Humanist machine interaction for the digital humanitiesdhlab
The document discusses the CUbRIK project, which aims to build a social graph of the history of European integration through human-machine interaction. The project develops an open toolbox to extract high-level information from digitized sources like images, text and videos by harnessing machine capabilities and human expertise. Researchers can use the History of Europe app to manually verify information about historical photos and analyze relationships between entities and events over time through an integrated pipeline of components and crowdsourcing. The goal is to represent different perspectives in history while linking data to original sources and handling issues like copyrights.
CONVR 2010 - Visualisation of semantic architectural information within a gam...Pieter Pauwels
This document discusses visualizing semantic architectural information from a building information model (BIM) within a game engine environment. It explores using existing virtual environments and game engines for visualization. It is determined that Unity3D game engine is well suited. The document then discusses implementing functionality to connect a BIM model exported to FBX format to the Linked Open Data cloud for enriched information. Queries can then be made to access BIM and other semantic information from within the Unity3D virtual environment. The objectives of bringing BIM into the semantic web and easily visualizing models while accessing additional linked data are achieved, but further research is needed on connections to linked data and improved user interface.
Este documento describe varias enfermedades pulmonares causadas por la inhalación de polvos, incluyendo la silicosis causada por la inhalación de sílice, la asbestosis causada por la inhalación de asbesto, y la antracosis causada por la inhalación de polvo de carbón. Describe los síntomas, hallazgos radiológicos, complicaciones y medidas de prevención de estas enfermedades ocupacionales.
The document discusses the CUbRIK project, which aims to build a social graph from image archives by reconstructing and exploring social ties through historical sources. It involves four pillars: close collaboration with researchers, a structured repository of historical persons and events, efficient face identification indexing, and analysis/visualization tools. Challenges include determining the truth given differing humanities and computer science perspectives, engaging crowds, and addressing image copyrights. The project seeks to refine its tools based on researcher requirements to better analyze relationships and social networks over time from multimedia sources.
(Industry track) "Interactive networks for digital cultural heritage collecti...icwe2015
Interactive networks for digital cultural heritage collections aims to build a social graph from image collections. The CUbRIK approach involves 15 European partners using human and machine computation to index collections. It has four pillars: researcher requirements gathering, an entity repository, efficient indexing processes, and visualization/analysis tools. Requirements are sourced through several stages including exploratory interviews and focus groups. The entity repository and efficient indexing pipeline use crowdsourcing and experts for tasks like face detection and validation. Challenges include modeling identities/events over time, relationships, and provenance. The future involves integrating the tool into research infrastructures and making it open-source and extensible to other domains and source types.
The document describes CUbRIK, a project that combines human and machine computation for digital humanities research. CUbRIK uses a hybrid approach involving both automatic and human-guided tasks to process and make sense of multimedia content. It features an open repository of entities, support for plug-ins and algorithms, and aims to resolve uncertainties in automatic analysis by leveraging collective human intelligence through games, crowdsourcing tasks and question/answering. The demo presentation highlights how various CUbRIK components are being integrated to create a new tool for exploring multimedia collections in digital humanities research.
Humanist machine interaction for the digital humanitiesdhlab
The document discusses the CUbRIK project, which aims to build a social graph of the history of European integration through human-machine interaction. The project develops an open toolbox to extract high-level information from digitized sources like images, text and videos by harnessing machine capabilities and human expertise. Researchers can use the History of Europe app to manually verify information about historical photos and analyze relationships between entities and events over time through an integrated pipeline of components and crowdsourcing. The goal is to represent different perspectives in history while linking data to original sources and handling issues like copyrights.
CONVR 2010 - Visualisation of semantic architectural information within a gam...Pieter Pauwels
This document discusses visualizing semantic architectural information from a building information model (BIM) within a game engine environment. It explores using existing virtual environments and game engines for visualization. It is determined that Unity3D game engine is well suited. The document then discusses implementing functionality to connect a BIM model exported to FBX format to the Linked Open Data cloud for enriched information. Queries can then be made to access BIM and other semantic information from within the Unity3D virtual environment. The objectives of bringing BIM into the semantic web and easily visualizing models while accessing additional linked data are achieved, but further research is needed on connections to linked data and improved user interface.
