This event took place on Wednesday 13 June 2012 at 11:30
Our ambitious long-term goal is to understand multimodal interaction between humans and we use a sports game, tennis, as a starting-point. In tennis, the goals of interactions are clearly defined and the interaction is subject to clear rules. As such, the game can be effectively analysed in terms of sequences of “events”. Our work focuses on the retrieval of these sequences from audio and visual information, and moves beyond low-level information classification or clustering of features to inferring the low-level structure of the game, a task which we believe could also be accomplished by an intelligent human who had no previous exposure to the game of tennis. The process of segmenting the stream of events present in the game is somewhat akin to a child learning how to segment a stream of speech into a sequence of words: the child notices that some phonetic sequences tend to re-occur, and that there are patterns of co-occurrence across different sequences. In this spirit, we will use a variable-length multigram model (VLMM) to search for regular occurring patterns of match events that are detected and inferred using multimodal information and constitute the basic “units” in a tennis match.
ManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

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.
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