The multimedia content delivery chain poses today many challenges. The increasing terminal diversity, network heterogeneity and the pressure to satisfy the user preferences are raising the need for content to be customized in order to provide the user the best possible experience. This paper addresses the problem of multimedia customization by (1) presenting the MPEG-7 multimedia content description standard and the MPEG-21 multimedia framework; (2) classifying multimedia customization processing algorithms; (3) discussing multimedia customization systems; and (4) presenting some customization experiments. r
To solve the problem of indexing collections with diverse text documents, image documents, or documents with both text and images, one needs to develop a model that supports heterogeneous types of documents. In this paper, we show how information theory supplies us with the tools necessary to develop a unique model for text, image, and text/image retrieval. In our approach, for each possible query keyword we estimate a maximum entropy model based on exclusively continuous features that were preprocessed. The unique continuous feature-space of text and visual data is constructed by using a minimum description length criterion to find the optimal feature-space representation (optimal from an information theory point of view). We evaluate our approach in three experiments: only text retrieval, only image retrieval, and text combined with image retrieval.
This paper details an integrated methodology to optimise knowledge reuse and sharing, illustrated with a use case in the aeronautics domain. It uses ontologies as a central modelling strategy for the capture of knowledge from legacy documents via automated means, or directly in systems interfacing with knowledge workers, via user-defined, webbased forms. The domain ontologies used for knowledge capture also guide the retrieval of the knowledge extracted from the data using a semantic search system that provides support for multiple modalities during search. This approach has been applied and evaluated successfully within the aero-
Online news editors ask themselves the same question many times: what is missing in this news article to go online? This is not an easy question to be answered by computational linguistic methods. In this work, we address this important question and characterise the constituents of news article editorial quality. More specifically, we identify 14 aspects related to the content of news articles. Through a correlation analysis, we quantify their independence and relation to assessing an article's editorial quality. We also demonstrate that the identified aspects, when combined together, can be used effectively in quality control methods for online news.
IntroductionHealthcare workers account for 10% of the EU’s total workforce, with a significant proportion of those employed in hospitals. Musculoskeletal injuries are the predominant group of injuries in healthcare professionals due to the physical demands of their work, such as the mobilization and positioning of the dependent patients. The management of this type of problem should take into account direct and indirect costs, such as periods of incapacity for work due to illness, hiring and training of new employees during periods of absence, reduced levels of productivity and the effects on production and quality of work.Objectives1—Characterization of injuries resulting from occupational accidents in hospital workers according to the International Classification of Diseases ICD-10; 2—Identification of the predictive factors of absenteeism duration due to temporary work incapacity in workplace accidents.MethodsA retrospective observational study was conducted based on the analysis of 1621 cases of work-related accidents of employees of Centro Hospitalar São João from January 2011 to December 2014.An ICD-10 classification code was associated with each of the accident cases, based on pre-established criteria for classification of the specific diagnoses of musculoskeletal injuries. The duration of temporary work incapacity was compared between the categories of sociodemographic variables, among six categories of ICD-10 primary diagnosis (reclassification), and between the two major chapters of ICD-10 classification—chapter XIX (direct trauma) and chapter XIII (indirect trauma—strain injuries). The sociodemographic predictors of the occurrence of strain injuries were determined by logistic regression. A multinomial logistic regression analysis was conducted with selection of duration of work incapacity as the dependent variable.ResultsA total of 824 cases of musculoskeletal injuries occurred on hospital premises during the study period, which corresponded to a total of 22159 lost workdays in the context of temporary work incapacity due to work injury. According to the ICD-10 reclassification, the three most frequent diagnostic groups were direct lower limb trauma (n = 230, 27.9%), spinal strain injuries (n = 194, 23.5%) and direct upper limb trauma (n = 174, 21.1%). Significant differences were observed in temporary work incapacity duration among the ICD-10 diagnostic categories: spinal strain injuries were the diagnostic group associated with longer duration of temporary work incapacity, with a median = 14.0 (25-75th percentile: 6.0–35.0). The only variable that demonstrated to be significantly predictive of temporary work incapacity less than or greater than 20 days was the ICD-10 diagnostic group. The regression results revealed a 5-fold increase in risk in the case of spinal strain injuries for temporary work incapacity durations of less than or greater than 20 days (OR = 5.58 and OR = 5.89 respectively).ConclusionsThe study findings support the benefits of the characterization of workplace injuries by medical d...
Human-computer interaction (HCI) is expanding towards natural modalities of human expression. Gestures, body movements and other affective interaction techniques can change the way computers interact with humans. In this paper, we propose to extend existing interaction paradigms by including facial expression as a controller in videogames. NovaEmötions is a multiplayer game where players score by acting an emotion through a facial expression. We designed an algorithm to offer an engaging interaction experience using the facial expression. Despite the novelty of the interaction method, our game scoring algorithm kept players engaged and competitive. A user study done with 46 users showed the success and potential for the usage of affective-based interaction in videogames, i.e., the facial expression as the sole controller in videogames. Moreover, we released a novel facial expression dataset with over 41,000 images. These face images were captured in a novel and realistic setting: users playing games where a player's facial expression has an impact on the game score.
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