Este documento describe varias enfermedades pulmonares causadas por la inhalación de polvos, incluyendo la silicosis causada por la inhalación de sílice, la asbestosis causada por la inhalación de asbesto, y la antracosis causada por la inhalación de polvo de carbón. Describe los síntomas, hallazgos radiológicos, complicaciones y medidas de prevención de estas enfermedades ocupacionales.
The document discusses the CUbRIK project, which aims to build a social graph from image archives by reconstructing and exploring social ties through historical sources. It involves four pillars: close collaboration with researchers, a structured repository of historical persons and events, efficient face identification indexing, and analysis/visualization tools. Challenges include determining the truth given differing humanities and computer science perspectives, engaging crowds, and addressing image copyrights. The project seeks to refine its tools based on researcher requirements to better analyze relationships and social networks over time from multimedia sources.
(Industry track) "Interactive networks for digital cultural heritage collecti...icwe2015
Interactive networks for digital cultural heritage collections aims to build a social graph from image collections. The CUbRIK approach involves 15 European partners using human and machine computation to index collections. It has four pillars: researcher requirements gathering, an entity repository, efficient indexing processes, and visualization/analysis tools. Requirements are sourced through several stages including exploratory interviews and focus groups. The entity repository and efficient indexing pipeline use crowdsourcing and experts for tasks like face detection and validation. Challenges include modeling identities/events over time, relationships, and provenance. The future involves integrating the tool into research infrastructures and making it open-source and extensible to other domains and source types.
The document describes CUbRIK, a project that combines human and machine computation for digital humanities research. CUbRIK uses a hybrid approach involving both automatic and human-guided tasks to process and make sense of multimedia content. It features an open repository of entities, support for plug-ins and algorithms, and aims to resolve uncertainties in automatic analysis by leveraging collective human intelligence through games, crowdsourcing tasks and question/answering. The demo presentation highlights how various CUbRIK components are being integrated to create a new tool for exploring multimedia collections in digital humanities research.
The document discusses the CUbRIK project which aims to reconstruct social networks through historical sources using a combination of automated and human-powered techniques. It outlines four pillars of the project: connecting to researcher needs, creating a structured repository, developing an efficient indexing process, and tools for analysis and visualization. Key challenges include identifying entities, verifying identities over time, analyzing relationships, and ensuring rights compliance. The project will utilize both clickworkers and subject experts to verify entity detections and annotations. It aims to represent the ambiguities of history rather than a single truth.
The CUbRIK project is a 3-year, 8.9 million euro research project financed by the European Union to develop an open innovation, open source software platform for multimedia search. The platform incorporates human and machine computation, social networking features, and aims to reduce the semantic gap in multimedia search through collaboration with industry partners, researchers, and individuals.
2012.09.26.CUbRIK at CHORUS + (the business)CUbRIK Project
This document discusses collective awareness, crowdsourcing, and search from a business perspective. It describes the evolution from multimedia search to crowdsearching and human computation. The author outlines their company's past successes with multimedia search technologies and their current focus on improving interaction and developing crowdsearching platforms like CUbRIK. Their vision for the future involves taking a more business-oriented approach to open innovation using social media, crowdsourcing, and collective awareness to support community creation, business ecosystems, and entrepreneurship.
From Argument Mapping to Argument Mining, and BackEDV Project
Talk slides for the 2014 SICSA Workshop on Argument Mining (Dundee, 9-10 July 2014). The talk presents our group's work in the context of argument mining and offers some challenges and applications.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
Computing for Human Experience: Sensors, Perception, Semantics, Social Comput...Amit Sheth
Keynote at the 3rd Asian Semantic Web Conference (ASWC2008), Bangkok, Thailand, Feb 2-5, 2009. http://aswc2008.ait.ac.th/invitedspeaker2.html
More details: http://wiki.knoesis.org/index.php/Computing_For_Human_Experience
Crowdsourcing challenges and opportunities 2012xin wang
The tutorial discusses crowdsourcing, including its definition, applications, platforms, and challenges. It provides examples of how crowdsourcing has been used in areas like image search, machine translation, and databases. The main platforms covered are Amazon Mechanical Turk and Crowdflower. Challenges and research opportunities in crowdsourcing are also examined.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Slides from an urban informatics presentation and workshop organized by Arup in San Francisco in September 21 2010, as part of the AIA Architecture and the City Festival 2010. The case study was the Mid-Market District in San Francisco, focusing on enhanced quality of life, city management and environmental sustainability via street-level data collection and visualization.
