20,127 research outputs found

    ģ‹¬ėÆøģ  ģ‹œģ§€ź°ģ— ėŒ€ķ•œ ģøģ§€ģ ź³ ģ°°

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    ķ•™ģœ„ė…¼ė¬ø (ė°•ģ‚¬)-- ģ„œģšøėŒ€ķ•™źµ ėŒ€ķ•™ģ› : ķ˜‘ė™ź³¼ģ • ģøģ§€ź³¼ķ•™ģ „ź³µ, 2015. 8. ģž„ė³‘ķƒ.Answering for the question what is beauty? has emerged as an issue of psychology, neuroscience and computer science during the last decade, after the long history of exploration in the field of philosophy and aesthetics. Especially, in the field of computer science, computational aesthetics pursues implementing an automated aesthetic judgement system based on the low-level features and machine learning techniques, for tangible application such as content recommendation. In this paper, as an effort of building a computational model of estimating aesthetic value of photos in content recommendation, a hypothesis that surface curvatures of objects and a place in a scene contribute to the estimation is proposed and implemented as a new visual descriptor named Local Slant Cue (LoSC) which represent catching 2.5D information which traditional local descriptors are hard to catch. Experimental results show its comparable performance just with the 30 percent of computational workload of the previous arts. However, comparative study reveals there exist a kind of glass ceiling regardless of feature selection, due to a weird attribute of the mediocre samples, which occupy an absolute majority of any given sample group, in machine learning framework. Observation to the score distributions of the mediocre group leads to the discovery of significantly high variance in consensus level among human raters for the stimuli. For quantitative validation of the observation, skewness-kurtosis map is adopted as a tool of consensus analysis and applied to a massive photo aesthetics dataset consisting of 225,000 samples, followed by the result of showing validated universality of the observation as one of four patterns, which are incompatible with Gaussianity that has been expected so far. Several computational models of visual aesthetic perception are proposed and tested from the view of how well they explain the observed patterns, finding the comparative advantage of dynamic systems model. As an effort of elaborating the idea of dynamic systems for the aesthetic perception, a new computational model named as DDM4AP (Drift-Diffusion Model for Aesthetic Perception) is proposed regarding visual aesthetic perception as a result of dynamic interaction between like factors and dislike factors. While it is concentrating to explain the wide variance in consensus level, the proposed model predicts a significantly longer latency when appreciating photos the mediocre group rather than the good or the bad, regardless of consensus level. Human subject experiments validate the prediction, supporting the model as reflecting important attributes of visual aesthetic perception in human mind. In conclusion, this study declares computational aesthetics requires new approaches of machine learning and computer vision considering dynamic interaction between two contrastive factors and selecting training data and features in accordance with such mixed data.CHAPTER 1. Introduction 1.1. Background 1.1.1 In Philosophy 1.1.2 In Psychology 1.1.3 In Neuroscience 1.2. Related Works: Computational Aesthetics CHAPTER 2. Finding Features 2.1. Background 2.2. Local Slant Cue (LoSC) 2.2.1 Representation 2.2.2 Region Description 2.3. Experiments 2.4. Discussion CHAPTER 3. Data Revisited 3.1. What Makes Glass Ceiling 3.2. Consensus Analysis 3.2.1 Data Set 3.2.2 Method 3.3. Analysis Results: 4 Patterns 3.3.1 Pattern 1: A Wide Kurtosis Range 3.3.2 Pattern 2: Consensus Asymmetry 3.3.3 Pattern 3: The 4/3 Power Law Regime 3.3.4 Pattern 4: Tag Effect 3.4. Discussion CHAPTER 4. Modeling 4.1. Background 4.2. Static Models 4.3. Dynamic Models (DDM4AP) 4.4. Discussion CHAPTER 5. Validation 5.1. Background: Prediction from DDM4AP 5.2. Method 5.3. Experimental Results 5.4. Discussion Conclusion References Appendix 1. Free vs. Non-Free Study Appendix 2. Summary of Skewness and Kurtosis źµ­ė¬øģ“ˆė”Docto

