Documente Academic
Documente Profesional
Documente Cultură
2, 2012
Dimitris N. Kanellopoulos
Educational Software Development Laboratory,
Department of Mathematics,
University of Patras,
University Campus, GR 26500, Rio, Patras, Greece
E-mail: d_kan2006@yahoo.gr
1 Introduction
In the last decade, e-learning has become a hopeful alternative to the traditional
classroom learning. In addition, e-learning is helping society move toward a vision of
lifelong and on-demand learning (Zhang et al., 2004). Recent advances in multimedia and
communication technologies have resulted in powerful learning systems with
instructional video components. Video is a rich and powerful medium, as it can present
information in an attractive and consistent manner (Corporation for Public Broadcasting,
2004). The emergence of non-linear, interactive digital video technology allows learners
to interact with instructional video, while they experience videos in their leisure time
(Zhang et al., 2006). A major ‘media attribute’ of interactive video is random access to
video content. This means users or learners can select or play a segment with minimal
search time. Interactive video allows proactive and random access to video content. This
enhances learner’s engagement, and thus it improves learning effectiveness.
Prior studies have investigated the effect of instructional video on learning outcomes
(Sorensen and Baylen, 1999). Merkt et al. (2011) examined learning with videos versus
learning with print. They examined the role of interactive features using learning with
videos. For their study, they used two videos affording different degrees of interactivity
and a content-equivalent illustrated textbook. They found that features enabling
micro-level activities, such as stopping the video or browsing, seemed to be more
beneficial for learning than features enabling macro-level activities, such as referring to a
table of contents or an index. Based on another empirical study, Zhang et al. (2006)
examined the influence of interactive video on learning outcome and learner satisfaction
in e-learning environments. Four different settings were studied: three were e-learning
environments – with interactive video, with non-interactive video, and without video. The
fourth was the traditional classroom environment. Results of their experiment showed
that the value of video for learning effectiveness was contingent upon the provision of
interactivity. Students in the e-learning environment that provided interactive video
achieved significantly better learning performance and a higher level of learner
satisfaction than those in other settings. However, students who used the e-learning
environment that provided non-interactive video did not improve either. Their findings
suggest that it may be important to integrate interactive instructional video into e-learning
systems.
Generally, an interactive video in e-learning applications can support more learners
by integrating several options adapted to several types of users with different knowledge
levels. For example, short quizzes can be integrated in the content, and associated with
different scenes depending of the result obtained by the user (Meixner et al., 2010).
However, such an application goal requires the use of proper multimedia analysis
techniques, which can offer various means to understand multimedia content
automatically (Lian, 2011). To this direction, Repp and Meinel (2006) proposed a
semantic indexing scheme for recorded educational lecture videos. To get access to the
lecture’s content, the audio layer with the recorded voice of the lecturer are analysed.
Based on speech recognition, their approach generates a time stamp for words and
clusters of words, such that search engines can find the exact position of particular
information inside a video recording. From another perspective, Kim and Yoon (2010)
have focused on lectures represented as synchronised multimedia data streams, and have
introduced an e-learning model that supports the harmonised media. In their framework,
recorded video lectures are annotated with the content of the slides presented by the
lecturer. Therefore, the content of a given slide is synchronised with the corresponding
learning video sequence. This is achieved by using a recommendation engine that is
based on semantics analysis. Finally, Teese (2007) describes the ‘LivePhoto Physics’
project that is producing homework and in-class assignments for teaching introductory
physics using video analysis techniques. These techniques span a typical year-long
course, including electricity, heat engines and physical optics as well as mechanics.
To the best of our knowledge, the effect of interactive video on e-learning is still not
well understood. This effect is strongly depends on the video analysis techniques used in
the e-learning systems. Multimedia analysis offers various means to understand
multimedia content automatically. A multimedia analysis task involves processing of
multimodal data in order to obtain valuable insights about the data, a situation, or a
higher-level activity. Examples of multimedia analysis tasks include content-based image
search, semantic concept detection, audio-visual speaker detection, human tracking, event
detection, automatic news programme segmentation, etc. For these tasks, multimedia data
174 D.N. Kanellopoulos
used could be sensory (such as audio, video, RFID) as well as non-sensory (such as
WWW resources, database).
