ABSTRACT
Crisis situations often require authorities to convey important messages to a large population of varying demographics. An example of such a message is maintain a distance of 6 ft from others in times of the present COVID-19 crisis. In this paper, we propose a method to programmatically place such messages in existing entertainment media as overlays at semantically relevant locations. For this purpose, we use generic semantic annotations on the media and subsequent spatio-temporal querying on these annotations to find candidate locations for message placement. We then propose choosing the final locations optimally using parameters such as spacing of messages, length of the messages and confidence of query results. We present preliminary results for optimal placement of messages in popular entertainment media.
- [n.d.]. Advice for public. https://www.who.int/emergencies/diseases/novelcoronavirus-2019/advice-for-public. (Accessed on 04/28/2020).Google Scholar
- [n.d.]. Coronavirus impact: OTT and TV viewership spikes amidst social isolation - The Hindu BusinessLine. https://www.thehindubusinessline.com/infotech/coronavirus-impact-ott-and-tv-viewership-spikes-amidst-socialisolation/article31164454.ece. (Accessed on 04/28/2020).Google Scholar
- James F Allen. 1983. Maintaining knowledge about temporal intervals. Commun. ACM 26, 11 (1983), 832--843.Google ScholarDigital Library
- Joao Carreira and Andrew Zisserman. 2017. Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset. 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR) (Jul 2017). https://doi.org/10.1109/cvpr.2017.502Google ScholarCross Ref
- Daniel Y Fu, Mayee F Chen, Frederic Sala, Sarah M Hooper, Kayvon Fatahalian, and Christopher Ré. 2020. Fast and Three-rious: Speeding Up Weak Supervision with Triplet Methods. arXiv preprint arXiv:2002.11955 (2020).Google Scholar
- Daniel Y. Fu, Will Crichton, James Hong, Xinwei Yao, Haotian Zhang, Anh Truong, Avanika Narayan, Maneesh Agrawala, Christopher Ré, and Kayvon Fatahalian. 2019. Rekall: Specifying Video Events using Compositions of Spatiotemporal Labels. (2019). arXiv:1910.02993 http://arxiv.org/abs/1910.02993Google Scholar
- Ivan A. Guitart and Guillaume Hervet. 2017. The impact of contextual television ads on online conversions: An application in the insurance industry. International Journal of Research in Marketing (2017). https://doi.org/10.1016/j.ijresmar.2016. 10.002Google Scholar
- Tanmayee Joshi, Sarath Sivaprasad, and Niranjan Pedanekar. 2019. Partners in Crime: Utilizing Arousal-Valence Relationship for Continuous Prediction of Valence in Movies. In AffCon@ AAAI.Google Scholar
- Harold W Kuhn. 1955. The Hungarian method for the assignment problem. Naval research logistics quarterly 2, 1--2 (1955), 83--97.Google Scholar
- Gregor Kovalík, Tomás Souek, Jaroslav Moravec, and Premysl ?ech. 2019. A framework for effective known-item search in video. In In Proceedings of the 27th ACM International Conference on Multimedia (MM'19), October 21--25, 2019, Nice, France. 1--9. https://doi.org/10.1145/3343031.3351046Google Scholar
- Natalia Neverova, David Novotny, and Andrea Vedaldi. 2019. Correlated Uncertainty for Learning Dense Correspondences from Noisy Labels. Advances in Neural Information Processing Systems.Google Scholar
- World Health Organization et al. 2005. Effective media communication during public health emergencies: a WHO field guide. Technical Report. Geneva: World Health Organization.Google Scholar
- Frank Pajares, Abby Prestin, Jason Chen, and Robin L Nabi. 2009. Social cognitive theory and media effects. The SAGE handbook of media processes and effects (2009), 283--297.Google Scholar
- Laurent Perron and Vincent Furnon. [n.d.]. OR-Tools. Google. https://developers. google.com/optimization/Google Scholar
- Joseph Redmon and Ali Farhadi. 2018. YOLOv3: An Incremental Improvement. arXiv (2018).Google Scholar
- GUO Renzhong. 1998. Spatial objects and spatial relationships. Geo-spatial Information Science 1, 1 (1998), 38--42.Google ScholarCross Ref
- Florian Schroff, Dmitry Kalenichenko, and James Philbin. 2015. FaceNet: A unified embedding for face recognition and clustering. 2015 IEEE Conference on Computer Vision and Pattern Recognition (CVPR) (Jun 2015). https://doi.org/10. 1109/cvpr.2015.7298682Google ScholarCross Ref
- Arvind Singhal, Michael J. Cody, Everett M. Rogers, and Miguel Sabido. 2003. Entertainment-education and social change: History, research, and practice. https: //doi.org/10.4324/9781410609595Google Scholar
- Arvind Singhal and Everett Rogers. 2012. Entertainment-education: A communication strategy for social change. Routledge.Google ScholarCross Ref
- Sarath Sivaprasad, Tanmayee Joshi, Rishabh Agrawal, and Niranjan Pedanekar. 2018. Multimodal continuous prediction of emotions in movies using long short-term memory networks. In Proceedings of the 2018 ACM on International Conference on Multimedia Retrieval. 413--419.Google ScholarDigital Library
- Michael D Slater and Donna Rouner. 2002. Entertainment-education and elaboration likelihood: Understanding the processing of narrative persuasion. Communication theory 12, 2 (2002), 173--191.Google Scholar
- Karthik Yadati, Harish Katti, and Mohan Kankanhalli. 2014. CAVVA: Computational affective video-in-video advertising. IEEE Transactions on Multimedia (2014). https://doi.org/10.1109/TMM.2013.2282128Google Scholar
- Bolei Zhou, Agata Lapedriza, Aditya Khosla, Aude Oliva, and Antonio Torralba. 2017. Places: A 10 million Image Database for Scene Recognition. IEEE Transactions on Pattern Analysis and Machine Intelligence (2017).Google Scholar
Index Terms
- Avoid Crowding in the Battlefield: Semantic Placement of Social Messages in Entertainment Programs
Recommendations
Recommendations for Live TV
RecSys '15: Proceedings of the 9th ACM Conference on Recommender SystemsDespite the rise in video-on-demand consumption, live TV is still the most popular way to consume video entertainment. At Comcast we are developing novel ways to make it easy for our customers to access the live TV content that is interesting and ...
Time warp football
EuroITV '09: Proceedings of the 7th European Conference on Interactive TV and VideoWe describe a system called Time Warp Football (TWF) which puts fans in control of the game watching experience. TWF uses annotated video streams to enable instantaneous forward and backward play-by-play navigation and on-demand switching between ...
Understanding Video Rewatching Experiences
TVX '16: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online VideoNew video platforms have enabled a wide variety of opportunities for rewatching video content. From streaming sites such as Netflix, Hulu, and HBO Now, to the proliferation of syndicated content on cable and satellite television, to new streaming ...
Comments