    The pictures we like are our image: continuous mapping of favorite pictures into self-assessed and attributed personality traits

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    Flickr allows its users to tag the pictures they like as ā€œfavoriteā€. As a result, many users of the popular photo-sharing platform produce galleries of favorite pictures. This article proposes new approaches, based on Computational Aesthetics, capable to infer the personality traits of Flickr users from the galleries above. In particular, the approaches map low-level features extracted from the pictures into numerical scores corresponding to the Big-Five Traits, both self-assessed and attributed. The experiments were performed over 60,000 pictures tagged as favorite by 300 users (the PsychoFlickr Corpus). The results show that it is possible to predict beyond chance both self-assessed and attributed traits. In line with the state-of-the art of Personality Computing, these latter are predicted with higher effectiveness (correlation up to 0.68 between actual and predicted traits)

    The Sound Manifesto

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    Computing practice today depends on visual output to drive almost all user interaction. Other senses, such as audition, may be totally neglected, or used tangentially, or used in highly restricted specialized ways. We have excellent audio rendering through D-A conversion, but we lack rich general facilities for modeling and manipulating sound comparable in quality and flexibility to graphics. We need co-ordinated research in several disciplines to improve the use of sound as an interactive information channel. Incremental and separate improvements in synthesis, analysis, speech processing, audiology, acoustics, music, etc. will not alone produce the radical progress that we seek in sonic practice. We also need to create a new central topic of study in digital audio research. The new topic will assimilate the contributions of different disciplines on a common foundation. The key central concept that we lack is sound as a general-purpose information channel. We must investigate the structure of this information channel, which is driven by the co-operative development of auditory perception and physical sound production. Particular audible encodings, such as speech and music, illuminate sonic information by example, but they are no more sufficient for a characterization than typography is sufficient for a characterization of visual information.Comment: To appear in the conference on Critical Technologies for the Future of Computing, part of SPIE's International Symposium on Optical Science and Technology, 30 July to 4 August 2000, San Diego, C

    Art and Medicine: from anatomic studies to Visual Thinking Strategies

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    Over the centuries the collaboration between artists and doctors and the relationship between art and medicine disciplines have been documented. Since the '60s the discipline of medical humanities has been developed in order to enrich the studies in medical sciences with the humanities. In the belief that medicine is more than just a set of knowledge and technical skills, medical educators have considered important to include the humanities as art, literature, philosophy, ethics, history, in the curriculum of training a good doctor. Despite there are examples of previous use of art as part of the curricula of medicine as a tool to develop the cognitive skills of observation and description, there is a general consensus that the semiotic competence starts from a correct and deep observation, "clinical eye", using senses to diagnose disease. It can talk about "Visual Thinking Strategy" (VTS) in this context. The VTS provides a way to enable the observation of the work of art, the process of analysis, comparison and discussion with others that allows the medical student to acquire a method to be applied also in clinical activity, improving skills in patient examination, by implementing the problem solving and critical thinking, getting used to teamwork, stimulating empathy toward patient and respect for others (whether patient or colleague). The observation practice should be key thing for medical training and this theory can be an aid to improve clinical skills. A trial of VTS for medicine students connected to Semiotic Course in collaboration with the Galleria Borghese in Rome during last academic year was carried out at The Degree Course in Medicine of the Faculty of Medicine and Psychology of Sapienza University.Keywords:Medical humanities, art, Visual Thinking StrategiesIntroductionArt understood as 'TĆØchne' could be described as the application of rules set and experiences elaborated by man, therefore the knowledge, in order to make objects or to depict images taken from reality or fantasy world. Medical Science is a discipline defined as Art in so far as it able to apply the knowledge, therefore the Science of the disease cure. Over the centuries these disciplines have developed many relationships, in fact, we have document of the cooperation between artists and doctors. Letā€™s think , in Classical Antiquity, when artists could learn anatomical features only through the observation of athletes in gymnasium. Anatomical features, still unknown to the doctors, who could not use, for example, the dissection of corpse because this practice was prohibited for religious reasons. They were able to ā€œadmireā€ the representation of muscles stretching through sculpture, an example is Myron's Discobolus.In Medicine field only Herophilus of Chalcedon and Erasistratus, in the third century B.C. carried out dissections of "live" human bodies (1) until 1241 when Federico II promulgated the edict that authorized and stimulated the use of cadavers by doctors. In 1316 Mondino de Liuzzi wrote "Anothomia" founding the first School of Human Anatomy in Europe. It will have to wait the Renaissance, with the birth of the "modern" medicine, to discover that also the artists were able to use the human bodies for their anatomical studies. The first known example was Il Pollaiolo www.sensesandsciences.co

