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Click-Boosting Random Walk For Image Search Reranking, Xiaopeng YANG, Yongdong ZHANG, Ting YAO, Zheng-Jun ZHA, Chong-Wah NGO 2013 Singapore Management University

Click-Boosting Random Walk For Image Search Reranking, Xiaopeng Yang, Yongdong Zhang, Ting Yao, Zheng-Jun Zha, Chong-Wah Ngo

Research Collection School Of Computing and Information Systems

Image reranking is an effective way for improving the retrieval performance of keyword-based image search engines. A fundamental issue underlying the success of existing image reranking approaches is the ability in identifying potentially useful recurrent patterns or relevant training examples from the initial search results. Ideally, these patterns and examples can be leveraged to upgrade the ranks of visually similar images, which are also likely to be relevant. The challenge, nevertheless, originates from the fact that keyword-based queries are used to be ambiguous, resulting in difficulty in predicting the search intention. Mining useful patterns and examples without understanding query is …


Video Concept Detection By Learning From Web Images: A Case Study On Cross Domain Learning, Shiai ZHU, Ting YAO, Chong-wah NGO 2013 Singapore Management University

Video Concept Detection By Learning From Web Images: A Case Study On Cross Domain Learning, Shiai Zhu, Ting Yao, Chong-Wah Ngo

Research Collection School Of Computing and Information Systems

Concept detection is probably the most important research problem in the area of multimedia. The need to model with sufficient and diverse training instances, however, makes the task computationally and resourcefully expensive. Meanwhile, the popularity of social media has generated massive amount of weakly tagged images which could be leveraged for concept model learning. Therefore, in this paper, we consider exploring weakly taggedWeb images to shed some light on video concept detection. Particularly, two sets of Web images downloaded from Flickr are utilized as training data for concept detection on two real-world large-scale video datasets released by TRECVID. Our experiments …


Gamification Of Education Using Computer Games, Fiona Fui-hoon NAH, Venkata TELAPROLU, Shashank RALLAPALLI, Pavani R. VENKATA 2013 Singapore Management University

Gamification Of Education Using Computer Games, Fiona Fui-Hoon Nah, Venkata Telaprolu, Shashank Rallapalli, Pavani R. Venkata

Research Collection School Of Computing and Information Systems

We review the literature on gamification and identify principles of gamification and system design elements for gamifying computer educational games. Gamification of education is expected to increase learners’ engagement, which in turn increases learning achievement. We propose a gamification framework that synthesizes findings from the literature. The gamification framework is comprised of principles of gamification, system design elements for gamification, and dimensions of user engagement.


Usability Of Performance Dashboards, Usefulness Of Operational And Tactical Support, And Quality Of Strategic Support: A Research Framework, Bih-Ru LEA, Fiona Fui-hoon NAH 2013 Singapore Management University

Usability Of Performance Dashboards, Usefulness Of Operational And Tactical Support, And Quality Of Strategic Support: A Research Framework, Bih-Ru Lea, Fiona Fui-Hoon Nah

Research Collection School Of Computing and Information Systems

Performance dashboards are used as a strategic decision support tool in organizations. In this research, we examine the relationships between the usability of performance dashboards, the usefulness of operational and tactical support, and the quality of strategic support that they provide. We hypothesize that usability of performance dashboards will influence user perceptions of the usefulness of the operational and tactical support provided by the dashboards, which in turn influence the perceived quality of strategic support provided.


Usability Of Performance Dashboards, Usefulness Of Operational And Tactical Support, And Quality Of Strategic Support: A Research Framework, Bih-Ru LEA, Fiona Fui-hoon NAH 2013 Singapore Management University

Usability Of Performance Dashboards, Usefulness Of Operational And Tactical Support, And Quality Of Strategic Support: A Research Framework, Bih-Ru Lea, Fiona Fui-Hoon Nah

Research Collection School Of Computing and Information Systems

Performance dashboards are used as a strategic decision support tool in organizations. In this research, we examine the relationships between the usability of performance dashboards, the usefulness of operational and tactical support, and the quality of strategic support that they provide. We hypothesize that usability of performance dashboards will influence user perceptions of the usefulness of the operational and tactical support provided by the dashboards, which in turn influence the perceived quality of strategic support provided.


Correlation Of Partial Frames In Video Matching, Boris Kovalerchuk, Sergei Kovalerchuk 2013 Central Washington University

Correlation Of Partial Frames In Video Matching, Boris Kovalerchuk, Sergei Kovalerchuk

Computer Science Faculty Scholarship

Correlating and fusing video frames from distributed and moving sensors is important area of video matching. It is especially difficult for frames with objects at long distances that are visible as single pixels where the algorithms cannot exploit the structure of each object. The proposed algorithm correlates partial frames with such small objects using the algebraic structural approach that exploits structural relations between objects including ratios of areas. The algorithm is fully affine invariant, which includes any rotation, shift, and scaling.


