105,702 research outputs found
Collaborative Feature Learning from Social Media
Image feature representation plays an essential role in image recognition and
related tasks. The current state-of-the-art feature learning paradigm is
supervised learning from labeled data. However, this paradigm requires
large-scale category labels, which limits its applicability to domains where
labels are hard to obtain. In this paper, we propose a new data-driven feature
learning paradigm which does not rely on category labels. Instead, we learn
from user behavior data collected on social media. Concretely, we use the image
relationship discovered in the latent space from the user behavior data to
guide the image feature learning. We collect a large-scale image and user
behavior dataset from Behance.net. The dataset consists of 1.9 million images
and over 300 million view records from 1.9 million users. We validate our
feature learning paradigm on this dataset and find that the learned feature
significantly outperforms the state-of-the-art image features in learning
better image similarities. We also show that the learned feature performs
competitively on various recognition benchmarks
Beautiful and damned. Combined effect of content quality and social ties on user engagement
User participation in online communities is driven by the intertwinement of
the social network structure with the crowd-generated content that flows along
its links. These aspects are rarely explored jointly and at scale. By looking
at how users generate and access pictures of varying beauty on Flickr, we
investigate how the production of quality impacts the dynamics of online social
systems. We develop a deep learning computer vision model to score images
according to their aesthetic value and we validate its output through
crowdsourcing. By applying it to over 15B Flickr photos, we study for the first
time how image beauty is distributed over a large-scale social system.
Beautiful images are evenly distributed in the network, although only a small
core of people get social recognition for them. To study the impact of exposure
to quality on user engagement, we set up matching experiments aimed at
detecting causality from observational data. Exposure to beauty is
double-edged: following people who produce high-quality content increases one's
probability of uploading better photos; however, an excessive imbalance between
the quality generated by a user and the user's neighbors leads to a decline in
engagement. Our analysis has practical implications for improving link
recommender systems.Comment: 13 pages, 12 figures, final version published in IEEE Transactions on
Knowledge and Data Engineering (Volume: PP, Issue: 99
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Understanding user experience of mobile video: Framework, measurement, and optimization
Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the userâs interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining usersâ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account userâs needs and desires when using the service, emphasizing the userâs overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
Social Software, Groups, and Governance
Formal groups play an important role in the law. Informal groups largely lie outside it. Should the law be more attentive to informal groups? The paper argues that this and related questions are appearing more frequently as a number of computer technologies, which I collect under the heading social software, increase the salience of groups. In turn, that salience raises important questions about both the significance and the benefits of informal groups. The paper suggests that there may be important social benefits associated with informal groups, and that the law should move towards a framework for encouraging and recognizing them. Such a framework may be organized along three dimensions by which groups arise and sustain themselves: regulating places, things, and stories
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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