notationPerceptionGestural similarityFOS: MathematicssonificationQuantummedia_commonCognitive scienceSettore INF/01 - InformaticaMathematics - History and OverviewApplied MathematicsSettore MAT/04 - Matematiche ComplementariMultimedia (cs.MM)Gestural similarity Gestalt diagrams Dirac notation sonificationComputational MathematicsdiagramsSonificationModeling and SimulationGestalt psychologyDirac notationInformationSystems_MISCELLANEOUSSettore ING-INF/05 - Sistemi di Elaborazione delle InformazioniComputer Science - MultimediaMusic
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Fisioterapia cardiocirculatoria

2010

El Espacio Europeo de Educación Superior (EEES) propugna un cambio metodológico en los estudios universitarios, al que sin duda contribuye el uso de las tecnologías de la información y la comunicación (TIC). En este contexto la Universitat de València promueve la creación de grupos de innovación educativa al efecto de facilitar el tránsito al nuevo paradigma . El material que a continuación se presenta, “Fisioterapia cardiocirculatoria”, se inscribe en esta línea y su elaboración se debe a la ayuda concedida por el Vicerectorat de Convergència Europea i Qualitat (Universitat de València) en la convocatoria de ayudas a proyectos para la utilización y la exploración de las nuevas tecnologías …

Fisioterapia; enfermedades cardiovasculares; multimediaUNESCO::CIENCIAS MÉDICAS::Cirugía::Cirugía del corazónUNESCO::CIENCIAS MÉDICAS::Patología::Patología cardiovascularUNESCO::CIENCIAS MÉDICAS ::Cirugía ::FisioterapiaUNESCO::CIENCIAS MÉDICAS::Medicina interna::CardiologíaUNESCO::CIENCIAS MÉDICAS::Patología::Arteriosclerosis
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Collaborative virtual environments in the year of the dragon

2000

Three suggestions are made for extensions from and to CVE's: awareness of others, multiple media, and scalability. Awareness of others and their activities is strongly desirable in all media and applications, not just in CVE's. Multiple media are not seriously catered for in existing CVE's, and a suitable architecture will precede popular applications. CVE's need to be scalable to greater numbers of people, and achieving this also has implications for greater flexibility and reconfigurability. With respect to awareness of others, we argue that the Web and most document handling applications are unaware of others in the workgroup or community, and this limits the ability to support real work…

Flexibility (engineering)Multimediabusiness.industryComputer scienceReconfigurabilityVirtual realitycomputer.software_genreWorld Wide WebScalabilityWeb applicationArchitectureWorkgroupbusinessAffordancecomputerProceedings of the third international conference on Collaborative virtual environments
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Video sharing application for educational use: Usability and impacts of participation modes

2014

For the past few years, the use of video lectures in universities has been on the increase. Production of video lectures will bring flexibility that is needed for study and enable the utilization of pedagogical solutions based on new videos. On the other hand, applications for the sharing and use of lecture videos clearly designed for educational requirements are not available. This article introduces an application for the sharing and use of videos. The application was designed and implemented for educational purposes, and it has been in use already for two years. The article examines, with the help of a SUS survey, students' and lecturer's satisfaction with the application and its usabili…

Flexibility (engineering)Multimediabusiness.industryComputer scienceUsabilitycomputer.software_genreVideo sharingUsability labWorld Wide WebUsability assessmentSoftware deploymentComputingMilieux_COMPUTERSANDEDUCATIONbusinesscomputerWeb usability2014 IEEE 12th IEEE International Conference on Emerging eLearning Technologies and Applications (ICETA)
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SmartCampus Project

2017

The aim of the SmartCampus project is to create an environment which enables high-quality, flexible and effective studying, both as traditional face-to-face and online. A focal result of the project is the CiNetCampus environment, developed in connection with the Master’s education in mathematical information technology. It increase flexibility in education with the help of video lectures and add interactivity to lecture videos. It was also possible to integrate other functionalities to the environment that are useful for teaching and studying. This paper focuses on the presentation of the CiNetCampus environment and the functionalities implemented for it. The paper also highlights the impa…

Flexibility (engineering)PresentationInteractivityMultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectInformation technologybusinesscomputer.software_genrecomputerConnection (mathematics)media_common2017 27th EAEEIE Annual Conference (EAEEIE)
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Optimization of Cultural Heritage Virtual Environments for Gaming Applications

2020

Serious games are games with a purpose beyond entertainment and are widely acknowledged as fruitful tools for learning and developing skills across multiple domains, including educational enhancement. In the last few years, the world of serious games has widely increased. The use of these types of games can aid in classrooms to not only help the students learn concepts but also to improve their motivation to do so. However, designing games necessitates very specialized personnel and the process can often be costly and slow. The adaptions of the design to the implantation phase are also difficult and the process needs more focus. The challenge of this study was to create a game within the co…

Focus (computing)MultimediaComputer scienceProcess (engineering)ComputingMilieux_PERSONALCOMPUTINGVirtual realitycomputer.software_genreAdventureCultural heritageEntertainmentVirtual machineSettore ICAR/17 - DisegnoSerious Game Cultural Heritage Virtual EnvironmentUser interfacecomputer
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Computer-supported collaboration in a scripted 3-D game environment

2005

The particular focus of this paper is on scripting collaboration in a 3-D virtual game environment intended to make learning more effective, but also take into account the risk of over-scripting learning. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. This study attempts to find out whether the features of 3-D games can be used to create meaningful scripted collaborative learning environments. The results indicated that scripting persuaded student teams to enter into collaboration, but the actual processes varied.

Focus (computing)MultimediaScripting languageComputer scienceHuman–computer interactionComputer supported collaborationVirtual gameCollaborative learningcomputer.software_genrecomputerProceedings of the 2005 conference on Computer support for collaborative learning learning 2005: the next 10 years! - CSCL '05
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Computer graphics applications in the education process of people with learning difficulties

2007

This paper describes the use of Real Time graphic applications as educational tools, specifically oriented to working with people who have certain learning difficulties. We first focus on identifying the most relevant traits (from a psychological point of view) of those disorders, then we continue by analysing the advantages of graphics in Real Time in this context, and how they can be used to complement the conventional teaching methods. Finally, we review the main characteristics of two applications belonging to this category, which serve as a practical example of this encounter between education and technology.

Focus (computing)Point (typography)MultimediaProcess (engineering)Computer scienceTeaching methodGeneral EngineeringContext (language use)Special educationcomputer.software_genreComputer Graphics and Computer-Aided DesignHuman-Computer InteractionComputer graphicsHuman–computer interactionGraphicscomputerComputers & Graphics
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The Role of Log Entries in the Quality Control of Video Distribution

2012

Diversification of university teaching with the help of video lectures has become much more common during the past few years. Once videos have become an essential part of teaching arrangements, whoever organizes the teaching must also pay attention to factors related to videos in quality system work for teaching. In the video production process it is the factors related to video transmission that exert influence on the usability of videos and set limitations for their production. A lot of information about those factors can be obtained from the media server log files. The particular focus of this paper is on the functionality of the connection between a server and a client and its effect on…

Focus (computing)Video productionMultimediaComputer sciencebusiness.industryProcess (engineering)media_common.quotation_subjectQuality of serviceUsabilitycomputer.software_genreSet (abstract data type)Quality management systemQuality (business)businesscomputermedia_common
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