Large-Scale Cross-Media Retrieval of WikipediaMM Images with Textual and Visual Query Expansion

Author(s):  
Zhi Zhou ◽  
Yonghong Tian ◽  
Yuanning Li ◽  
Tiejun Huang ◽  
Wen Gao
2019 ◽  
Vol 66 (12) ◽  
pp. 9868-9877 ◽  
Author(s):  
Gengshen Wu ◽  
Jungong Han ◽  
Zijia Lin ◽  
Guiguang Ding ◽  
Baochang Zhang ◽  
...  

2020 ◽  
Vol 26 (1) ◽  
pp. 1161-1171 ◽  
Author(s):  
Honghui Mei ◽  
Wei Chen ◽  
Yating Wei ◽  
Yuanzhe Hu ◽  
Shuyue Zhou ◽  
...  

Author(s):  
Dinesh Kumar Prabhakar ◽  
Sukomal Pal ◽  
Chiranjeev Kumar

With Web 2.0, there has been exponential growth in the number of Web users and the volume of Web content. Most of these users are not only consumers of the information but also generators of it. People express themselves here in colloquial languages, but using Roman script (transliteration). These texts are mostly informal and casual, and therefore seldom follow grammar rules. Also, there does not exist any prescribed set of spelling rules in transliterated text. This freedom leads to large-scale spelling variations, which is a major challenge in mixed script information processing. This article studies different existing phonetic algorithms to handle the issue of spelling variation, points out the limitations of them, and proposes a novel phonetic encoding approach with two different flavors in the light of Hindi transliteration. Experiments performed over Hindi song lyrics retrieval in mixed script domain with three different retrieval models show that proposed approaches outperform the existing techniques in a majority of the cases (sometimes statistically significantly) for a number of metrics like nDCG@1, nDCG@5, nDCG@10, MAP, MRR, and Recall.


2008 ◽  
Vol 126 (1) ◽  
pp. 120-131 ◽  
Author(s):  
Sara M. Grimes

This paper traces the migration of North American children's television into the realm of massively multiplayer online games (MMOGs), and the issues this raises in terms of the commercialisation of children's (digital) play. Through a content analysis of three television-themed MMOGs targeted to children, Nickelodeon's Nicktropolis, Cartoon Network's Big Fat Awesome House Party and Corus Entertainment's GalaXseeds, I examine how this new development within children's online culture operates in relation to existing industry practices of cross-media integration and promotion. Dominant trends identified in the content analysis are compared with emerging conventions within the MMOG genre, which is generally found to contain numerous opportunities for player creativity and collaboration. Within the cases examined, however, many of these opportunities have been omitted and ultimately replaced by promotional features. I conclude that all three case studies operate primarily as large-scale advergames, promoting transmedia intertextuality and third-party advertiser interests.


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