Real World Internet, Smart Cities and Linked Data: Mirko Presser (Alexandrea ...FIA2010
The document discusses challenges facing cities like urbanization, aging populations, and climate change, and how a "smart city" approach using real-time data from sensors could help address these issues in a more cost effective way. It describes the "real world internet" concept of connecting physical objects to the digital world using RFID and sensors. Key challenges of this approach are handling large and heterogeneous data streams while ensuring privacy, security, and interoperability. The document advocates using semantic web and linked data techniques to annotate and integrate real-world sensor data.
The document summarizes the PaTac project, which aims to develop an autonomous and intelligent platform to provide personalized urban information services for citizens and tourists. The platform will use semantic web technologies, user and social modeling, and a multimodal interface to provide personalized recommendations, descriptions of places of interest, route planning, and social feedback. Future research areas include making the services ubiquitous across mobile devices, improving personalization based on user context, and enhancing user interaction with an emotional component.
The CUbRIK project is a 36-month, large-scale integrating project partially funded by the European Commission to build an open search platform. The project has four key objectives: 1) advance the architecture of multimedia search through independent and pipelined components for content, query, and feedback processing; 2) place humans in the loop to improve automatic feature extraction; 3) open the search box through an open platform; and 4) start a search business ecosystem. One demonstration aims to integrate human and automatic computation to increase trademark logo detection precision and recall over fully automatic solutions.
2012.09.26.CUbRIK at CHORUS + (the progress)CUbRIK Project
The CUbRIK project aims to introduce innovation in multimedia search. It is a 36-month European Commission funded project that uses a "cube metaphor" to advance multimedia search along technological, human, and business dimensions. The project seeks to integrate human computation through tasks like emotion recognition, decision making, and crowdsearch to improve multimedia content processing and search results. It has developed several prototypes that harness human input, such as a trademark logo detection demo and a crossword game for creating and validating entities.
Telling Stories with Digital Content and Tools Dov Winer
MAKASH Advancing ICT Applications in Education, Culture and Science
pdf file of the presentation at the
EVA/Minerva Jerusalem International Conference on Digitisation of Culture,
Jerusalem, The Jerusalem Van Leer Institute, 12-13 November 2013
http://www.digital-heritage.org.il
Presentations available at: http://2013.minervaisrael.org.il
histoGraph was developed as part of the EU-funded CUbRIK project to create an interface for accessing historical sources and discovering links between entities. It builds a social graph of people in photos of European integration history by having humans and AI work together to identify faces, which are then linked based on co-occurrence. Users can interact with the graph to explore connections between individuals and supporting documents. The system represents the complexity of truth in the humanities by allowing multiple answers to identity questions and facilitating discussion between experts.
The document summarizes a trip report from the CHI 2009 conference. It notes the large number of students looking for jobs and too much specialization in areas like user studies. Key highlights included workshops on sensemaking, social media technologies and temporal data. Several PARC papers presented research on topics like social information foraging, Wikipedia credibility and the impact of social annotations on sensemaking. The closing plenary focused on a European perspective on design and its relationship to people's lives, hopes and meaning.
Smart Cities and Data Analytics: Challenges and Opportunities PayamBarnaghi
The document discusses challenges and opportunities related to smart cities and data analytics using Internet of Things (IoT) data. It notes that IoT data comes from various sources and in heterogeneous forms, requiring real-time analytics across systems. While data analytics can provide insights and automated decisions, issues like data bias, privacy, and lack of standards must be addressed. Realizing the benefits of smart city applications requires collecting and integrating physical, cyber, and social data while giving citizens control over their data.
1) The document discusses the use of scientific imagery in higher education. Visuals can engage people and aid memory and recall compared to text alone.
2) Different types of images are classified, including static images, illustrations, photographs, animations, videos and more. Images serve instructional functions like informing, engaging, and bridging print and digital media.
3) The university's image library provides images for educational use, selecting from Creative Commons, free royalty, and rights-managed sources. Examples show how 3D imagery, graphs, and photographs can be used for learning.
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeCUbRIK Project
The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
The document discusses the CUbRIK project which aims to reconstruct social networks through historical sources using a combination of automated and human-powered techniques. It outlines four pillars of the project: connecting to researcher needs, creating a structured repository, developing an efficient indexing process, and tools for analysis and visualization. Key challenges include identifying entities, verifying identities over time, analyzing relationships, and ensuring rights compliance. The project will utilize both clickworkers and subject experts to verify entity detections and annotations. It aims to represent the ambiguities of history rather than a single truth.
