5,131 research outputs found

    Fuzzy Color Space for Apparel Coordination

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    Human perception of colors constitutes an important part in color theory. The applications of color science are truly omnipresent, and what impression colors make on human plays a vital role in them. In this paper, we offer the novel approach for color information representation and processing using fuzzy sets and logic theory, which is extremely useful in modeling human impressions. Specifically, we use fuzzy mathematics to partition the gamut of feasible colors in HSI color space based on standard linguistic tags. The proposed method can be useful in various image processing applications involving query processing. We demonstrate its effectivity in the implementation of a framework for the apparel online shopping coordination based on a color scheme. It deserves attention, since there is always some uncertainty inherent in the description of apparels

    The Descriptive Challenges of Fiber Art

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    SEMANTIC AND ABSTRACTION CONTENT OF ART IMAGES

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    In this paper the semantic and abstraction content of art images is studied. Different techniques for search in art image repositories are analyzed and new ones are proposed. The content-based retrieval process integrates the search on different components, linked in XML structures. Some experiments over 200 paintings of six Israel contemporary artists are done and analyzed

    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

    Creativity: Generating Diverse Questions using Variational Autoencoders

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    Generating diverse questions for given images is an important task for computational education, entertainment and AI assistants. Different from many conventional prediction techniques is the need for algorithms to generate a diverse set of plausible questions, which we refer to as "creativity". In this paper we propose a creative algorithm for visual question generation which combines the advantages of variational autoencoders with long short-term memory networks. We demonstrate that our framework is able to generate a large set of varying questions given a single input image.Comment: Accepted to CVPR 201

    Colour appearance descriptors for image browsing and retrieval

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    In this paper, we focus on the development of whole-scene colour appearance descriptors for classification to be used in browsing applications. The descriptors can classify a whole-scene image into various categories of semantically-based colour appearance. Colour appearance is an important feature and has been extensively used in image-analysis, retrieval and classification. By using pre-existing global CIELAB colour histograms, firstly, we try to develop metrics for wholescene colour appearance: “colour strength”, “high/low lightness” and “multicoloured”. Secondly we propose methods using these metrics either alone or combined to classify whole-scene images into five categories of appearance: strong, pastel, dark, pale and multicoloured. Experiments show positive results and that the global colour histogram is actually useful and can be used for whole-scene colour appearance classification. We have also conducted a small-scale human evaluation test on whole-scene colour appearance. The results show, with suitable threshold settings, the proposed methods can describe the whole-scene colour appearance of images close to human classification. The descriptors were tested on thousands of images from various scenes: paintings, natural scenes, objects, photographs and documents. The colour appearance classifications are being integrated into an image browsing system which allows them to also be used to refine browsing

    Cognitive Designers Activity Study, Formalization, Modelling, and Computation

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    This study aims to explore how designers mentally categorise design information during the early sketching performed in the generative phase. An action research approach is particularly appropriate for identifying the various sorts of design information and the cognitive operations involved in this phase. Thus, we conducted a protocol study with eight product designers based on a descriptive model derived from cognitive psychological memory theories. Subsequent protocol analysis yielded a cognitive model depicting the mental categorisation of design information processing performed by designers. This cognitive model included a structure for design information (high, middle, and low levels) and linked cognitive operations (association and transformation). Finally, this paper concludes by discussing directions for future research on the development of new computational tools for designers

    Media aesthetics based multimedia storytelling.

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    Since the earliest of times, humans have been interested in recording their life experiences, for future reference and for storytelling purposes. This task of recording experiences --i.e., both image and video capture-- has never before in history been as easy as it is today. This is creating a digital information overload that is becoming a great concern for the people that are trying to preserve their life experiences. As high-resolution digital still and video cameras become increasingly pervasive, unprecedented amounts of multimedia, are being downloaded to personal hard drives, and also uploaded to online social networks on a daily basis. The work presented in this dissertation is a contribution in the area of multimedia organization, as well as automatic selection of media for storytelling purposes, which eases the human task of summarizing a collection of images or videos in order to be shared with other people. As opposed to some prior art in this area, we have taken an approach in which neither user generated tags nor comments --that describe the photographs, either in their local or on-line repositories-- are taken into account, and also no user interaction with the algorithms is expected. We take an image analysis approach where both the context images --e.g. images from online social networks to which the image stories are going to be uploaded--, and the collection images --i.e., the collection of images or videos that needs to be summarized into a story--, are analyzed using image processing algorithms. This allows us to extract relevant metadata that can be used in the summarization process. Multimedia-storytellers usually follow three main steps when preparing their stories: first they choose the main story characters, the main events to describe, and finally from these media sub-groups, they choose the media based on their relevance to the story as well as based on their aesthetic value. Therefore, one of the main contributions of our work has been the design of computational models --both regression based, as well as classification based-- that correlate well with human perception of the aesthetic value of images and videos. These computational aesthetics models have been integrated into automatic selection algorithms for multimedia storytelling, which are another important contribution of our work. A human centric approach has been used in all experiments where it was feasible, and also in order to assess the final summarization results, i.e., humans are always the final judges of our algorithms, either by inspecting the aesthetic quality of the media, or by inspecting the final story generated by our algorithms. We are aware that a perfect automatically generated story summary is very hard to obtain, given the many subjective factors that play a role in such a creative process; rather, the presented approach should be seen as a first step in the storytelling creative process which removes some of the ground work that would be tedious and time consuming for the user. Overall, the main contributions of this work can be capitalized in three: (1) new media aesthetics models for both images and videos that correlate with human perception, (2) new scalable multimedia collection structures that ease the process of media summarization, and finally, (3) new media selection algorithms that are optimized for multimedia storytelling purposes.Postprint (published version
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