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2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution最新文献

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PlayMancer: A Serious Gaming 3D Environment PlayMancer:一个严肃的游戏3D环境
A. Conconi, T. Ganchev, O. Kocsis, G. Papadopoulos, F. Fernández-Aranda, S. Jiménez-Murcia
Serious games are computer games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards non-game events or processes, including business operations, training, marketing and advertisement. The potential of games for entertainment and learning has been demonstrated thoroughly from research and clearly in the market place. Unfortunately, the investments committed to entertainment dwarfs that which is committed for more serious purposes. Furthermore, game development has become more complex, expensive, and burdened with a long development cycle. In this paper we introduce PlayMancer, a work in progress that aims to overcome such barriers by augmenting existing 3D gaming engines with new possibilities and thusly creating a novel development framework. In section I of this paper we briefly survey the serious games market. In section II we introduce the PlayMancer project and its objectives, whereas in section III we present the platform architecture. Section VI describes an application scenario where a PlayMancer-based game is being used as additional therapeutic tool to treat chronic mental disorders, such as eating disorders and behavioral addiction.
严肃游戏是一种电脑游戏,它被用作教育技术或展示或推广一种观点的工具。严肃游戏旨在提供一种引人入胜、自我强化的环境,在其中激励和教育玩家参与非游戏事件或过程,包括商业运作、培训、营销和广告。游戏在娱乐和学习方面的潜力已经从研究和市场中得到了充分的证明。不幸的是,用于娱乐的投资使用于更严肃目的的投资相形见绌。此外,游戏开发变得越来越复杂,成本越来越高,开发周期也越来越长。在本文中,我们将介绍PlayMancer,这是一项正在进行的工作,旨在通过增加现有3D游戏引擎的新可能性来克服这些障碍,从而创建一个新的开发框架。在本文的第1部分中,我们将简要调查严肃游戏市场。在第二部分我们将介绍PlayMancer项目及其目标,而在第三部分我们将呈现平台架构。第六部分描述了基于playmancer的游戏被用作治疗慢性精神障碍(如饮食失调和行为成瘾)的额外治疗工具的应用场景。
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引用次数: 44
Evaluating the Impact of Architectural Models on Virtual Organizations Knowledge-Exchange Dynamics 评估架构模型对虚拟组织知识交换动态的影响
D. Parlanti, M. C. Pettenati, P. Bussotti, D. Giuli
When designing online social networks and collaborative environments, Internet architects need to analyze how relational structures generated by interacting actors are influenced by adopted system-level architectural components. Effective analysis of such socio-technical interrelations is best achieved through a modeling framework and proper simulation tools. We present a virtual organization reference model (VORM) supporting modeling and simulation of VO exchange dynamics. The VORM is based on three components: a descriptive framework easing social-exchanges formalization and description, a behavioral framework giving directions for behavioral modeling of social exchanges and an architectural framework focused on modeling of user-perceivable architectural components. A simulation for a VO engaged in knowledge exchanges has then been developed to exemplify the application of the VORM and to evaluate the impact of reputation, recommendation and identity management systems on the simulated social network.
在设计在线社交网络和协作环境时,Internet架构师需要分析由交互参与者生成的关系结构如何受到所采用的系统级架构组件的影响。这种社会技术相互关系的有效分析最好通过建模框架和适当的仿真工具来实现。提出了一个支持虚拟组织交换动力学建模和仿真的虚拟组织参考模型(VORM)。VORM基于三个组件:一个简化社会交换形式化和描述的描述性框架,一个为社会交换的行为建模提供指导的行为框架,以及一个专注于用户可感知的架构组件建模的架构框架。然后开发了一个从事知识交流的VO的模拟,以举例说明VORM的应用,并评估声誉,推荐和身份管理系统对模拟社会网络的影响。
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引用次数: 0
The Real Time Audience System, One Minute or Nothing 实时观众系统,一分钟或没有
A. Crivellaro, M. Almeida
Most TV channels need to control its performance in live broadcasting. They need a way to help them make fast decisions and adjust their live programming in order to maintain high-level audience ratings. This article presents a real-time multi-channel monitoring web-based system. It integrates and synchronizes different technological environments from the data collection till the end-user software application. The solution enables delivering real time ratings synchronized with its corresponding channel image transmission.To support this idea, different internal systems were integrated and synchronized including: data collection, data processing, database feeds, video grabber and end-user authentication by the Customer Relationship Management (CRM). This unique solution is only possible due to the modularization of several systems and services as well their integration throughout a complex asynchronous process, which will be explained later.