The CUbRIK project is a 3-year, 8.9 million euro research project financed by the European Union to develop an open innovation, open source software platform for multimedia search. The platform incorporates human and machine computation, social networking features, and aims to reduce the semantic gap in multimedia search through collaboration with industry partners, researchers, and individuals.
2012.09.26.CUbRIK at CHORUS + (the business)CUbRIK Project
This document discusses collective awareness, crowdsourcing, and search from a business perspective. It describes the evolution from multimedia search to crowdsearching and human computation. The author outlines their company's past successes with multimedia search technologies and their current focus on improving interaction and developing crowdsearching platforms like CUbRIK. Their vision for the future involves taking a more business-oriented approach to open innovation using social media, crowdsourcing, and collective awareness to support community creation, business ecosystems, and entrepreneurship.
From Argument Mapping to Argument Mining, and BackEDV Project
Talk slides for the 2014 SICSA Workshop on Argument Mining (Dundee, 9-10 July 2014). The talk presents our group's work in the context of argument mining and offers some challenges and applications.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
Computing for Human Experience: Sensors, Perception, Semantics, Social Comput...Amit Sheth
Keynote at the 3rd Asian Semantic Web Conference (ASWC2008), Bangkok, Thailand, Feb 2-5, 2009. http://aswc2008.ait.ac.th/invitedspeaker2.html
More details: http://wiki.knoesis.org/index.php/Computing_For_Human_Experience
Crowdsourcing challenges and opportunities 2012xin wang
The tutorial discusses crowdsourcing, including its definition, applications, platforms, and challenges. It provides examples of how crowdsourcing has been used in areas like image search, machine translation, and databases. The main platforms covered are Amazon Mechanical Turk and Crowdflower. Challenges and research opportunities in crowdsourcing are also examined.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Slides from an urban informatics presentation and workshop organized by Arup in San Francisco in September 21 2010, as part of the AIA Architecture and the City Festival 2010. The case study was the Mid-Market District in San Francisco, focusing on enhanced quality of life, city management and environmental sustainability via street-level data collection and visualization.
Real World Internet, Smart Cities and Linked Data: Mirko Presser (Alexandrea ...FIA2010
The document discusses challenges facing cities like urbanization, aging populations, and climate change, and how a "smart city" approach using real-time data from sensors could help address these issues in a more cost effective way. It describes the "real world internet" concept of connecting physical objects to the digital world using RFID and sensors. Key challenges of this approach are handling large and heterogeneous data streams while ensuring privacy, security, and interoperability. The document advocates using semantic web and linked data techniques to annotate and integrate real-world sensor data.
The document summarizes the PaTac project, which aims to develop an autonomous and intelligent platform to provide personalized urban information services for citizens and tourists. The platform will use semantic web technologies, user and social modeling, and a multimodal interface to provide personalized recommendations, descriptions of places of interest, route planning, and social feedback. Future research areas include making the services ubiquitous across mobile devices, improving personalization based on user context, and enhancing user interaction with an emotional component.
The CUbRIK project is a 36-month, large-scale integrating project partially funded by the European Commission to build an open search platform. The project has four key objectives: 1) advance the architecture of multimedia search through independent and pipelined components for content, query, and feedback processing; 2) place humans in the loop to improve automatic feature extraction; 3) open the search box through an open platform; and 4) start a search business ecosystem. One demonstration aims to integrate human and automatic computation to increase trademark logo detection precision and recall over fully automatic solutions.
2012.09.26.CUbRIK at CHORUS + (the progress)CUbRIK Project
The CUbRIK project aims to introduce innovation in multimedia search. It is a 36-month European Commission funded project that uses a "cube metaphor" to advance multimedia search along technological, human, and business dimensions. The project seeks to integrate human computation through tasks like emotion recognition, decision making, and crowdsearch to improve multimedia content processing and search results. It has developed several prototypes that harness human input, such as a trademark logo detection demo and a crossword game for creating and validating entities.