Understanding Effects Of Presentation On Concept Learning In Technology Supported Learning, Nivedita Singh 2013 Rochester Institute of Technology

Understanding Effects Of Presentation On Concept Learning In Technology Supported Learning, Nivedita Singh

Theses

The world of technology has had a significant impact on learning and instructional domain. Today, a large number of devices and software are specifically designed to afford faster and effective learning and instruction. They have not only erased the physical boundaries to resources in education but have also helped create new interactions and engagements for learners and instructors. With this changed scenario, the content or instructional material also needs our attention to become usable and compatible with the changed learning styles and preferences of the learners today. Not only does the content need to seamlessly integrate with the delivery methodology …


Gravity Evolved, Clark DuVall 2013 California Polytechnic State University - San Luis Obispo

Gravity Evolved, Clark Duvall

Computer Science and Software Engineering

Gravity Evolved is a galactic physics game, created for mobile devices. In the game, you make your own solar system by creating planets, and then placing weapons on the planets. The physics of these planets and projectiles shot by the weapons are then simulated. Gravity Evolved has a Battle mode, where your solar system is pitted against an opposing solar system. In Battle mode, you earn money to unlock, create, and upgrade items in your solar system. Gravity Evolved will be on the Apple App Store and Google Play Store in the summer of 2013.


Channels: Easy Video Content Consumption, Alexander R. Ledwith 2013 California Polytechnic State University - San Luis Obispo

Channels: Easy Video Content Consumption, Alexander R. Ledwith

Computer Engineering

The idea for this project is to take a user’s digital movie and television show library, and organize the individual videos into lists that will continuously and concurrently play like cable TV channels. This means that when a list of channels is switched to, video content will automatically start playing, possibly in the middle, based on a schedule. It should serve the needs of the user by allowing the user to quickly watch any of their existing channels, easily add a new channel based on chosen criteria or manual selection, and easily add new video content. In addition, the product …


Misheard Me Oronyminator: Using Oronyms To Validate The Correctness Of Frequency Dictionaries, Jennifer G. Hughes 2013 California Polytechnic State University, San Luis Obispo

Misheard Me Oronyminator: Using Oronyms To Validate The Correctness Of Frequency Dictionaries, Jennifer G. Hughes

Master's Theses

In the field of speech recognition, an algorithm must learn to tell the difference between "a nice rock" and "a gneiss rock". These identical-sounding phrases are called oronyms. Word frequency dictionaries are often used by speech recognition systems to help resolve phonetic sequences with more than one possible orthographic phrase interpretation, by looking up which oronym of the root phonetic sequence contains the most-common words.

Our paper demonstrates a technique used to validate word frequency dictionary values. We chose to use frequency values from the UNISYN dictionary, which tallies each word on a per-occurance basis, using a proprietary text corpus, …


Computer Sketch Recognition, Richard Steigerwald 2013 California Polytechnic State University, San Luis Obispo

Computer Sketch Recognition, Richard Steigerwald

Master's Theses

Tens of thousands of years ago, humans drew sketches that we can see and identify even today. Sketches are the oldest recorded form of human communication and are still widely used. The universality of sketches supersedes that of culture and language. Despite the universal accessibility of sketches by humans, computers are unable to interpret or even correctly identify the contents of sketches drawn by humans with a practical level of accuracy.

In my thesis, I demonstrate that the accuracy of existing sketch recognition techniques can be improved by optimizing the classification criteria. Current techniques classify a 20,000 sketch crowd-sourced dataset …


Evaluating Usability Evaluations, Allen Leo Dunlea 2013 California Polytechnic State University, San Luis Obispo

Evaluating Usability Evaluations, Allen Leo Dunlea

Master's Theses

We live in an age when consumers can now shop and browse the web using hand-held devices. This means that competitive companies need to have a website to represent their brand and to conduct business. E-commerce sites need to pay special attention to the usability of their sites, since it has such an impact on how potential costumers view their brand.

Jakob Nielsen defines usability as a "quality attribute that assesses how easy user interfaces are to use"; he separates usability into five quality components: learnability, efficiency, memorability, errors and satisfaction. The current standard for testing usability involves having …


Finding Evidence Of Metacognition In An Eportfolio Community: Beyond Text, Across New Media, Kathryn Wozniak, Jose Zagal 2013 DePaul University

Finding Evidence Of Metacognition In An Eportfolio Community: Beyond Text, Across New Media, Kathryn Wozniak, Jose Zagal

School of Continuing and Professional Studies Faculty and Staff Works

Finding evidence of how metacognition is demonstrated in educational ePortfolios is often limited to written artifact analysis and ignores new media such as images, video, links, and navigation schema. This study seeks to begin to fill this gap through a qualitative content analysis of 30 learners’ ePortfolios developed in a networked ePortfolio community. We found evidence of learners’ metacognition in their choices, integration, and organization of new media content in the ePortfolio. We propose that intentional analysis of learners’ choices and arrangement of new media can help educators and researchers find additional evidence of metacognition beyond text within digital learning …


3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns III, Richard Gilbert 2013 Loyola Marymount University

3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert

Computer Science Faculty Works

Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered.