大多数电视频道在直播中都需要控制自己的表现。他们需要一种方法来帮助他们快速做出决定,并调整他们的现场节目,以保持高水平的收视率。本文介绍了一个基于web的实时多通道监控系统。它集成并同步了从数据采集到最终用户软件应用的不同技术环境。该解决方案能够提供与相应频道图像传输同步的实时评级。为了支持这个想法,不同的内部系统被整合和同步,包括:数据收集、数据处理、数据库馈送、视频采集和客户关系管理(CRM)的最终用户身份验证。由于多个系统和服务的模块化以及它们在一个复杂的异步过程中的集成,这种独特的解决方案才成为可能,后面将对此进行解释。
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引用次数: 3
Adaptive Media Replication in Unstructured P2P File Sharing Systems Based on Geographical Properties and Query Distributions 基于地理属性和查询分布的非结构化P2P文件共享系统中的自适应媒体复制
S. Monni
Assuring acceptable delivery performance and resource availability is a very relevant issue in P2P networks. We see that replication strategies in P2P file sharing systems are mainly designed to assure high resource hit rate, rather than to improve average delivery throughput. In this paper we present a new replication strategy in an unstructured and decentralized P2P network that, as well as providing high average hit rate, significantly improves delivery performances in comparison to freenet-based and random replication strategies. Also, we show that the only average request rate is not a good metric to trigger replication processes. So we propose a new locality-aware replication and replacement strategy based on both topological properties and local user preferences. Simulation results show that the proposed strategy provides higher hit rate and average download speed in comparison to Freenet-based and other replication approaches.
保证可接受的传输性能和资源可用性是P2P网络中非常重要的问题。我们看到P2P文件共享系统中的复制策略主要是为了保证高资源命中率而设计的,而不是为了提高平均传输吞吐量。在本文中,我们提出了一种在非结构化和分散的P2P网络中的新的复制策略,它不仅提供了高平均命中率,而且与基于freenet和随机复制策略相比,显著提高了传输性能。此外,我们还表明,唯一的平均请求率并不是触发复制过程的好指标。因此,我们提出了一种基于拓扑特性和本地用户偏好的位置感知复制和替换策略。仿真结果表明,与基于freenet和其他复制方法相比,该策略具有更高的命中率和平均下载速度。
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引用次数: 1
ScoreSifter: Software for Analysis of Post-Tonal Music, Using Domain-Based Segmentation ScoreSifter:用于分析后调性音乐的软件,使用基于域的分割
M. Gabrieli
In this paper we try to deal one of the problems of the contemporary music analysis: the understanding of the hidden structures in the post-tonal music. For his characteristics we can compare it to a true complexity issue. This report is divided into three sections: firstly we will try to illustrate the theories that brought about the creation of ScoreSifter, a software tool for the analysis of post-tonal music. The second section proposes an example of analytical research, while the third section examines the technical and operative characteristics of the program.
