6,154 research outputs found
Feel the Moosic: Emotion-based Music Selection and Recommendation
Digital transformation has changed all aspects of life, including the music market and listening habits. The spread of mobile devices and music streaming services has enabled the possibility to access a huge selection of music regardless of time or place. However, this access leads to the customer\u27s problem of choosing the right music for a certain situation or mood. The user is often overwhelmed while choosing music. Context information, especially the emotional state of the user, can help within this process. The possibilities of an emotional music selection are currently limited. The providers rely on predefined playlists for different situations or moods. However, the problem with these lists is, that they do not adapt to new user conditions. A simple, intuitive and automatic emotion-based music selection has so far been poorly investigated in IS practice and research. This paper describes the IS music research project Moosic , which investigates and iteratively implements an intuitive emotion-based music recommendation application. In addition, an initial evaluation of the prototype will be discussed and an outlook on further development will be given
Affective Recommendation of Movies Based on Selected Connotative Features
The apparent difficulty in assessing emotions elicited by movies and the undeniable high variability in subjects emotional responses to filmic content have been recently tackled by exploring film connotative properties: the set of shooting and editing conventions that help in transmitting meaning to the audience. Connotation provides an intermediate representation which exploits the objectivity of audiovisual descriptors to predict the subjective emotional reaction of single users. This is done without the need of registering users physiological signals neither by employing other people highly variable emotional rates, but just relying on the inter-subjectivity of connotative concepts and on the knowledge of users reactions to similar stimuli. This work extends previous by extracting audiovisual and film grammar descriptors and, driven by users rates on connotative properties, creates a shared framework where movie scenes are placed, compared and recommended according to connotation. We evaluate the potential of the proposed system by asking users to assess the ability of connotation in suggesting filmic content able to target their affective requests
Sequence-based context-aware music recommendation
© 2017, Springer Science+Business Media, LLC. Contextual factors greatly affect usersâ preferences for music, so they can benefit music recommendation and music retrieval. However, how to acquire and utilize the contextual information is still facing challenges. This paper proposes a novel approach for context-aware music recommendation, which infers usersâ preferences for music, and then recommends music pieces that fit their real-time requirements. Specifically, the proposed approach first learns the low dimensional representations of music pieces from usersâ music listening sequences using neural network models. Based on the learned representations, it then infers and models usersâ general and contextual preferences for music from usersâ historical listening records. Finally, music pieces in accordance with userâs preferences are recommended to the target user. Extensive experiments are conducted on real world datasets to compare the proposed method with other state-of-the-art recommendation methods. The results demonstrate that the proposed method significantly outperforms those baselines, especially on sparse data
Why Consumers Pay Voluntarily: Evidence from Online Music
Customers at the online music label Magnatune can pay what they want for albums, as long as the payment is within a given price range (18). Magnatune recommends to pay 8.20 (Regner and Barria, 2009). We ran an online survey and collected responses from 227 frequent Magnatune customers to gain insights about the underlying motivations to pay more than necessary. We control for individual response- and sample selection-bias, and find that reciprocity and guilt appear to be the major drivers for generous voluntary payments. Being inclined to follow social norms is a positive determinant for payments around the recommended price.social preferences, other-regarding behaviour, music industry, reciprocity, guilt, social norms, altruism, fairness, social-image concerns, survey
PROMOTING HEALTH EDUCATION- CHANGING LIFESTYLES
According to Health Facts published by Ministry of Health Malaysia (MOH) in 2010
most non communicable disease (NCD) consists of diseases that are implications of
unhealthy lifestle are the main causes of death in Malaysia. This translates into the
need of educating citizens on how to have a healthy lifestyle to avoid the risks of
getting fatal NCDs. A Heahh Education Division has already been set up as one of
the 5 division under the Public Health Department Ministry of Heahh Malaysia that
could be seen through their various websites. The issue is the lack effectiveness of
the website to educate regardless of the increasing number of online users. Thus, this
research is planned to effectively conduct health education to reach the online
citizens by the use of Human Computer Interaction theories as well as a learning
theories. The main objective ofthis project is to implement these two theories in the
development of the website is to create awareness to the community on the
importance of living a healthy life as well as the implications of doing otherwise. The
content of the website includes the main criteria of lifestyle such as hygiene,
nutrition and physical activities and the knowledge of how to conduct a healthy
lifestyle base on the criteria, and the implications of not doing so. The website also
displays basic information regarding the disease which includes the causes of the
disease, the implications to the body, the implication towards the life of a patient
infected with the disease, and what can be done to prevent the disease, as well as
what can be done to help people infected with the disease. The educating and
learning process is also equipped with risk assessments of diseases that would act as
a decision support system to the users. The result of this project is the increase of
interest and awareness regarding the importance and knowledge of having a healthy
lifestyle among the internet users. The conclusion of this research project is
conducting health education online is effective if the right theories and techniques
are applied, as well as taking into account the user's perspective
Music Genre Classification with ResNet and Bi-GRU Using Visual Spectrograms
Music recommendation systems have emerged as a vital component to enhance
user experience and satisfaction for the music streaming services, which
dominates music consumption. The key challenge in improving these recommender
systems lies in comprehending the complexity of music data, specifically for
the underpinning music genre classification. The limitations of manual genre
classification have highlighted the need for a more advanced system, namely the
Automatic Music Genre Classification (AMGC) system. While traditional machine
learning techniques have shown potential in genre classification, they heavily
rely on manually engineered features and feature selection, failing to capture
the full complexity of music data. On the other hand, deep learning
classification architectures like the traditional Convolutional Neural Networks
(CNN) are effective in capturing the spatial hierarchies but struggle to
capture the temporal dynamics inherent in music data. To address these
challenges, this study proposes a novel approach using visual spectrograms as
input, and propose a hybrid model that combines the strength of the Residual
neural Network (ResNet) and the Gated Recurrent Unit (GRU). This model is
designed to provide a more comprehensive analysis of music data, offering the
potential to improve the music recommender systems through achieving a more
comprehensive analysis of music data and hence potentially more accurate genre
classification
Predicting Popularity of Hedonic Digital Content via Artificial Intelligence Imagery Analysis of Thumbnails
Hedonic digital content backs a wide variety of business models. Yet, due to its experience good nature, consumers cannot assess its value before consumption. To overcome this obstacle, thumbnail images are frequently employed to provide an experience of content, and trigger views and sales. In spite of fragmented evidence from human-computer interaction research, thumbnails largely constitute a black box for research and practice. This research aims to fill this gap and asks: How and why do basic, conceptual and social features of thumbnail images affect popularity of hedonic digital content? To answer the question, we employ artificial intelligence imagery analysis to test and confirm a variance model against evidence from 400,000 YouTube videos. Our findings entail important theoretical contributions to visual perception in online contexts. In addition, this research proposes artificial intelligence imagery analysis as a new and fruitful research method for the largely visual information systems discipline
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