Video content analysis (VCA) can automatically analyse learning video sequences to
detect and determine temporal events not based on a single image. The algorithms can be
implemented as software on general-purpose machines, or as hardware in specialised
video processing units. Based on the internal representation that VCA generates in the
machine, it is possible to build novel functionalities for e-learning applications such as
video browsing based on story segmentation and video recommendation based on content
similarity. It is noteworthy that multimodal fusion is the integration of multiple media,
their associated features, or the intermediate decisions in order to perform a multimedia
analysis task. Atrey et al. (2010) surveyed the state-of-the-art research related to
multimodal fusion and commented on these works from the perspective of the usage of
different modalities, the levels of fusion, and the methods of fusion. There are many
multimedia analysis tasks that have been successfully performed using a variety of fusion
methods in a wide range of domains. However, in the e-learning domain few efforts
(Pauli et al., 2007; Repp and Meinel, 2006; Teese, 2007; Kim and Yoon, 2010) can be
recorded such as automatic lessons highlight extraction.
The aim of this paper is to present research efforts on multimedia analysis tasks for
e-learning applications and to stimulate further research. The paper is mainly focused on
investigating key issues related with e-learning video services based on multimedia
analysis techniques. The remainder of the paper is structured as follows. Section 2
discusses multimedia analysis techniques, while Section 3 presents e-learning video
services based on media analysis. Section 4 presents learner’s experiences based on
media analysis. Section 5 discusses various multimedia-based assignments for learning
with video annotation. Finally, Section 6 concludes the paper and gives directions for
future work.
1 Word-based indexing and document retrieval that addresses the precise syntactic
properties of a text, comparable to substring matching in string searches. The text
can be generally unstructured and not necessarily in a natural language. An example
for word-based indexing is a suffix tree algorithm.
2 Content-based indexing approach is based on semantic connections between
documents and semantic connections between queries and documents (Dang and
Owczarzak, 2008).
Audio analysis techniques extract information and meaning from audio sources signals
for analysis, classification, storage, retrieval, synthesis, etc. (Chen and Jang, 2009). These
techniques include speech to text transcription, speaker indexing, anchorperson detection,
audio fingerprint, musical analysis, and so on. Audio analysis techniques are based on
current advances in speech recognition and machine listening in order to automatically
locate, manipulate, skim, browse, and index audio streams. Such techniques often simply
discriminate speech from non-vocal music or other sounds. Note that there is no
guarantee that a given multimedia audio source contains speech, and it is important not to
waste valuable resources attempting to perform speech recognition on music, silence, or
other non-speech audio.
There are various requirements concerning video consuming in e-learning. For example,
learners want to get certain learning content easily even though they cannot watch the
whole long video sequence due to limited time or bandwidths. On the other hand, service
providers want to know:
1 How to provide personalised services for different learners with variable interests
(Ardissono et al., 2004).
2 How to insert specific video notes (and perhaps advertisements) to various parts of
the video sequences without disturbing user’s consuming.
Multimedia analysis techniques such as video structuring for adapted/personalised
services, video recommendation based on content similarity, and ad (or note)
recommendation based on media analysis, can be adopted in order to satisfy such
requirements.
information about the song ‘Gimme More’. The inventive method offers the suitable
music part of Britney for users to select the interested contents. The problem of this
process is the large storage cost for key frames. It is still difficult to tell whether the
corresponding video is the expected one, limited by the image’s capacity.
Figure 1 The video structuring process (see online version for colours)
Figure 2 Video browsing based on seven key frames – Britney Spears ‘Gimme More’ (see online
version for colours)
Multimedia analysis techniques for e-learning 179
persons, events, etc. Figure 4 shows a video lecture on politics. Here, there is browsing
based on scene and using interactive transcript. This method provides the personalised
video browsing according to personal interests.