本文试图解决当代音乐分析中的一个问题:对后调性音乐中隐藏结构的理解。从他的特点来看,我们可以把它比作一个真正的复杂问题。本报告分为三个部分:首先,我们将尝试说明导致ScoreSifter创建的理论,ScoreSifter是一个用于分析后调性音乐的软件工具。第二部分提出了一个分析研究的例子,而第三部分则考察了该计划的技术和操作特征。
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引用次数: 0
An Evaluation Methodology for Collaborative Recommender Systems 协同推荐系统的评价方法
P. Cremonesi, R. Turrin, Eugenio Lentini, Matteo Matteucci
Recommender systems use statistical and knowledge discovery techniques in order to recommend products to users and to mitigate the problem of information overload. The evaluation of the quality of recommender systems has become an important issue for choosing the best learning algorithms. In this paper we propose an evaluation methodology for collaborative filtering (CF) algorithms. This methodology carries out a clear, guided and repeatable evaluation of a CF algorithm. We apply the methodology on two datasets, with different characteristics, using two CF algorithms: singular value decomposition and naive bayesian networks.
推荐系统使用统计和知识发现技术向用户推荐产品并减轻信息过载的问题。评价推荐系统的质量已成为选择最佳学习算法的一个重要问题。本文提出了一种协同过滤(CF)算法的评价方法。该方法对CF算法进行了清晰,指导和可重复的评估。我们将该方法应用于两个具有不同特征的数据集,使用两种CF算法:奇异值分解和朴素贝叶斯网络。
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引用次数: 71
A Standard-Based Approach on the use of Contextual Information for the Adaptation Authorisation 基于标准的适应性授权语境信息使用方法
A. Carreras, X. Maroñas, J. Delgado
This paper presents a new type of context based on the authorisation of content adaptation in a generic multimedia scenario. After an overview of the state-of-the-art in the use and representation of context for multimedia content adaptation, we conclude that MPEG-21 Digital Item Adaptation is the most suited standardisation initiative in this area. We then present a flexible and interoperable way to express contextual information based on profiles and on MPEG-21 DIA Usage Environment Descriptors. Furthermore, we analyse the existing standardisation initiatives on Digital Rights Management and we identify the contextual information involved in a generic authorisation process, as well as the most complete standard to represent it. By integrating both areas of research (context-based adaptation and DRM) we obtain a new type of context for the adaptation authorisation based on standards and aligned with the other context profiles. In this way, the Adaptation Authorisation Profile guarantees flexibility and interoperability in a generic multimedia scenario.
本文提出了一种基于通用多媒体场景中内容改编授权的新型上下文。在概述了多媒体内容适配上下文的使用和表示的最新技术之后,我们得出结论,MPEG-21数字项目适配是该领域最适合的标准化倡议。然后,我们提出了一种灵活且可互操作的方式来表达基于配置文件和MPEG-21 DIA使用环境描述符的上下文信息。此外,我们分析了数字版权管理的现有标准化举措,并确定了通用授权过程中涉及的上下文信息,以及代表它的最完整的标准。通过整合这两个研究领域(基于上下文的改编和DRM),我们获得了一种基于标准的改编授权的新型上下文,并与其他上下文概况保持一致。通过这种方式,适配授权概要文件保证了通用多媒体场景中的灵活性和互操作性。
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引用次数: 0
A Learning Oriented Technological Framework for iDTV 面向学习的iDTV技术框架
F. Bellotti, S. Vrochidis, Ioannis Tsampoulatidis, Giancarlo Bo, Linda Napoletano
This paper proposes an open flexible learning oriented technological framework for interactive digital TV (iDTV). The framework is designed to satisfy the pedagogical requirements and deal with the iDTV capabilities and constraints. The framework includes two main products: the authoring tool, where the course is prepared and the course multimedia player, which is capable of presenting the course in an iDTV environment. The proposed approach has been validated in a simulation and real iDTV set-top box (STB) environment.
本文提出了一种面向交互式数字电视(iDTV)的开放式灵活学习技术框架。该框架旨在满足教学需求,并处理iDTV的功能和限制。该框架包括两个主要产品:编写工具,用于准备课程;课程多媒体播放器,能够在iDTV环境中呈现课程。该方法已在仿真和真实的iDTV机顶盒环境中得到验证。
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引用次数: 5
期刊
2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution
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