5,419 research outputs found
Recommending Themes for Ad Creative Design via Visual-Linguistic Representations
There is a perennial need in the online advertising industry to refresh ad
creatives, i.e., images and text used for enticing online users towards a
brand. Such refreshes are required to reduce the likelihood of ad fatigue among
online users, and to incorporate insights from other successful campaigns in
related product categories. Given a brand, to come up with themes for a new ad
is a painstaking and time consuming process for creative strategists.
Strategists typically draw inspiration from the images and text used for past
ad campaigns, as well as world knowledge on the brands. To automatically infer
ad themes via such multimodal sources of information in past ad campaigns, we
propose a theme (keyphrase) recommender system for ad creative strategists. The
theme recommender is based on aggregating results from a visual question
answering (VQA) task, which ingests the following: (i) ad images, (ii) text
associated with the ads as well as Wikipedia pages on the brands in the ads,
and (iii) questions around the ad. We leverage transformer based cross-modality
encoders to train visual-linguistic representations for our VQA task. We study
two formulations for the VQA task along the lines of classification and
ranking; via experiments on a public dataset, we show that cross-modal
representations lead to significantly better classification accuracy and
ranking precision-recall metrics. Cross-modal representations show better
performance compared to separate image and text representations. In addition,
the use of multimodal information shows a significant lift over using only
textual or visual information.Comment: 7 pages, 8 figures, 2 tables, accepted by The Web Conference 202
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Using Cloudworks to Support OER Activities
This report forms the third and final output of the Pearls in the Clouds project, funded by the Higher Education Academy. It focuses on evaluation of the use of a social networking site, Cloudworks, to support evidence-based practice.
The aim of this project (Pearls in the Clouds) has been to evaluate the ways in which web 2.0 tools like Cloudworks can support evidence-informed practices in relation to learning and teaching. We have reviewed evidence from empirically grounded studies surrounding the uses of web2.0 in higher education and highlighted the gap between using web2.0 to support learning and teaching, and using it to support learning about learning and teaching (in an evidence-informed way) (Conole and Alevizou, 2010). We have reported on findings from a case study focusing on the use of Cloudworks by a community of practice - educational technologists - reflecting upon, and, negotiating their role in enhancing teaching and learning in higher education (Galley et al., 2010). The object of this study is to explore and evaluate the use of the site by individuals and communities involved in the production of, and research on, the development, delivery and use of Open Educational Resources (OER)
Interpretable Contextual Team-aware Item Recommendation: Application in Multiplayer Online Battle Arena Games
The video game industry has adopted recommendation systems to boost users
interest with a focus on game sales. Other exciting applications within video
games are those that help the player make decisions that would maximize their
playing experience, which is a desirable feature in real-time strategy video
games such as Multiplayer Online Battle Arena (MOBA) like as DotA and LoL.
Among these tasks, the recommendation of items is challenging, given both the
contextual nature of the game and how it exposes the dependence on the
formation of each team. Existing works on this topic do not take advantage of
all the available contextual match data and dismiss potentially valuable
information. To address this problem we develop TTIR, a contextual recommender
model derived from the Transformer neural architecture that suggests a set of
items to every team member, based on the contexts of teams and roles that
describe the match. TTIR outperforms several approaches and provides
interpretable recommendations through visualization of attention weights. Our
evaluation indicates that both the Transformer architecture and the contextual
information are essential to get the best results for this item recommendation
task. Furthermore, a preliminary user survey indicates the usefulness of
attention weights for explaining recommendations as well as ideas for future
work. The code and dataset are available at:
https://github.com/ojedaf/IC-TIR-Lol
Image-Enabled Discourse: Investigating the Creation of Visual Information as Communicative Practice
Anyone who has clarified a thought or prompted a response during a conversation by drawing a picture has exploited the potential of image making as an interactive tool for conveying information. Images are increasingly ubiquitous in daily communication, in large part due to advances in visually enabled information and communication technologies (ICT), such as information visualization applications, image retrieval systems and visually enabled collaborative work tools. Human abilities to use images to communicate are however far more sophisticated and nuanced than these technologies currently support. In order to learn more about the practice of image making as a specialized form of information and communication behavior, this study examined face-to-face conversations involving the creation of ad hoc visualizations (i.e., napkin drawings ). A model of image-enabled discourse is introduced, which positions image making as a specialized form of communicative practice. Multimodal analysis of video-recorded conversations focused on identifying image-enabled communicative activities in terms of interactional sociolinguistic concepts of conversational involvement and coordination, specifically framing, footing and stance. The study shows that when drawing occurs in the context of an ongoing dialogue, the activity of visual representation performs key communicative tasks. Visualization is a form of social interaction that contributes to the maintenance of conversational involvement in ways that are not often evident in the image artifact. For example, drawing enables us to coordinate with each other, to introduce alternative perspectives into a conversation and even to temporarily suspend the primary thread of a discussion in order to explore a tangential thought. The study compares attributes of the image artifact with those of the activity of image making, described as a series of contrasting affordances. Visual information in complex systems is generally represented and managed based on the affordances of the artifact, neglecting to account for all that is communicated through the situated action of creating. These finding have heuristic and best-practice implications for a range of areas related to the design and evaluation of virtual collaboration environments, visual information extraction and retrieval systems, and data visualization tools
Theory and Applications for Advanced Text Mining
Due to the growth of computer technologies and web technologies, we can easily collect and store large amounts of text data. We can believe that the data include useful knowledge. Text mining techniques have been studied aggressively in order to extract the knowledge from the data since late 1990s. Even if many important techniques have been developed, the text mining research field continues to expand for the needs arising from various application fields. This book is composed of 9 chapters introducing advanced text mining techniques. They are various techniques from relation extraction to under or less resourced language. I believe that this book will give new knowledge in the text mining field and help many readers open their new research fields
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