topical media & game development

talk show tell print

print / present

part iii. multimedia information retrieval

.. my history might well be your future ...

ted nelson

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reading directives

In the following chapters we will discuss how we can make the various media formats, including text, images, audio and video amenable to search, either by analyzing content or by providing explicit meta information. For video, in particular, we develop a simple annotation logic that captures both the story line and the actors, that is persons and objects, that figure in it.

Essential sections are section 5.1, that characterizes scenarios for information retrieval, section 5.3, that introduces standard information retrieval concepts stemming from text search, section 6.4, that defines the aforementioned annotation logic, and section 7.2, that gives an outline of an abstract multimedia data format.

Section 6.3 is rather technical and may safely be skipped. Also sections 5.2, 6.1 and 7.3 may be skipped on first reading.

perspectives

Apart from the many technical issues in information retrieval, perhaps the human interaction issues are the most urgent. As possible perspectives to look at these issues. consider:

perspectives -- multimedia information retrieval


  • application(s) -- digital dossier
  • psychological -- focus
  • experimental -- user interaction
  • algorithmic -- (information) access
  • system -- unified presentation space
  • presentation -- embodied agents
  • search -- semantic annotation
  • commercial -- future systems
As you will see in the research directions given for each section, there are many proposals to improve interaction, for example the use of 3D virtual environments as an alternative way of presenting information.

essay topics

For further study you may want to look at algorithms for analyzing content, annotation schemes for pareticular application domains, or the presentation issues mentioned before. Possible essay titles are:

  • searching the web -- searching for images, video and sound
  • finding a tune -- mobile music search services
Since the retrieval problem seems to be rather intractable in a general fashion, you should limit your discussion to a specific domain, for example retrieval in the domain of cultural heritage, and relate technical issues to the requirements of users in that particular domain.

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the artwork

  1. kata -- japanese martial arts picture.
  2. signs -- japanese coats of arms,  [Signs], p. 140, 141.
  3. photographs -- Jaap Stahlie, two early experiments (left, and right)

print / present / tag(s)

5

information retrieval

information retrieval is usually an afterthought

learning objectives

After reading this chapter you should be able to describe scenarios for information retrieval, to explain how content analysis for images can be done, to characterize similarity metrics, to define the notions of recall and precision, and to give an example of frequence tables, as used in text search.


Searching for information on the web is cumbersome. Given our experiences today, we may not even want to think about searching for multimedia information on the (multimedia) web.

Nevertheless, in this chapter we will briefly sketch one of the possible scenarios indicating the need for multimedia search. In fact, once we have the ability to search for multimedia information, many scenarios could be thought of.

As a start, we will look at two media types, images and documents. We will study search for images, because it teaches us important lessons about content analysis of media objects and what we may consider as being similar. Perhaps surprisingly, we will study text documents because, due to our familiarity with this media type, text documents allow us to determine what we may understand by effective search.

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questions

5. information retrieval

concepts


technology


projects & further reading

As a project, you may implement simple image analysis algorithms that, for example, extract a color histogram, or detect the presence of a horizon-like edge.

You may further explore scenarios for information retrieval in the cultural heritage domain. and compare this with other applications of multimedia information retrieval, for example monitoring in hospitals.

For further reading I suggest to make yourself familiar with common techniques in information retrieval as described in  [Baeza-Yates and Ribeiro-Neto (1999)], and perhaps devote some time to studying image analisis,  [Gonzales and Wintz (1987)].

the artwork

  1. artworks -- ..., Miro, Dali, photographed from Kunstsammlung Nordrhein-Westfalen, see artwork 2.
  2. left Miro from  [Kunst], right: Karel Appel
  3. match of the day (1) -- Geert Mul
  4. match of the day (2) -- Geert Mul
  5. match of the day (3) -- Geert Mul
  6. mario ware -- taken from gammo/veronica.
  7. baten kaitos -- eternal ways and the lost ocean, taken from gammo/veronica.
  8. idem.
  9. PANORAMA -- screenshots from field test.
  10. signs -- people,  [ van Rooijen (2003)], p. 252, 253.
The art opening this chapter belongs to the tradition of 20th century art. It is playful, experimental, with strong existential implications, and it shows an amazing variety of styles.

The examples of match of the day by Geert Mul serve to illustrate the interplay between technology and art, and may also start you to think about what similarity is. Some illustrations from games are added to show the difference in styles.

print / present / tag(s)

6

content annotation

video annotation requires a logical approach to story telling

learning objectives

After reading this chapter you should be able to explain the difference between content and meta information, to mention relevant content parameters for audio, to characterize the requirements for video libraries, to define an annotation logic for video, and to discuss feature extraction in samples of musical material.


Current technology does not allow us to extract information automatically from arbitrary media objects. In these cases, at least for the time being, we need to assist search by annotating content with what is commonly referred to as meta-information.

