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Escaping the World: High and Low Resolution in Gaming 逃离世界:游戏中的高分辨率和低分辨率
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.70
Ben Serviss
Advances in graphics have done more than just revolutionize the computer game industry-graphics themselves have come to define the entire industry, surpassing even gameplay as the singular identifying characteristic of all games, regardless of genre. These spectacular developments are even more remarkable when we consider the almost ruthless constraints imposed by an industry needing to deliver high performance to a demanding computer-savvy group of users. A core issue involves low- versus high-resolution graphics. As multimedia technologies continue to mature, the debate between high and low resolution takes on more urgency. What is the most effective way to convey an emotion or information? Is it just pure realism or is it an artistic device? Always searching for the most effective way to provide an immersive experience, game developers still have no consensus on what rendered graphics should really look like. This article provides insight into the game industry as well as discussing this topic in the context of other visual media such as art and film.
图像的进步所带来的不仅仅是电脑游戏行业的革命——图像本身已经定义了整个行业,甚至超越了游戏玩法,成为所有游戏的唯一识别特征,无论类型如何。当我们考虑到这个行业所施加的几乎无情的限制时,这些惊人的发展就更加引人注目了,因为这个行业需要向要求苛刻的精通计算机的用户群体提供高性能。一个核心问题涉及到低分辨率和高分辨率的图形。随着多媒体技术的不断成熟,高分辨率和低分辨率之间的争论变得更加紧迫。传达情感或信息的最有效方式是什么?这是纯粹的现实主义还是一种艺术手段?游戏开发者总是在寻找提供沉浸式体验的最有效方法,但对于渲染图像应该是什么样子,他们仍然没有达成共识。本文将深入分析游戏行业,并在艺术和电影等其他视觉媒体的背景下讨论这一话题。
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引用次数: 9
Lurking: An Underestimated Human-Computer Phenomenon 潜伏:被低估的人机现象
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.74
Martin Ebner, Andreas Holzinger
In this article, the authors offer their perspective about online learning. In general, we know that online learning develops through interaction and that it's a collaborative process where students actively engage in writing and reading messages among themselves and with the instructor. However, it's also well known that in any online community, not all users are equally active, and there are indeed people who never take an active part-the so-called lurkers. This article focuses on the lurkers; the authors ran extensive experiments to demonstrate whether there's a relationship between the writing and reading behavior of online students and whether active participation influences learning efficiency. An interesting related result that emerged from the study is that the effort of the instructor in terms of reading and writing posts is higher than that of the learners themselves.
在这篇文章中,作者提供了他们对在线学习的看法。总的来说,我们知道在线学习是通过互动发展起来的,这是一个合作的过程,学生们积极地在他们自己和老师之间写作和阅读信息。然而,众所周知,在任何网络社区中,并不是所有的用户都同样活跃,确实有一些人从不积极参与——即所谓的潜伏者。本文主要关注潜伏者;作者进行了大量的实验来证明在线学生的写作和阅读行为之间是否存在关系,以及积极参与是否会影响学习效率。该研究得出了一个有趣的相关结果,即教师在阅读和撰写帖子方面的努力高于学习者自身的努力。
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引用次数: 8
VERL: An Ontology Framework for Representing and Annotating Video Events VERL:表示和注释视频事件的本体框架
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.87
A. François, R. Nevatia, Jerry R. Hobbs, R. Bolles
The notion of "events" is extremely important in characterizing the contents of video. An event is typically triggered by some kind of change of state captured in the video, such as when an object starts moving. The ability to reason with events is a critical step toward video understanding. This article describes the findings of a recent workshop series that has produced an ontology framework for representing video events-called Video Event Representation Language (VERL) -and a companion annotation framework, called Video Event Markup Language (VEML). One of the key concepts in this work is the modeling of events as composable, whereby complex events are constructed from simpler events by operations such as sequencing, iteration, and alternation. The article presents an extensible event and object ontology expressed in VERL and discusses a detailed example of applying VERL and VEML to the description of a "tailgating" event in surveillance video.