Figure 4 A video lesson on politics – video browsing* based on scene using interactive transcript
(see online version for colours)
∑ Dif ( a , b )
q −1
Ω( A, B ) =
1
i i
i =0
q
where the feature may be a shot, story, key frame, etc., and Dif() is the distance function
(Ekin et al., 2003). At the moment, most of the proposed recommendation schemes are
based on text analysis, while two schemes are dominant:
1 annotation-based recommendation
2 scene-based recommendation.
recommendation has a good recommendation speed, while its accuracy depends on the
details of video annotation, and the annotation made before hand. Figure 5 shows such a
video recommendation scheme combined with video search. At this point, on the left side
of the webpage, we can find relevant videos similar with the searched one by selecting
additionally: length {short, medium, long}, screen type {standard, widescreen},
resolution {low, medium, high}, and source {msn, aol,…, youtube, etc}.
Figure 5 Video recommendation based on content similarity using the search engine Bing*
(the Parthenon is the interested video) (see online version for colours)
A = K ( A0 , A1 ,… , Ap −1 )
the p interested videos (A0, A1,…,Ap–1), the user’s interested feature is detected by
{ (
= K ( a00 , a10 ,… , a0p −1 ) ,… , K aq0−1 , a1q −1 ,… , aqp−−11 )}
At this point, K() may be the combination operation (Ekin et al., 2003; Chen and Jang,
2009), e.g., the mean. There exist two kinds of recommendation methods based on media
analysis, i.e., video-based note recommendation, and scene-based note recommendation.
clicks the video note banner. This method can be attractive to service providers if the
accuracy of scene detection can be confirmed.
Learners can enjoy user-friendly browsing or interaction methods for internet videos by
using some tools that incorporate media analysis techniques. The characteristic examples
include the Videosphere based on media analysis, and interactive search based on content
similarity.
Figure 7 Layered annotation of actions and isolated segment of a shot a query (see online version
for colours)
Existing video tools, such as 5min Live Videopedia, Quick.tv, Viddix Beta, VideoAnt,
VideoClix, and YouTube Video Annotations, lack several features needed for interactive
videos. These tools offer functions for integrating additional information in a video, but
they do not support non-linearity in the video flow. On the other hand, many authoring
tools provide/support non-linearity in the video flow, but they are so complex. For
example, high-end software like Adobe Creative Suite 5 (Adobe, 2010), Adobe Flash
CS4 Professional (Adobe Flash, 2010) and Microsoft Expression Studio 3 (Microsoft
Corporation, 2010) allow professionals and web-programmers to create pleasant
Multimedia analysis techniques for e-learning 185
interactive videos, but they are too complex to use for non-experts, because of the large
set of features they provide.
Focusing on the e-learning domain, Aubert and Prie (2007) presented the Advene tool
that allows navigation via self defined annotations. Rehatschek and Kienast (2001)
presented the Vizard, while Smith and Lugeon (2000) presented the VideoAnnEx
annotation tool. Both tools provide algorithms for shot detection and annotation of the
shots. Bloehdorn et al. (2005) presented the tool M-OntoMat-Annotizer that supports
multimedia analysis, reasoning and retrieval. Renzel et al. (2009) presented the
Virtual Campfire, a tool that provides a lot of interactive features and a graph view for
non-linearity, but is designed for collaborative multimedia semantisation with mobile
social software. Bhikharie (2010) presented the eXtensible Interactive Media Player for
Entertainment and Learning (XIMPEL) that provides non-linearity in the video flow, but
no additional information can be added. The annotation of the most of the above tools is
based on the MPEG-7 standard.
