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Volume 4 Issue 4 December 2006
Abstracts
Semantic,
Constraint & Preference Based Multimedia Presentation Authoring
Chrisa Tsinaraki1,
Andrea Perego2, Panagiotis Polydoros1, Athina Syntzanaki1,
Alessandro Martin3, Stavros Christodoulakis1
1 Technical University of Crete,
Laboratory of Distributed Multimedia Information Systems and Applications (TUC/MUSIC)
University Campus, 73100 Kounoupidiana, Crete. Greece.
Email: {chrisa, panpolyd, athina, stavros}@ced.tuc.gr
2 University of Insubria, Department of Computer Science and Communication
(UNINSUBRIA/DICOM), Via Manzoni 5, 21100 Varese. Italy.
Email: andrea.perego@uninsubria.it
3 University of Milan
Department of Computer Science and Communication (UNIMI/DICo)
Via Comelico 39/41, 20135 Milano. Italy.
Email: martin@dico.unimi.it
Abstract
We present in this paper an integrated system that allows the management and annotation of multimedia objects stored in MPEG-7/21 repositories, and the specification and semi-automatic generation of multimedia presentations based on the content relationships that exist between the multimedia objects. This system is the outcome of the collaboration between the Technical University of Crete (TUC-MUSIC) and the University of Milan (UNIMI) in the CoCoMA (Content and Context Aware Multimedia Content Retrieval, Delivery and Presentation) project of the DELOS II European Network of Excellence on Digital Libraries. The resulting system is one of the main components of the CoCoMA infrastructure that aims to provide content- and context-aware rich interactive multimedia presentations by controlling data fusion and metadata reuse. The integrated system utilizes the SyMPA management and presentation authoring system developed by UNIMI and the DS-MIRF framework developed by TUC-MUSIC.
GraphOnto:
OWL-Based Ontology Management and Multimedia Annotation in the DS-MIRF Framework
Panagiotis Polydoros, Chrisa
Tsinaraki, Stavros Christodoulakis
Laboratory of Distributed Multimedia Information Systems
Technical University of Crete (MUSIC/TUC)
University Campus, Kounoupidiana, Chania
Greece.
Email: {panpolyd, chrisa, stavros}@ced.tuc.gr
Abstract
We present here GraphOnto, a software
component and an API that allow the definition and editing of both
standard-based and domain OWL ontologies and their use in multimedia information
system components. In our working environment an OWL Upper Ontology that
captures the MPEG-7 MDS is utilized and OWL domain ontologies extend the upper
ontology with domain knowledge. The ontologies imported in GraphOnto are parsed
so that graphical ontology browsing and editing interfaces are automatically
generated. The ontologies are used to guide the semantic multimedia annotation
in a standardized manner. OWL Ontology mappings, expressed using OWL constructs,
are supported and allow the definition of personalized ontologies.
Personalization of the GraphOnto user interface on the application, task and
user levels is provided. In addition, GraphOnto interoperates with an MPEG-7
Repository both for semantic entity reuse during multimedia content annotation
and for semantic description storage. GraphOnto has been evaluated against
Protégé and clearly outperforms it.
Anastasia Karanastasi, Alexandros
Zotos, Stavros Christodoulakis
Laboratory of Distributed Multimedia Information Systems
Technical University of Crete (MUSIC/TUC)
University Campus, Kounoupidiana
Chania. Greece
Email: [allegra, azotos, stavros]@ced.tuc.gr
Abstract
We present a generalized architectural framework for constructing and using natural language interfaces for interactions with multimedia repositories. The system allows the users to specify natural language queries about the multimedia content with rich semantics. It uses an extensive set of methodologies and tools for linguistic processing, and utilizes the MPEG-7 and the domain ontologies to reduce the ambiguities in the natural language and to rank the results. We describe the implementation of this framework for supporting interactions with a multimedia repository, described with the MPEG-7 MDS (Multimedia Description Schemes) structures, that also uses User Profile information for better ranking of the result queries.
Some Issues in the Art Image Database Systems
Peter L. Stanchev1,2, David Green Jr.1,
Boyan Dimitrov1
1Kettering University, Flint, MI
48504
USA
2IMI - BAS, Sofia, 1113, Bulgaria.