Shark Sim: A Procedural Method Of Animating Leopard Sharks Based On Raw Location Data, Katherine S. Blizard 2013 California Polytechnic State University, San Luis Obispo

Shark Sim: A Procedural Method Of Animating Leopard Sharks Based On Raw Location Data, Katherine S. Blizard

Master's Theses

Fish such as the Leopard Shark (Triakis semifasciata) can be tagged on their fin, released back into the wild, and their location tracked though technologies such as autonomous robots. Timestamped location data about their target is stored. We present a way to procedurally generate an animated simulation of T. semifasciata using only these timestamped location points.

This simulation utilizes several components. Input timestamps dictate a monotonic time-space curve mapping the simulation clock to the space curve. The space curve connects all the location points as a spline without any sharp folds that are too implausible for shark traversal. We create …


Guinform: Interactive Fiction For Gui Prototyping, Tesca Fitzgerald 2013 Portland State University

Guinform: Interactive Fiction For Gui Prototyping, Tesca Fitzgerald

Computer Science Faculty Publications and Presentations

There are many methods of rapidly prototyping a graphical user interface (GUI), the most prominent being paper prototyping and wireframe prototyping. In paper prototyping, the developer creates a physical GUI prototype using simple materials such as paper, pencils, and tabbed cards. Paper prototyping, while easy to implement, leads to unrealistic and awkward user interaction. Wireframe prototyping involves the use of simplified software tools to develop a primitive version of the proposed user interface. This method enables graceful interaction, but requires major implementation e↵ort. I propose a middle ground: a method of rapid, interactive GUI prototyping using Interactive Fiction (IF) tools. …


An Examination Of Presentation Strategies For Textual Data In Augmented Reality, Kanrawi Kitkhachonkunlaphat 2013 Purdue University

An Examination Of Presentation Strategies For Textual Data In Augmented Reality, Kanrawi Kitkhachonkunlaphat

Department of Computer Graphics Technology Degree Theses

Videos with embedded text have been widely used in the past and the text in the videos usually contained valuable information. However, it was difficult for people to fully understand the text in videos displayed on smartphones due to obstructions such as color conflicts between letters and the moving background. Adjustments to texts that would support the human visual system, such as changes to brightness and color contrast, increased legibility of text, and taking into account the phantom illumination (PI) illusion (the optical illusion that increases the perception of brightness in a certain area), should be able to improve peoples’ …


Building Capable, Energy-Efficient, Flexible Visualization And Sensing Clusters From Commodity Tablets, Thomas Delgado Dias, Xian Yan, Konstantin Läufer, George K. Thiruvathukal 2013 Loyola University Chicago

Building Capable, Energy-Efficient, Flexible Visualization And Sensing Clusters From Commodity Tablets, Thomas Delgado Dias, Xian Yan, Konstantin Läufer, George K. Thiruvathukal

Computer Science: Faculty Publications and Other Works

We explore the application of clusters of commodity tablet devices to problems spanning a “trilogy” of concerns: visualization, sensing, and computation. We conjecture that such clusters provide a low-cost, energy-efficient, flexible, and ultimately effective platform to tackle a wide range of problems within this trilogy. This is a work in progress, and we now elaborate our position and give a preliminary status report.

A wide range of Android tablet devices are available in terms of price and capabilities. “You get what you pay for” w.r.t. display resolution, sensors, and chipset---corresponding to the trilogy. $200 gets one a 1280x800-pixel touch display, …


Mebook: A Novel Device Using Video Self-Modeling To Enhance Literacy Among Children With Asd, Nchuaobah Ukaobah, Ju Shen, Sen-ching S. Cheung 2013 University of Kentucky

Mebook: A Novel Device Using Video Self-Modeling To Enhance Literacy Among Children With Asd, Nchuaobah Ukaobah, Ju Shen, Sen-Ching S. Cheung

Computer Science Faculty Publications

The aim is to build a video application, MEBOOK, to overlay features of the protagonist on the face of the reader and replace the scene background with animated video pertinent to the story.


Identifying Robust Sift Features For Improved Image Alignment, Sanjay Abhinav Vemuri 2013 University of Arkansas, Fayetteville

Identifying Robust Sift Features For Improved Image Alignment, Sanjay Abhinav Vemuri

Graduate Theses and Dissertations

In this thesis, we will study different ways to improve feature matching by increasing the quality and reducing the number of SIFT features. We created an algorithm to identify robust SIFT features by evaluating how invariant individual feature points are to changes in scale. This allows us to exclude poor SIFT feature points from the matching process and obtain better matching results in reduced time. We also developed techniques consider scale ratios and changes in object orientation when performing feature matching. This allows us to exclude false-positive feature matches and obtain better image alignment results.


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