Bargeron et al. (1999) developed a collaborative video annotation system, MRAS,
and compared it with handwritten note-taking during video viewings. MRAS was able to
contextualise the notes as it recorded the timestamp at each point in the video when notes
were written. While a timestamp does provide context for notes, it still requires user
effort to manually pinpoint the video control to the exact time. Mu (2010) developed a
new system called interactive shared education environment (ISEE) to facilitate
individual note-taking and collaborative video learning. Synchronisation between the
notes and their video context was supported using hyperlinked timestamps, which he
called Smartlink. His study tested the effect of this automatic synchronisation
function and explored how users make notes on video. With the goal of promoting
student-teachers to reflect on their teaching performance, Kong (2010) developed a
web-enabled video system to permit them to record their classroom performance and then
retrieve online videos of their teaching for self-reflection. His study aimed to evaluate the
effectiveness of online videos in facilitating self-reflection amongst student-teachers.
Dong et al. (2010) introduced an ontology-driven framework for the annotation and
access of educational video data. In their framework, the ontology-driven annotation is a
two-steps process:
1 video segmentation
2 video annotation data extraction and organisation.
In video segmentation, they propose and utilise multi-mode segmentation procedures for
the presented videos. To extract annotation data from videos and organise them in a way
that facilitates video access, they employed a multimedia annotation model that is based
on multiple ontologies.
There are many benefits to using video in education (Mu, 2010). Video supports
playback that allows repeated watching for memory reinforcement or concept
clarification. Video-based materials can appear in the curricula of various sciences. When
video is introduced into a curriculum, learning activities generate a profound level of
engagement, better understanding of the content, or even an improvement in students’
186 D.N. Kanellopoulos
cognitive capacities for learning from video. A user study on the effectiveness of video
demonstrated that using video in the learning process received very positive reactions and
the web-casting video improved students’ interactivity (Reynolds and Mason, 2002).
Caspi et al. (2005) further observed that new comprehension strategies were applied after
video was introduced. The introduction of video requires the completion of video
annotation. The richer the annotation data are, the more flexible the video access
becomes, and thus the more effective the video data can be utilised. Offline video editing
environments can support video annotation through the direct manipulation of the source
video material. In addition, web-based video streaming services increasingly support
direct referencing, embedding, and sharing of sub-selections of video. Standards
committees are close to finalising so-called ‘time-based’, ‘isochronic’ or ‘fine-grained’
metadata for web-based video resources. However, these standards do not specify the
design of user interfaces, workflows, and pedagogies leveraging these standards.
Actually, the design of the student experience around video may mainly continue
separately of the finalising of these standards, so the iterative design of these analysis
environments ought to inform their completion.
When the videos being studied are hosted on YouTube, students can be instructed to
utilise services like Splicd or TubeChop to clip specific selections and then to compose
their responses, incorporating their selections, in any multimedia authoring environment,
such as their learning management system, a course blog, or a Wiki. Students can be
assigned to watch and evaluate scenarios in order to get better their skills of observation,
interpretation, reasoning and judgment. Moreover, as production costs continue to fall,
we are also beginning to see more self-reflective learning activities in which students
capture their own original video for subsequent analysis. Video can be treated as a
manipulative object, as raw material to be controlled, segmented, re-organised, discussed
and debated as part of an active learning experience, and the instructor or students can
develop the narrative. According to Bossewitch and Preston (2012), there are six main
multimedia-based assignments for learning with video annotations:
• “Guided lessons: Instructors can pre-select video clips and organise them into a
specific sequence to be viewed by students, who must answer questions associated
with each video segment.
• Lecture comprehension: Students are assigned to view a recorded interview or
lecture and then select three segments and comment on them. Students are then
instructed that comments should be in their own words and to avoid repeating the
words of the source. The first comment should be one that they think is a novel
notion. The second should be something they do not understand, a difficult idea, or
something they want to understand better. The third is a segment that they think is
related to the current classroom dialogue.
• Close object analysis with targeted comparisons: Students can work with a curated
collection of multimedia learning objects, and select two objects to closely compare
and contrast. They can work individually to write comparison essays, embedding
specific annotations from within the object to illustrate and support their claims.