“事件”的概念在描述视频内容时极为重要。事件通常由视频中捕获的某种状态变化触发,例如当物体开始移动时。对事件进行推理的能力是理解视频的关键一步。本文描述了最近一个研讨会系列的发现,该研讨会系列产生了一个用于表示视频事件的本体框架(称为视频事件表示语言(VERL))和一个配套的注释框架(称为视频事件标记语言(VEML))。这项工作中的一个关键概念是将事件建模为可组合的,即通过排序、迭代和交替等操作从简单事件构建复杂事件。本文提出了一个用VERL表达的可扩展事件和对象本体,并详细讨论了将VERL和VEML应用于监控视频中“尾随”事件描述的示例。
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引用次数: 235
EIC's Message: The Electronic World and Societal Trends EIC的讯息:电子世界与社会趋势
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.69
F. Golshani
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引用次数: 0
Mobile Content Customization 移动内容定制
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.75
S. Subramanya, B.K. Yi
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引用次数: 7
Understanding Multimedia Security 了解多媒体安全
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.85
Qibin Sun
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引用次数: 0
The Fictionalization of Lessons Learned 经验教训的虚构化
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.84
A. Gordon
In this paper, the discusses their mission which is a part of an innovative research effort to create prototype leadership development applications for US Army officers in partnership with the Hollywood film industry and researchers at the University of Southern California's Institute for Creative Technologies (ICT). In short, they're creating a new genre of Army training films, and exploring their role in interactive technologies for case-method teaching, which is the formal use of stories in classroom instruction.
在本文中,他们讨论了他们的任务,这是一项创新研究工作的一部分,旨在与好莱坞电影业和南加州大学创新技术研究所(ICT)的研究人员合作,为美国陆军军官创建原型领导力发展应用程序。简而言之,他们正在创造一种新的陆军训练电影类型,并探索它们在案例教学法的互动技术中的作用,案例教学法是在课堂教学中正式使用故事。
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引用次数: 8
Guest Editor's Introduction: What's New with MPEG? 客座编辑介绍:MPEG有什么新功能?
Pub Date : 2005-10-01 DOI: 10.1109/MMUL.2005.72
John R. Smith
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引用次数: 2
EIC's Message: Putting Ability to Work EIC的信息:将能力投入工作
Pub Date : 2005-07-01 DOI: 10.1109/MMUL.2005.44
F. Golshani
The unemployment rate for people with disabilities between the ages of 18 and 65 in the US is estimated at 60 to 70 percent. This astounding ratio makes people with disabilities the largest underemployed sector in the US. One major contributing factor is that many people in this group don’t pursue more marketable professions such as engineering, computing, and information technology.
据估计,美国18至65岁的残疾人失业率在60%至70%之间。这一惊人的比例使残疾人成为美国最大的就业不足群体。一个主要的影响因素是,这个群体中的许多人不追求更有市场的职业,如工程、计算机和信息技术。
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引用次数: 1
Refocusing Multimedia Research on Short Clips 重新聚焦于短片的多媒体研究
Pub Date : 2005-07-01 DOI: 10.1109/MMUL.2005.55
P. Hart, K. Pierson, J. Hull
The multimedia authoring research agenda today, is searching for the proverbial killer application. We believe that multimedia's killer app might already be at hand-and it's focused around audio and video clips. But researchers aren't addressing critical open research issues because of the current focus on commercially produced, feature-length videos as an experimental corpus. The article focuses on the notion of multimedia clips, and most especially their retrieval, as a key enabler for the wide adoption of multimedia.
今天的多媒体创作研究议程,是寻找众所周知的杀手级应用。我们相信,多媒体的杀手级应用可能已经触手可及,它将专注于音频和视频剪辑。但研究人员并没有解决关键的公开研究问题,因为目前的重点是商业生产的、功能长度的视频作为实验语料库。本文重点介绍多媒体剪辑的概念,特别是它们的检索,作为多媒体广泛采用的关键因素。
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引用次数: 7
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