In this chapter, we will look at two more media types, in particular audio and video. Studying audio, we will learn how we may combine feature extraction and meta-information to define a data model that allows for search. Studying video, on the other hand, will indicate the complexity of devising a knowledge representation scheme that captures the content of video fragments.

Concluding this chapter, we will discuss an architecture for feature extraction for arbitrary media objects.

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questions

6. content annotation

concepts


technology


projects & further reading

As a project, think of implementing musical similarity matching, or developing an application retrieving video fragments using a simple annotation logic.

You may further explore the construction of media repositories, and finding a balance between automatic indexing, content search and meta information.

For further reading I advice you to google recent research on video analysis, and the online material on search engines.

the artwork

  1. works from  [Weishar (1998)]
  2. faces -- from www.alterfin.org, an interesting site with many surprising interactive toys in flash, javascript and html.
  3. mouth -- Annika Karlson Rixon, entitled A slight Acquaintance, taken from a theme article about the body in art and science, the Volkskrant, 24/03/05.
  4. story -- page from the comic book version of City of Glass,  [Auster (2004)], drawn in an almost tradional style.
  5. story -- frame from  [Auster (2004)].
  6. story -- frame from  [Auster (2004)].
  7. story -- frame from  [Auster (2004)].
  8. white on white -- typographical joke.
  9. modern art -- city of light (1968-69), Mario Merz, taken from  [Hummelen and Sill\'e (1999)].
  10. modern art -- Marocco (1972), Krijn Griezen, taken from  [Hummelen and Sill\'e (1999)].
  11. modern art -- Indestructable Object (1958), Man Ray, Blue, Green, Red I (1964-65), Ellsworth Kelly, Great American Nude (1960), T. Wesselman, taken from  [Hummelen and Sill\'e (1999)].
  12. signs -- sports,  [ van Rooijen (2003)], p. 272, 273.
Opening this chapter are examples of design of the 20th century, posters to announce a public event like a theatre play, a world fair, or a festival. In comparison to the art works of the previous chapter, these designs are more strongly expressive and more simple and clear in their message. Yet, they also show a wide variety of styles and rethorics to attract the attention of the audience. Both the faces and the mouth are examples of using body parts in contemporary art. The page of the comic book version of City of Glass, illustrates how the 'logic' of a story can be visualised. As an exercise, try to annoyaye the sequence of frames from the City of Glass can be described using the annotation logic you learned in this chapter. The modern art examples should interesting by themselves.

print / present / tag(s)

7

information system architecture

effective retrieval requires visual interfaces

learning objectives

After reading this chapter you should be able to dicuss the considerations that play a role in developing a multimedia information system, characterize an abstract multimedia data format, give examples of multimedia content queries, define the notion of virtual resources, and discuss the requirements for networked virtual environments.


From a system development perspective, a multimedia information system may be considered as a multimedia database, providing storage and retrieval facilities for media objects. Yet, rather than a solution this presents us with a problem, since there are many options to provide such storage facilities and equally many to support retrieval.

In this chapter, we will study the architectural issues involved in developing multimedia information systems, and we will introduce the notion of media abstraction to provide for a uniform approach to arbitrary media objects.

Finally, we will discuss the additional problems that networked multimedia confront us with.

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questions

7. information system architecture

concepts


technology


projects & further reading

As a project, you may implement a multi-player game in which you may exchange pictures and videos, for example pictures and videos of celebrities.

Further you may explore the development of a data format for text, images and video with appropriate presentation parameters, including postioning on the screen and intermediate transitions.

For further reading you may study information system architecture patterns, nd explore the technical issues of constructing server based advanced multimedia applications in  [Li and Drew (2004)].

the artwork

  1. examples of dutch design, from  [Betsky (2004)].
  2. idem.
  3. screenshots -- from splinter cell: chaos theory, taken from Veronica/Gammo, a television program about games.
  4. screenshots -- respectively Sekken 5, Sims 2, and Super Monkey Ball, taken from insidegamer.nl.
  5. screenshots -- from Unreal Tournament, see section 7.3.
  6. idem.
  7. idem.
  8. resonance -- exhibition and performances, Montevideo, april 2005.
  9. CHIP -- property diagram connecting users.
  10. signs -- sports,  [ van Rooijen (2003)], p. 274, 275.
Opening this chapter are examples of dutch design, taken from the book False Flat, with the somewhat arrogant subtitle why is dutch design so good?. It is often noted that dutch design is original, functional and free from false traditionalism. Well, judge for yourself.

The screenshots from the various games are included as a preparation for chapter 9, where we discuss realism and immersion in games, and also because multiplayer games like Unreal Tournament have all the functionality a serious application would ever need.


[] readme course(s) preface I 1 2 II 3 4 III 5 6 7 IV 8 9 10 V 11 12 afterthought(s) appendix reference(s) example(s) resource(s) _

(C) Æliens 18/6/2009

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