4,451 research outputs found
Aesthetic Preference Prediction in Interior Design: Fuzzy Approach
Interior design is all about creating spaces that look and feel good.
However, the subjective nature of aesthetic preferences presents a significant
challenge in defining and quantifying what makes an interior design visually
appealing. The current paper addresses this gap by introducing a novel
methodology for quantifying and predicting aesthetic preferences in interior
design. Our study combines fuzzy logic with image processing techniques. We
collected a dataset of interior design images from social media platforms,
focusing on essential visual attributes such as color harmony, lightness, and
complexity. We integrate these features using weighted average to compute a
general aesthetic score. Our approach considers individual color preferences in
calculating the overall aesthetic preference. We initially gather user ratings
for primary colors like red, brown, and others to understand their preferences.
Then, we use the pixel count of the top five dominant colors in the image to
get the color scheme preference. The color scheme preference and the aesthetic
score are then passed as inputs to the fuzzy inference system to calculate an
overall preference score. This score represents a comprehensive measure of the
user's preference for a particular interior design, considering their color
choices and general aesthetic appeal. We used the 2AFC (Two-Alternative Forced
Choice) method to validate our methodology, achieving a notable hit rate of
0.7. This study can help designers and professionals better understand and meet
people's interior design preferences, especially in a world that relies heavily
on digital media.Comment: Submitted to IEEE conference for consideratio
On Cognitive Preferences and the Plausibility of Rule-based Models
It is conventional wisdom in machine learning and data mining that logical
models such as rule sets are more interpretable than other models, and that
among such rule-based models, simpler models are more interpretable than more
complex ones. In this position paper, we question this latter assumption by
focusing on one particular aspect of interpretability, namely the plausibility
of models. Roughly speaking, we equate the plausibility of a model with the
likeliness that a user accepts it as an explanation for a prediction. In
particular, we argue that, all other things being equal, longer explanations
may be more convincing than shorter ones, and that the predominant bias for
shorter models, which is typically necessary for learning powerful
discriminative models, may not be suitable when it comes to user acceptance of
the learned models. To that end, we first recapitulate evidence for and against
this postulate, and then report the results of an evaluation in a
crowd-sourcing study based on about 3.000 judgments. The results do not reveal
a strong preference for simple rules, whereas we can observe a weak preference
for longer rules in some domains. We then relate these results to well-known
cognitive biases such as the conjunction fallacy, the representative heuristic,
or the recogition heuristic, and investigate their relation to rule length and
plausibility.Comment: V4: Another rewrite of section on interpretability to clarify focus
on plausibility and relation to interpretability, comprehensibility, and
justifiabilit
Computational physics of the mind
In the XIX century and earlier such physicists as Newton, Mayer, Hooke, Helmholtz and Mach were actively engaged in the research on psychophysics, trying to relate psychological sensations to intensities of physical stimuli. Computational physics allows to simulate complex neural processes giving a chance to answer not only the original psychophysical questions but also to create models of mind. In this paper several approaches relevant to modeling of mind are outlined. Since direct modeling of the brain functions is rather limited due to the complexity of such models a number of approximations is introduced. The path from the brain, or computational neurosciences, to the mind, or cognitive sciences, is sketched, with emphasis on higher cognitive functions such as memory and consciousness. No fundamental problems in understanding of the mind seem to arise. From computational point of view realistic models require massively parallel architectures
Propuesta de un método para evaluar los factores de imitación de marca
Brand imitation is an approach for new brands to be successful in the market; on the other hand, it can be destructive for developed brands by incurring heavy financial losses. Many studies have investigated imitation and its effective factors. The present paper studies effective factors of imitation and also ranks them through expert judgments. We use rough numbers properties to rank the factors. In so doing, three groups of experts, based in Iran, were asked to rank the factors that affect brand imitation. The ranking process was implemented by Rough-TOPSIS method. Also, the authors apply Fuzzy-TOPSIS method and findings were compared. This study recognizes important factors that affect brand imitation and rank them according to the significance level. Results emphasize that legislation is the most important factor that can prevent brand imitation and counterfeit. This ranking helps companies to improve specifications in order to obtain security for their brands.La imitación de marca es un enfoque para que las