6,938 research outputs found

    Visual BFI: an Exploratory Study for Image-based Personality Test

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    This paper positions and explores the topic of image-based personality test. Instead of responding to text-based questions, the subjects will be provided a set of "choose-your-favorite-image" visual questions. With the image options of each question belonging to the same concept, the subjects' personality traits are estimated by observing their preferences of images under several unique concepts. The solution to design such an image-based personality test consists of concept-question identification and image-option selection. We have presented a preliminary framework to regularize these two steps in this exploratory study. A demo version of the designed image-based personality test is available at http://www.visualbfi.org/. Subjective as well as objective evaluations have demonstrated the feasibility of image-based personality test in limited questions

    Towards Artistic Image Aesthetics Assessment: a Large-scale Dataset and a New Method

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    Image aesthetics assessment (IAA) is a challenging task due to its highly subjective nature. Most of the current studies rely on large-scale datasets (e.g., AVA and AADB) to learn a general model for all kinds of photography images. However, little light has been shed on measuring the aesthetic quality of artistic images, and the existing datasets only contain relatively few artworks. Such a defect is a great obstacle to the aesthetic assessment of artistic images. To fill the gap in the field of artistic image aesthetics assessment (AIAA), we first introduce a large-scale AIAA dataset: Boldbrush Artistic Image Dataset (BAID), which consists of 60,337 artistic images covering various art forms, with more than 360,000 votes from online users. We then propose a new method, SAAN (Style-specific Art Assessment Network), which can effectively extract and utilize style-specific and generic aesthetic information to evaluate artistic images. Experiments demonstrate that our proposed approach outperforms existing IAA methods on the proposed BAID dataset according to quantitative comparisons. We believe the proposed dataset and method can serve as a foundation for future AIAA works and inspire more research in this field. Dataset and code are available at: https://github.com/Dreemurr-T/BAID.gitComment: Accepted by CVPR 202

    VILA: Learning Image Aesthetics from User Comments with Vision-Language Pretraining

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    Assessing the aesthetics of an image is challenging, as it is influenced by multiple factors including composition, color, style, and high-level semantics. Existing image aesthetic assessment (IAA) methods primarily rely on human-labeled rating scores, which oversimplify the visual aesthetic information that humans perceive. Conversely, user comments offer more comprehensive information and are a more natural way to express human opinions and preferences regarding image aesthetics. In light of this, we propose learning image aesthetics from user comments, and exploring vision-language pretraining methods to learn multimodal aesthetic representations. Specifically, we pretrain an image-text encoder-decoder model with image-comment pairs, using contrastive and generative objectives to learn rich and generic aesthetic semantics without human labels. To efficiently adapt the pretrained model for downstream IAA tasks, we further propose a lightweight rank-based adapter that employs text as an anchor to learn the aesthetic ranking concept. Our results show that our pretrained aesthetic vision-language model outperforms prior works on image aesthetic captioning over the AVA-Captions dataset, and it has powerful zero-shot capability for aesthetic tasks such as zero-shot style classification and zero-shot IAA, surpassing many supervised baselines. With only minimal finetuning parameters using the proposed adapter module, our model achieves state-of-the-art IAA performance over the AVA dataset.Comment: CVPR 2023, https://github.com/google-research/google-research/tree/master/vil

    Digital Personalization in Early Childhood

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Digital personalization is an emerging interdisciplinary research field, with application to a variety of areas including design, education and publication industry. This book focuses on children’s education and literacy resources, which have undergone important changes with the ‘personalization revolution’ in the early 21st century. The author develops original insights from educational research and her own studies concerned with digital and non-digital personalization, to discuss in a clear and critical way the thinking, research issues and practical implications of this new field. She scrutinises the character of technology-based personalized education to substantiate the claim that the current models of personalized education tend to be technology- and business-driven, with little pedagogical understanding of the social value of personalization. Research involving touchscreens, personalized books and 2-8-year olds is interrogated for its impact on children’s development of language, creativity, identity, as well as family dynamics and classroom dialogue. The literature available on digital and non-digital personalization is discussed in relation to five key themes of personalized education, the so-called 5As: autonomy, authorship, aesthetics, attachment and authenticity. It is argued that the 5As need to be anchored in humanist principles for a sustainable pedagogy and practice. Based on the insights from research with typically and atypically developing children, Kucirkova proposes personalised pluralisation, as a pedagogical framework of personalized education for the future. The book aims to help scholars and professionals understand the connections between personalization and literacy, personalization and education, and personalization and wider socio-moral issues

    Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)

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    Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subjective factors, for choosing a range of aesthetic features. From the study it was found that the there is no one single optimum position or viewpoint with a corresponding relationship to the aesthetic considerations that influence interactive digital media. Instead, the incorporation of aesthetic features demonstrates the need to consider each component within interactive digital media as part of a range of possible features, and therefore within a range of possible camera positions. A framework, named as PCAWF, emphasized that combination of features and factors demonstrated the need to define a range of aesthetic viewpoints. This is important for improved user experience. From the framework it has been found that factors including the storyline, user state, gameplay, and application type are critical to defining the reasons associated with making aesthetic choices. The selection of a range of aesthetic features and characteristics is influenced by four main factors and sub-factors associated with the main factors. This study informs the future of interactive digital media interaction by providing clarity and reasoning behind the aesthetic decision-making inclusions that are integrated into automatically generated vision by providing a framework for choosing a range of aesthetic viewpoints in a 3D virtual environment of a game. The study identifies critical juxtapositions between photographic and cinema-based media aesthetics by incorporating qualitative rationales from experts within the interactive digital media field. This research will change the way Artificial Intelligence (AI) generated interactive digital media in the way that it chooses visual outputs in terms of camera positions, field-view, orientation, contextual considerations, and user experiences. It will impact across all automated systems to ensure that human-values, rich variations, and extensive complexity are integrated in the AI-dominated development and design of future interactive digital media production

    Brain-computer interface for generating personally attractive images

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    While we instantaneously recognize a face as attractive, it is much harder to explain what exactly defines personal attraction. This suggests that attraction depends on implicit processing of complex, culturally and individually defined features. Generative adversarial neural networks (GANs), which learn to mimic complex data distributions, can potentially model subjective preferences unconstrained by pre-defined model parameterization. Here, we present generative brain-computer interfaces (GBCI), coupling GANs with brain-computer interfaces. GBCI first presents a selection of images and captures personalized attractiveness reactions toward the images via electroencephalography. These reactions are then used to control a GAN model, finding a representation that matches the features constituting an attractive image for an individual. We conducted an experiment (N=30) to validate GBCI using a face-generating GAN and producing images that are hypothesized to be individually attractive. In double-blind evaluation of the GBCI-produced images against matched controls, we found GBCI yielded highly accurate results. Thus, the use of EEG responses to control a GAN presents a valid tool for interactive information-generation. Furthermore, the GBCI-derived images visually replicated known effects from social neuroscience, suggesting that the individually responsive, generative nature of GBCI provides a powerful, new tool in mapping individual differences and visualizing cognitive-affective processing.Peer reviewe
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