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Tech Report kmi-08-08 Abstract


The Use of Ontologies for Improving Image Retrieval and Annotation
Techreport ID: kmi-08-08
Date: 2008
Author(s): Ainhoa Llorente Coto
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Nowadays, digital photography is a common technology for capturing and archiving images due to the falling price of storage devices and the wide availability of digital cameras. Without efficient retrieval methods the search of images in large collections is becoming a painstaking work. Most of the traditional image search engines rely on keyword-based annotations because they lack the ability to examine image content. However, “a picture is worth a thousand words”, this means that up to a thousand words can be needed to describe the content depicted in a picture. This research proposes the use of highly structured annotations called ontologies to improve efficiency in image retrieval as well as to overcome the semantic gap that remains between user expectations and system retrieval capabilities. This work focuses on automated image annotation which is the process of creating a model that assigns visual terms to images because manual annotation is a time consuming and inefficient task. Up to now, most of the automated image annotation systems are based on a combination of image analysis and statistical machine learning techniques. The main objective of this research is to evaluate whether the underlying information contained in an ontology created from the vocabulary of terms used for the annotation could be effectively used together with the extracted visual information in order to produce more accurate annotations.
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.