nuevas marcas tengan éxito en el mercado; por otro lado, puede ser destructiva para las marcas desarrolladas al incurrir en grandes pérdidas financieras. Muchos estudios han investigado la imitación y sus factores de efectividad. El presente artículo estudia los factores de efectividad de la imitación y también los clasifica a través de juicios de expertos. Usamos propiedades de números aproximados para clasificar los factores. Al hacerlo, se pidió a tres grupos de expertos, radicados en Irán, que clasificaran los factores que afectan la imitación de la marca. El proceso de clasificación fue implementado a través del método Rough-TOPSIS. Además, los autores aplican el método Fuzzy-TOPSIS y se compararon los resultados. Este estudio reconoce los factores importantes que afectan la imitación de marca y los clasifica según el nivel de significación. Los resultados enfatizan que la legislación es el factor más importante que puede prevenir la imitación de marca y la falsificación. Esta clasificación ayuda a las empresas a mejorar las especificaciones con el fin de obtener seguridad para sus marcas
Fuzzy Logic
Fuzzy Logic is becoming an essential method of solving problems in all domains. It gives tremendous impact on the design of autonomous intelligent systems. The purpose of this book is to introduce Hybrid Algorithms, Techniques, and Implementations of Fuzzy Logic. The book consists of thirteen chapters highlighting models and principles of fuzzy logic and issues on its techniques and implementations. The intended readers of this book are engineers, researchers, and graduate students interested in fuzzy logic systems
Understanding and modeling of aesthetic response to shape and color in car body design
This study explored the phenomenon that a consumer's preference on color of car body may vary depending on shape of the car body. First, the study attempted to establish a theoretical framework that can account for this phenomenon. This framework is based on the (modern-) Darwinism approach to the so-called evolutionary psychology and aesthetics. It assumes that human's aesthetic sense works like an agent that seeks for environmental patterns that potentially afford to benefit the underlying needs of the agent, and this seeking process is evolutionary fitting. Second, by adopting the framework, a pattern called “fundamental aesthetic dimensions” was developed for identifying and modeling consumer’s aesthetic response to car body shape and color. Next, this study developed an effective tool that is capable in capturing and accommodating consumer’s color preference on a given car body shape. This tool was implemented by incorporating classic color theories and advanced digital technologies; it was named “Color-Shape Synthesizer”. Finally, an experiment was conducted to verify some of the theoretical developments.
This study concluded (1) the fundamental aesthetics dimensions can be used for describing aesthetics in terms of shape and color; (2) the Color-Shape Synthesizer tool can be well applied in practicing car body designs; and (3) mapping between semantic representations of aesthetic response to the fundamental aesthetics dimensions can likely be a multiple-network structure
Computer Architecture in Industrial, Biomechanical and Biomedical Engineering
This book aims to provide state-of-the-art information on computer architecture and simulation in industry, engineering, and clinical scenarios. Accepted submissions are high in scientific value and provide a significant contribution to computer architecture. Each submission expands upon novel and innovative research where the methods, analysis, and conclusions are robust and of the highest standard. This book is a valuable resource for researchers, students, non-governmental organizations, and key decision-makers involved in earthquake disaster management systems at the national, regional, and local levels
Towards a kansei-based user modeling methodology for eco-design
We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS
Recognizing emotional state of user based on learning method and conceptual memories
With the increased use of computers, electronic devices and human interaction with computer in the broad spectrum of human life, the role of controlling emotions and increasing positive emotional states becomes more prominent. If a user's negative emotions increase, his/her efficiency will decrease greatly as well. Research has shown that colors are to be considered as one of the most influential basic functions in sight, identification, interpretation, perception and senses. It can be said that colors have impact on individuals' emotional states and can change them. In this paper, by learning the reactions of users with different personality types against each color, communication between the user's emotional states and personality and colors were modeled for the variable "emotional control". For the sake of learning, we used a memory-based system with the user’s interface color changing in accordance with the positive and negative experiences of users with different personalities. The end result of comparison of the testing methods demonstrated the superiority of memory-based learning in all three parameters of emotional control, enhancement of positive emotional states and reduction of negative emotional states. Moreover, the accuracy of memory- based learning method was almost 70 percent
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