Telling Stories with Digital Content and Tools Dov Winer
MAKASH Advancing ICT Applications in Education, Culture and Science
pdf file of the presentation at the
EVA/Minerva Jerusalem International Conference on Digitisation of Culture,
Jerusalem, The Jerusalem Van Leer Institute, 12-13 November 2013
http://www.digital-heritage.org.il
Presentations available at: http://2013.minervaisrael.org.il
histoGraph was developed as part of the EU-funded CUbRIK project to create an interface for accessing historical sources and discovering links between entities. It builds a social graph of people in photos of European integration history by having humans and AI work together to identify faces, which are then linked based on co-occurrence. Users can interact with the graph to explore connections between individuals and supporting documents. The system represents the complexity of truth in the humanities by allowing multiple answers to identity questions and facilitating discussion between experts.
The document summarizes a trip report from the CHI 2009 conference. It notes the large number of students looking for jobs and too much specialization in areas like user studies. Key highlights included workshops on sensemaking, social media technologies and temporal data. Several PARC papers presented research on topics like social information foraging, Wikipedia credibility and the impact of social annotations on sensemaking. The closing plenary focused on a European perspective on design and its relationship to people's lives, hopes and meaning.
Smart Cities and Data Analytics: Challenges and Opportunities PayamBarnaghi
The document discusses challenges and opportunities related to smart cities and data analytics using Internet of Things (IoT) data. It notes that IoT data comes from various sources and in heterogeneous forms, requiring real-time analytics across systems. While data analytics can provide insights and automated decisions, issues like data bias, privacy, and lack of standards must be addressed. Realizing the benefits of smart city applications requires collecting and integrating physical, cyber, and social data while giving citizens control over their data.
1) The document discusses the use of scientific imagery in higher education. Visuals can engage people and aid memory and recall compared to text alone.
2) Different types of images are classified, including static images, illustrations, photographs, animations, videos and more. Images serve instructional functions like informing, engaging, and bridging print and digital media.
3) The university's image library provides images for educational use, selecting from Creative Commons, free royalty, and rights-managed sources. Examples show how 3D imagery, graphs, and photographs can be used for learning.
Similar to Humanist machine interaction with histoGraph (20)
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeCUbRIK Project
The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
Building a social graph for the history of Europe: the CUbRIK histoGraphCUbRIK Project
The document discusses building a social graph from historical image collections. It describes the CVCE and Digital Humanities Lab, and their vision of creating a social graph from images. The CUbRIK approach involves sourcing researcher requirements, building an entity repository, efficient indexing, and tools for visualization and analysis. Challenges include identifying people, places and events in images over time and verifying these. The approach involves crowd-sourcing verification and integrating rights management. An evaluation phase is planned in July to test the social graph prototype.
The CUbRIK Social Graph Visual Interface. A component developed to represent dependencies of a given person in a given context, by analysing the co-occurrencies of person entities in photographs.
Mining Emotions in Short Films: User Comments or Crowdsourcing?CUbRIK Project
This document discusses mining emotions from user comments on short films. It presents an approach that creates an emotion vector for each short film based on extracting terms from user comments on YouTube and associating them with emotions from the NRC Emotion Lexicon. It then compares the cosine similarity between emotion vectors built from expert judgments and those built using Amazon Mechanical Turk workers or automatically from YouTube comments. The goal is to determine if crowdsourcing or YouTube comments can accurately extract emotions expressed in reviews of short films.
This document discusses game design, playtesting, and games with a purpose. It begins with introducing the speaker and their background in robotics, AI, game design, and crowdsourcing. The agenda then covers the differences between play and games, pointers to game design including key elements like players, objectives, procedures, rules, and outcomes. Games with a purpose are introduced as games that generate useful data as a byproduct of play. Examples of specific games are discussed and the process of validating gameplay through playtesting is covered. Traditional playtesting methods like observation, surveys and their issues are also outlined.
CUbRIK Research at CIKM 2012: Efficient Jaccard-based Diversity Analysis of L...CUbRIK Project
Presentation at CIKM 2013 of the CUbRIK research paper: "Efficient Jaccard-based Diversity Analysis of Large
Document Collections" authored by Fan Deng, Stefan Siersdorfer and Sergej Zerr of L3S Research Center, partner of the CUbRIK Consortium.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
CUbRIK tutorial at ICWE 2013: part 1 Introduction to Human ComputationCUbRIK Project
2013, July 8
Part 1 of the tutorial illustrated at ICWE 2013, by Alessandro Bozzon (Delft University of Technology)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Presentation made at INSPIRE 2013, in the Semantics session, by Feroz Farazi, of University of Trento.
The research leading to these results has received funding from the CUbRIK Collaborative Project, partially funded by the European Commission's 7th Framework ICT
Programme for Research and Technological Development under the Grant agreement no. 287704.
