30 research outputs found

    Computational Technologies for Fashion Recommendation: A Survey

    Full text link
    Fashion recommendation is a key research field in computational fashion research and has attracted considerable interest in the computer vision, multimedia, and information retrieval communities in recent years. Due to the great demand for applications, various fashion recommendation tasks, such as personalized fashion product recommendation, complementary (mix-and-match) recommendation, and outfit recommendation, have been posed and explored in the literature. The continuing research attention and advances impel us to look back and in-depth into the field for a better understanding. In this paper, we comprehensively review recent research efforts on fashion recommendation from a technological perspective. We first introduce fashion recommendation at a macro level and analyse its characteristics and differences with general recommendation tasks. We then clearly categorize different fashion recommendation efforts into several sub-tasks and focus on each sub-task in terms of its problem formulation, research focus, state-of-the-art methods, and limitations. We also summarize the datasets proposed in the literature for use in fashion recommendation studies to give readers a brief illustration. Finally, we discuss several promising directions for future research in this field. Overall, this survey systematically reviews the development of fashion recommendation research. It also discusses the current limitations and gaps between academic research and the real needs of the fashion industry. In the process, we offer a deep insight into how the fashion industry could benefit from fashion recommendation technologies. the computational technologies of fashion recommendation

    Computational Aesthetics for Fashion

    Get PDF
    The online fashion industry is growing fast and with it, the need for advanced systems able to automatically solve different tasks in an accurate way. With the rapid advance of digital technologies, Deep Learning has played an important role in Computational Aesthetics, an interdisciplinary area that tries to bridge fine art, design, and computer science. Specifically, Computational Aesthetics aims to automatize human aesthetic judgments with computational methods. In this thesis, we focus on three applications of computer vision in fashion, and we discuss how Computational Aesthetics helps solve them accurately

    Degradation stage classification via interpretable feature learning

    Get PDF
    Predictive maintenance (PdM) advocates for the usage of machine learning technologies to monitor asset's health conditions and plan maintenance activities accordingly. However, according to the specific degradation process, some health-related measures (e.g. temperature) may be not informative enough to reliably assess the health stage. Moreover, each measure needs to be properly treated to extract the information linked to the health stage. Those issues are usually addressed by performing a manual feature engineering, which results in high management cost and poor generalization capability of those approaches. In this work, we address this issue by coupling a health stage classifier with a feature learning mechanism. With feature learning, minimally processed data are automatically transformed into informative features. Many effective feature learning approaches are based on deep learning. With those, the features are obtained as a non-linear combination of the inputs, thus it is difficult to understand the input's contribution to the classification outcome and so the reasoning behind the model. Still, these insights are increasingly required to interpret the results and assess the reliability of the model. In this regard, we propose a feature learning approach able to (i) effectively extract high-quality features by processing different input signals, and (ii) provide useful insights about the most informative domain transformations (e.g. Fourier transform or probability density function) of the input signals (e.g. vibration or temperature). The effectiveness of the proposed approach is tested with publicly available real-world datasets about bearings' progressive deterioration and compared with the traditional feature engineering approach

    Concepts, Frames and Cascades in Semantics, Cognition and Ontology

    Get PDF
    This open access book presents novel theoretical, empirical and experimental work exploring the nature of mental representations that support natural language production and understanding, and other manifestations of cognition. One fundamental question raised in the text is whether requisite knowledge structures can be adequately modeled by means of a uniform representational format, and if so, what exactly is its nature. Frames are a key topic covered which have had a strong impact on the exploration of knowledge representations in artificial intelligence, psychology and linguistics; cascades are a novel development in frame theory. Other key subject areas explored are: concepts and categorization, the experimental investigation of mental representation, as well as cognitive analysis in semantics. This book is of interest to students, researchers, and professionals working on cognition in the fields of linguistics, philosophy, and psychology

    Contributions to the cornerstones of interaction in visualization: strengthening the interaction of visualization

    Get PDF
    Visualization has become an accepted means for data exploration and analysis. Although interaction is an important component of visualization approaches, current visualization research pays less attention to interaction than to aspects of the graphical representation. Therefore, the goal of this work is to strengthen the interaction side of visualization. To this end, we establish a unified view on interaction in visualization. This unified view covers four cornerstones: the data, the tasks, the technology, and the human.Visualisierung hat sich zu einem unverzichtbaren Werkzeug für die Exploration und Analyse von Daten entwickelt. Obwohl Interaktion ein wichtiger Bestandteil solcher Werkzeuge ist, wird der Interaktion in der aktuellen Visualisierungsforschung weniger Aufmerksamkeit gewidmet als Aspekten der graphischen Repräsentation. Daher ist es das Ziel dieser Arbeit, die Interaktion im Bereich der Visualisierung zu stärken. Hierzu wird eine einheitliche Sicht auf Interaktion in der Visualisierung entwickelt

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

    Get PDF
    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
    corecore