13,431 research outputs found

    Image Semantics in the Description and Categorization of Journalistic Photographs

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    This paper reports a study on the description and categorization of images. The aim of the study was to evaluate existing indexing frameworks in the context of reportage photographs and to find out how the use of this particular image genre influences the results. The effect of different tasks on image description and categorization was also studied. Subjects performed keywording and free description tasks and the elicited terms were classified using the most extensive one of the reviewed frameworks. Differences were found in the terms used in constrained and unconstrained descriptions. Summarizing terms such as abstract concepts, themes, settings and emotions were used more frequently in keywording than in free description. Free descriptions included more terms referring to locations within the images, people and descriptive terms due to the narrative form the subjects used without prompting. The evaluated framework was found to lack some syntactic and semantic classes present in the data and modifications were suggested. According to the results of this study image categorization is based on high-level interpretive concepts, including affective and abstract themes. The results indicate that image genre influences categorization and keywording modifies and truncates natural image description

    Fusion of Learned Multi-Modal Representations and Dense Trajectories for Emotional Analysis in Videos

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    When designing a video affective content analysis algorithm, one of the most important steps is the selection of discriminative features for the effective representation of video segments. The majority of existing affective content analysis methods either use low-level audio-visual features or generate handcrafted higher level representations based on these low-level features. We propose in this work to use deep learning methods, in particular convolutional neural networks (CNNs), in order to automatically learn and extract mid-level representations from raw data. To this end, we exploit the audio and visual modality of videos by employing Mel-Frequency Cepstral Coefficients (MFCC) and color values in the HSV color space. We also incorporate dense trajectory based motion features in order to further enhance the performance of the analysis. By means of multi-class support vector machines (SVMs) and fusion mechanisms, music video clips are classified into one of four affective categories representing the four quadrants of the Valence-Arousal (VA) space. Results obtained on a subset of the DEAP dataset show (1) that higher level representations perform better than low-level features, and (2) that incorporating motion information leads to a notable performance gain, independently from the chosen representation

    About the nature of Kansei information, from abstract to concrete

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    Designer’s expertise refers to the scientific fields of emotional design and kansei information. This paper aims to answer to a scientific major issue which is, how to formalize designer’s knowledge, rules, skills into kansei information systems. Kansei can be considered as a psycho-physiologic, perceptive, cognitive and affective process through a particular experience. Kansei oriented methods include various approaches which deal with semantics and emotions, and show the correlation with some design properties. Kansei words may include semantic, sensory, emotional descriptors, and also objects names and product attributes. Kansei levels of information can be seen on an axis going from abstract to concrete dimensions. Sociological value is the most abstract information positioned on this axis. Previous studies demonstrate the values the people aspire to drive their emotional reactions in front of particular semantics. This means that the value dimension should be considered in kansei studies. Through a chain of value-function-product attributes it is possible to enrich design generation and design evaluation processes. This paper describes some knowledge structures and formalisms we established according to this chain, which can be further used for implementing computer aided design tools dedicated to early design. These structures open to new formalisms which enable to integrate design information in a non-hierarchical way. The foreseen algorithmic implementation may be based on the association of ontologies and bag-of-words.AN

    High-Level Concepts for Affective Understanding of Images

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    This paper aims to bridge the affective gap between image content and the emotional response of the viewer it elicits by using High-Level Concepts (HLCs). In contrast to previous work that relied solely on low-level features or used convolutional neural network (CNN) as a black-box, we use HLCs generated by pretrained CNNs in an explicit way to investigate the relations/associations between these HLCs and a (small) set of Ekman's emotional classes. As a proof-of-concept, we first propose a linear admixture model for modeling these relations, and the resulting computational framework allows us to determine the associations between each emotion class and certain HLCs (objects and places). This linear model is further extended to a nonlinear model using support vector regression (SVR) that aims to predict the viewer's emotional response using both low-level image features and HLCs extracted from images. These class-specific regressors are then assembled into a regressor ensemble that provide a flexible and effective predictor for predicting viewer's emotional responses from images. Experimental results have demonstrated that our results are comparable to existing methods, with a clear view of the association between HLCs and emotional classes that is ostensibly missing in most existing work

    Building a Large Scale Dataset for Image Emotion Recognition: The Fine Print and The Benchmark

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    Psychological research results have confirmed that people can have different emotional reactions to different visual stimuli. Several papers have been published on the problem of visual emotion analysis. In particular, attempts have been made to analyze and predict people's emotional reaction towards images. To this end, different kinds of hand-tuned features are proposed. The results reported on several carefully selected and labeled small image data sets have confirmed the promise of such features. While the recent successes of many computer vision related tasks are due to the adoption of Convolutional Neural Networks (CNNs), visual emotion analysis has not achieved the same level of success. This may be primarily due to the unavailability of confidently labeled and relatively large image data sets for visual emotion analysis. In this work, we introduce a new data set, which started from 3+ million weakly labeled images of different emotions and ended up 30 times as large as the current largest publicly available visual emotion data set. We hope that this data set encourages further research on visual emotion analysis. We also perform extensive benchmarking analyses on this large data set using the state of the art methods including CNNs.Comment: 7 pages, 7 figures, AAAI 201

    Video browsing interfaces and applications: a review

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    We present a comprehensive review of the state of the art in video browsing and retrieval systems, with special emphasis on interfaces and applications. There has been a significant increase in activity (e.g., storage, retrieval, and sharing) employing video data in the past decade, both for personal and professional use. The ever-growing amount of video content available for human consumption and the inherent characteristics of video data—which, if presented in its raw format, is rather unwieldy and costly—have become driving forces for the development of more effective solutions to present video contents and allow rich user interaction. As a result, there are many contemporary research efforts toward developing better video browsing solutions, which we summarize. We review more than 40 different video browsing and retrieval interfaces and classify them into three groups: applications that use video-player-like interaction, video retrieval applications, and browsing solutions based on video surrogates. For each category, we present a summary of existing work, highlight the technical aspects of each solution, and compare them against each other
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