    Measurement with Persons: A European Network

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    The European ā€˜Measuring the Impossibleā€™ Network MINET promotes new research activities in measurement dependent on human perception and/or interpretation. This includes the perceived attributes of products and services, such as quality or desirability, and societal parameters such as security and well-being. Work has aimed at consensus about four ā€˜genericā€™ metrological issues: (1) Measurement Concepts & Terminology; (2) Measurement Techniques: (3) Measurement Uncertainty; and (4) Decision-making & Impact Assessment, and how these can be applied specificallyto the ā€˜Measurement of Personsā€™ in terms of ā€˜Man as a Measurement Instrumentā€™ and ā€˜Measuring Man.ā€™ Some of the main achievements of MINET include a research repository with glossary; training course; book; series of workshops;think tanks and study visits, which have brought together a unique constellation of researchers from physics, metrology,physiology, psychophysics, psychology and sociology. Metrology (quality-assured measurement) in this area is relativelyunderdeveloped, despite great potential for innovation, and extends beyond traditional physiological metrology in thatit also deals with measurement with all human senses as well as mental and behavioral processes. This is particularlyrelevant in applications where humans are an important component of critical systems, where for instance health andsafety are at stake

    Enhanced associations with actions of the artist influence gaze behaviour

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    The aesthetic experience of the perceiver of art has been suggested to relate to the art-making process of the artist. The artistā€™s gestures during the creation process have been stated to influence the perceiverā€™s art-viewing experience. However, limited studies explore the art-viewing experience in relation to the creative process of the artist. We introduced eye-tracking measures to further establish how congruent actions with the artist influence perceiverā€™s gaze behaviour. Experiments 1 and 2 showed that simultaneous congruent and incongruent actions do not influence gaze behaviour. However, brushstroke paintings were found to be more pleasing than pointillism paintings. In Experiment 3, participants were trained to associate painting actions with hand primes to enhance visuomotor and visuovisual associations with the artistā€™s actions. A greater amount of time was spent fixating brushstroke paintings when presented with a congruent prime compared with an incongruent prime, and fewer fixations were made to these styles of paintings when presented with an incongruent prime. The results suggest that explicit links that allow perceivers to resonate with the artistā€™s actions lead to greater exploration of preferred artwork styles

    Unveiling the multimedia unconscious: implicit cognitive processes and multimedia content analysis

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    One of the main findings of cognitive sciences is that automatic processes of which we are unaware shape, to a significant extent, our perception of the environment. The phenomenon applies not only to the real world, but also to multimedia data we consume every day. Whenever we look at pictures, watch a video or listen to audio recordings, our conscious attention efforts focus on the observable content, but our cognition spontaneously perceives intentions, beliefs, values, attitudes and other constructs that, while being outside of our conscious awareness, still shape our reactions and behavior. So far, multimedia technologies have neglected such a phenomenon to a large extent. This paper argues that taking into account cognitive effects is possible and it can also improve multimedia approaches. As a supporting proof-of-concept, the paper shows not only that there are visual patterns correlated with the personality traits of 300 Flickr users to a statistically significant extent, but also that the personality traits (both self-assessed and attributed by others) of those users can be inferred from the images these latter post as "favourite"
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