RIVIDOC A Game for Simulating the Extraction of Relevant Information from Documentary Videos

Grissa Maturna, Carlos Mario Zapata Jaramillo, Rojas López · Developments in Business Simulation and Experiential Learning · 2015

Currently, audiovisual documents constitute one of the main sources of information. Documentary videos are audiovisual documents aiming to capture the reality by means of images, sounds, texts, and interviews [1]. However, information contained in the documentary videos is not always relevant; in fact, much information is part of the context or the connection among image sequences of the video. Some authors try to identify the objects and actions in videos out of the background [2], while others employ algorithms to store and correlate video sequences for later search [3]; some others propose algorithms to identify the properties of the sequences of a video and store them in ontologies [4]. In addition, some authors use the videos for reflecting reality and validating system software requirements [5]. All of such studies lead us to identify the importance of information extraction and the usage of videos for creating knowledge bases for later use. The analyst chooses what information is suitable for his/her needs with a goal in mind. Likewise, some games are related to the world of audiovisual documents like Hollywood-blockbusterŽ?aiming to train the best film with the best actors, producers and scenarios [6]?and Scene it?Ž?a board game and Xbox 360 videogame aiming to search for the most movie-buff participant by asking questions, anagrams, clips, and images related to the movie world [7]. However, few games are oriented to the information extraction from documentary videos and the information potentially learned from such videos. In this paper, we propose a game allowing for analysts to identify relevant information in documentary videos as a way to model a software system. In the game, players are encouraged to seek information by entering several scenarios of documentary videos?represented by textual and audiovisual sequences. Players should also model the information they have seen, heard, or read about the documentary video by using a pre-conceptual schema [8]. Thus, the aim of the game is reached when the players?analysts?are able to represent information provided from a particular domain, but in this case they use a documentary video as a source of information. During the game experience, participants were interested on the topics proposed as a way to understand organizational processes. Also, they have recognized the components of documentary videos they have been challenged to observe, listen, and read better, in order to reach better understanding as system analysts do.

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