Next, students can be asked to study the comparison projects of other students in the
class.
Multimedia analysis techniques for e-learning 187
• Communal hunting and gathering, with in-class synthesis: Students are introduced to
a curated collection of sources, but are also encouraged to explore pertinent cultural
representations available on the open web. In this environment, the annotations that
students create are shared across the class, and an explicit learning objective is the
transference of a ‘judicial selection’ of source material from faculty to students.
Students gather objects and then compare their selections during in-class discussion.
Finally, students compose final projects that incorporate these annotations.
• Collective analysis across semesters of a core set of resources: Students explore an
archive of a serialised work, such as a digitised newspaper, to investigate patterns
that emerge over time but might not otherwise be detected by the typical consumer
of the source material, and whose focus might be less critical or not longitudinal.
These findings are collected and shared in a class investigation of a particular
resource.
• Reflection on self-evaluations/performances: Students can videotape their own
performances as pre-service teachers, therapists, doctors, etc., and then can write an
analysis, self-critique or reflection, embedding clips from their performances to
illustrate points raised, according to criteria established by the instructor. Students
learn to recognise successful and unsuccessful behaviours they can correct and to
utilise self-reflection as a tool for ongoing improvement as a professional.”
This paper provides lecturers and learners with a state-of-the-art overview of multimedia
analysis techniques used mainly in internet video for e-learning purposes. The paper
presents also some open issues for further research in the area of video analysis for
e-learning applications. Even though multimedia analysis is not mature, some simple
techniques have been used for internet video services. Consequently, it is expected that
more multimedia analysis techniques will be improved and internet video services
focusing on e-learning will be enriched. However, Lian (2011) states:
“Multimedia analysis is not practical for real-time applications in internet video
for two main reasons: (1) reliability of multimedia analysis; (2) speed of
multimedia analysis.”
Most of the multimedia analysis techniques such as shot boundary detection, and news
video segmentation are simple and suitable for practical applications because they have
satisfied reliability. However, regarding video content’s diversities, it is still difficult to
confirm great accuracy in content segmentation, recognition or search (Joyce and Liu,
2006). Video analysis is frequently of high computational cost because of the large data
volumes of video content (Over et al., 2008). This in turn may limit video analysis’s
application in real-time scenarios. The potential solution is to annotate some videos
before hand. However, for living videos, the analysis method itself needs to be optimised.
There are several areas of investigation that may be explored in the future. We have
identified some of them as follows:
188 D.N. Kanellopoulos
• The research community must consider how to provide on the web personalised
video services for different learners with variable interests.
• Potential research should focus on the design and the development of applications
that will be based on the notion of ‘learning cloud’ which is based on story
segmentation.
• Future research must consider if ad (and note) recommendation in e-learning video
applications is practical. In particular, video-based ad (or note) recommendation
versus scene-based ad (or note) recommendation must be examined.
• Even though many authoring tools for video editing support non-linearity in the
video flow, they are too complex to use by non-experts (lecturers) because of the
large set of features they provide. Therefore, authoring tools (simple to use by
non-experts) for video annotation and navigation for e-learning applications should
be designed, developed and evaluated.
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Multimedia analysis techniques for e-learning 191
Notes
1 Multimedia Understanding through Semantics, Computation and Learning (MUSCLE),
available at http://muscle.ercim.org/ (accessed on 15 November 2010).
2 TREC Video Retrieval Evaluation, available at http://www-nlpir.nist.gov/projects/trecvid/
(accessed on 15 November 2010).
3 Ibid.
4 Blinkx, available at http://www.blinkx.com/ (accessed on 15 November 2010).
5 Leexoo video search, available at http://adgrid.leexoo.com/ (accessed on 15 November 2010).
6 Youtube, available at http://www.youtube.com/ (accessed on 15 November 2010).
7 Videosphere, available at http://www.netexplorateur.org/videospheres/english/ (accessed on
15 November 2010).