Email: {pstanche, dgreen, bdimitro}@kettering.edu
Abstract
In this paper we illustrate
several aspects of art databases, such as: the spread of the multimedia art
images; the main characteristics of art images; main art images search models;
unique characteristics for art image retrieval; the importance of the sensory
and semantic gaps. In addition, we present several interesting features of an
art image database, such as: image indexing; feature extraction; analysis on
various levels of precision; style classification. We stress color features and
their base, painting analysis and painting styles. We study also which MPEG-7
descriptors are best for fine painting images retrieval. An experimental system
is developed to see how these descriptors work on 900 art images from several
remarkable art periods. On the base of our experiments some suggestions for
improving the process of searching and analysis of fine art images are given.
X-Similarity: Computing Semantic Similarity between Concepts from Different Ontologies
Euripides G.M. Petrakis, Giannis Varelas
Angelos Hliaoutakis, Paraskevi Raftopoulou
Department of Electronic and Computer Engineering
Technical University of Crete (TUC)
Chania, Crete, GR-73100
Greece
Email: petrakis@intelligence.tuc.gr, varelas@softnet.tuc.gr,
Email: angelos@softnet.tuc.gr, paraskevi@intelligence.tuc.gr
Abstract
Semantic Similarity relates to
computing the similarity between concepts (terms) which are not necessarily
lexically similar. We investigate approaches for computing semantic similarity
by mapping terms to an ontology and by examining their relationships in that
ontology. More specifically, we investigate approaches to computing the semantic
similarity between natural language terms (using WordNet as the underlying
reference ontology) and between medical terms (using the MeSH ontology of
medical and biomedical terms). The most popular semantic similarity methods are
implemented and evaluated using WordNet and MeSH. The focus of this work is also
on cross ontology methods which are capable of computing the semantic similarity
between terms stemming from different ontologies (WordNet and MeSH in this
work). This is a far more difficult problem (than the single ontology one
referred to above) which has not been investigated adequately in the literature.
X-Similarity, a novel cross-ontology similarity method is also a contribution of
this work. All methods examined in this work are integrated into a semantic
similarity system which is accessible on the Web.
Optimal Placement of Web Proxies in the Internet with link Capacity Constraints
Fathi Tenzakhti
Faculty of Applied Sciences, Sohar University
Sohar. Oman
Email: tenzakhti@yahoo.com
Abstract
This paper considers the problem
of placing a fixed number of proxies in the Web modelled as a tree network. The
study assumes that each link in the network has a fixed capacity, and that the
total load passing through a link cannot exceed this capacity. We are interested
in finding a minimum cost replication set that optimises the cost of servicing
access requests in a read-only environment taking into account the capacity
constraints of the links.
Enabling Metaphor Evolution for Improving Systems’ Usability
Roland Kaschek, Alexei Tretiakov
Department of Information Systems
Massey University, Private Bag 11 222
Palmerston North. New Zealand
Email: {R.H.Kaschek, A.Tretiakov}@massey.ac.nz
Abstract
In this paper we consider both the interface language and domain language of a software system. That system co-evolves with its user group, with its usage context, application domain, and usage conditions. We presuppose that the evolution of that system is triggered by and reflected in the use of those languages. Since human language use is essentially metaphorical we expect the metaphors employed by system users to evolve when the software system evolves. To assure maximum usability of that system we suggest using a signal interception and pattern substitution component for implementing a controlled change of the metaphors that are available in the mentioned languages. We show how our prototype of such a component can be used for implementing the evolution of the used metaphors. Our approach focuses on the maintainability of the metaphors rather than on a once-and-for-all method for optimally choosing them.
Suhail S. J. Owais
Ajloun University College - ‘AL-Balaqa‘ University
Email: suhailowais@yahoo.com
Abstract
This paper considers the problem
of placing a fixed number of proxies in the Web modelled as a tree network. The
study assumes that each link in the network has a fixed capacity, and that the
total load passing through a link cannot exceed this capacity. We are interested
in finding a minimum cost replication set that optimises the cost of servicing
access requests in a read-only environment taking into account the capacity
constraints of the links.
How to enhance Competitive Advantage of Digital Content Industries? - A case study of Taiwan
Szu-Wei Yeh, Yih-Chearang Shiue, Der-Juinn Horng
Department of Business Administration
National Central University
Taiwan, ROC
Abstract
On account for the rising of XDSL construction in Taiwan recent years, hundred of thousands people have become interested in digital content. Digital content is a creative industry, accompanied with emergence of rapid changed technologies and innovative business models, the government all over the world would be devoted to promoting the competitive advantage in digital content industries. From perspective of “digital independence”, online game is regarded as the most cultural and innovative among them. While designing the online games architecture researchers provide due importance to technology. However, the present paper place emphasis on human element in architecture related to online games. The Taiwan experience is used to construct the online game architecture.
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