Exploiting User Generated Content for Mountain Peak DetectionCUbRIK Project
CUbRIK research used for the classification of mountain panoramas from user-generated photographs followed by identification and extraction of mountain peaks from those panoramas.
CUbRIK presented during the Poster session of the Workshop „Mehr Personen – Mehr Daten – Mehr Repositorien“ ("More poeple - more data - more repositories") - 4-6 March in Berlin, at Brandenburg Academy of Sciences
1) The document proposes a context-based approach to recognize people in consumer photo collections by incorporating rich contextual cues, unlike traditional classifiers that predict identities independently.
2) It models the problem as a graph-based Markov network where faces are nodes and pairwise potentials encourage spatial smoothness based on face similarities and exclusivity constraints.
3) The approach is improved by incorporating social semantics like frequent co-appearances and unique people constraints, as well as detecting and matching body parts to recognize obscured faces.
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Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
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People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
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Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
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Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
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Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
UiPath Test Automation using UiPath Test Suite series, part 5
Humanist machine interaction with histoGraph
1. CUbRIK Presentation
0
Humanist-Machine Interaction for the
digital humanities
Building the Social graph of the History of European
Integration
DHLU 2013
www.cubrikproject.eu
2. About CUbRIK
European Community's Seventh FrameworkProgram FP7-ICT
15 European partners
Multimedia searchprocessing: Puttinghumans in the loop
Demos: History of Europeand Fashion
CUbRIK Presentation
1
3. CUbRIK Presentation
2
Why CUbRIK approach
Human in the loop added value:
Verification of identities/places/events ambiguous and temporal onlypossible by putting humans in the loop
Integration of multiple perspectives
CUbRIK as an open toolbox allows
follow-up and extension through
third parties
“
Vertical”integration:
GUI, components, crowdsourcing
integrated in a platform
5. The situation today
More and more sources such as images, textsand videos are being digitalized
How can we extract high-level information fromthem?
Harnessing the effectiveness of machines andthe expertise of (expert) crowds
For starters: 3000 images representing thehistory of European integration, more documentsto come soon
CUbRIK Presentation
4
6. 5
History of Europe App
Name: HoE App
Domain: digital humanities
Target users: researchers in digital humanities
Rationale: software-enhanced social hermeneuticsbased on heterogeneous multimedia archives
Researcher approach
Researchers manually verify information about historical photos
Neglects aggregate information from different sources that could lead to new insights
CUbRIK solution:
Full pipeline for the discovery of relationships in heterogeneous data
Integration of human and machine computation
Visualization of relationships
Discursive interface enabling the mapping of multiple perspectives
CUbRIK Presentation
7. 6
Main Challenges
The main challenges in the HoE app:
Detection and identification of identities/places/events in time
Verification of identities/places/events in time
Analysis of relationships (e.g. co-occurrences)
Rights aware crawling and storage
Verification of provenance and license information
Approach:
Crowd-sourced verification of detected faces (false positives/negatives)
Verification of identities through/places/events in timesocial networks ofexperts
Visual knowledge discovery/exploration
Integrated rights aware crawling and storage
Integrated license and provenance management
CUbRIK Presentation
9. Pipelining the CUbRIKcomponents: Conflict resolution
CUbRIK Presentation
8
Raw content
High level features
(automatic annotations)
Conflict
(e.g., “Image contains ‘Romano Prodi’ ”
Confidence = low)
?
Conflict store
Conflict manager
Conflict resolution
task store
Conflict resolution
task: conflict,
required skill, priority, ..
CUbRIK app for Conflict resolution
Game
Q&A
Crowdtask
10. Pipelining the CUbRIKcomponents: Human input from click-workers
Great choice for simple tasks:
Face detection: false positives, false negatives
Monetary motivation, via www.microtask.com
Poor performance on complex tasks:
Low resolution images
Different angles etc.
Actors recurring over time
CUbRIK Presentation
9
11. Pipelining the CUbRIKcomponents: Human input from experts
Capable of complex tasks:
In-depth knowledge of key actors
Context knowledge allows inferences
But: Different motivational models!
Public goods
Reputation
CUbRIK Presentation
10
13. Usage for historians
No one truth in history but interpretation, context and discussion
Therefore need to represent ambivalence, contradictions and discussion
Close ties between data representation (Socialgraph) and their original context (primarysources)
CUbRIK Presentation
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