Automated audio captioning is multi-modal translation task that aim to generate textual descriptions for a given audio clip. In this paper we propose a full Transformer architecture that utilizes Patchout as proposed ...
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Data augmentation is a prevalent technique for improving performance in various machine learning applications. We propose SeqAug, a modality-agnostic augmentation method that is tailored towards sequences of extracted...
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Large language Models are transformer neural networks which are trained to produce a probability distribution on the possible next words to given texts in a corpus, in such a way that the most likely word predicted is...
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The paper focuses on the method and steps implementing a suite of rehabilitation exercises on an assistive robotic platform. The suite is based on extensive user needs identification procedures and consultation with m...
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Internet of Things (IoT) is a promising, relatively new technology that develops "smart" networks with a variety of uses and applications (e.g., smart cities, smart home and autonomous cars). The diversity o...
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The present study concerns the design and implementation of a serious game for the on-site and remote promotion and dissemination of knowledge regarding the mythology of ancient Eleusis in an interactive, fun and educ...
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ISBN:
(纸本)9781450395557
The present study concerns the design and implementation of a serious game for the on-site and remote promotion and dissemination of knowledge regarding the mythology of ancient Eleusis in an interactive, fun and educational way. Specifically, while playing, the user discovers artifacts exhibited in the archaeological museum and related to the archaeological site of Eleusis, unfolding the content of the myth of Persephone. The story takes place in a realistic three-dimensional virtual environment that simulates the Archaeological Museum of Eleusis. The selected archaeological artifacts, in combination with the narration of the myth of Persephone, transfer the knowledge about the historicity of the place in an experientially playful way. The main purpose of the study is to introduce a novel, interactive playful narrative digital museum experience, in which the user is guided through a mechanism to simultaneously acquire knowledge both for the intangible and tangible heritage of a site with significant historical value. The evolution of the scenario (story) is dynamic and based on the choices of the user. The content (text etc.) of the system is presented through a dynamic multilingual approach, which offers the management of multiple different languages and personalized content based on the target group. The system relies on cross-platform technologies to cover a wide range of users.
In this work, we present a machine learning approach for predicting early dropouts of an active and healthy ageing app. The presented algorithms have been submitted to the IFMBE Scientific Challenge 2022 (***), part o...
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This paper describes the participation of the DUTH-athena team of Democritus University of Thrace and athena Research Center in the eRisk 2021 task, which focuses on measuring the level of depression based on Reddit u...
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Multimodal learning pipelines have benefited from the success of pretrained language models. However, this comes at the cost of increased model parameters. In this work, we propose Adapted Multimodal BERT (AMB), a BER...
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There has been increasing interest lately in developing education tools for sign language (SL) learning that enable self-assessment and objective evaluation of learners' SL productions, assisting both students and...
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