10,676 research outputs found
Looking Beyond a Clever Narrative: Visual Context and Attention are Primary Drivers of Affect in Video Advertisements
Emotion evoked by an advertisement plays a key role in influencing brand
recall and eventual consumer choices. Automatic ad affect recognition has
several useful applications. However, the use of content-based feature
representations does not give insights into how affect is modulated by aspects
such as the ad scene setting, salient object attributes and their interactions.
Neither do such approaches inform us on how humans prioritize visual
information for ad understanding. Our work addresses these lacunae by
decomposing video content into detected objects, coarse scene structure, object
statistics and actively attended objects identified via eye-gaze. We measure
the importance of each of these information channels by systematically
incorporating related information into ad affect prediction models. Contrary to
the popular notion that ad affect hinges on the narrative and the clever use of
linguistic and social cues, we find that actively attended objects and the
coarse scene structure better encode affective information as compared to
individual scene objects or conspicuous background elements.Comment: Accepted for publication in the Proceedings of 20th ACM International
Conference on Multimodal Interaction, Boulder, CO, US
A survey of comics research in computer science
Graphical novels such as comics and mangas are well known all over the world.
The digital transition started to change the way people are reading comics,
more and more on smartphones and tablets and less and less on paper. In the
recent years, a wide variety of research about comics has been proposed and
might change the way comics are created, distributed and read in future years.
Early work focuses on low level document image analysis: indeed comic books are
complex, they contains text, drawings, balloon, panels, onomatopoeia, etc.
Different fields of computer science covered research about user interaction
and content generation such as multimedia, artificial intelligence,
human-computer interaction, etc. with different sets of values. We propose in
this paper to review the previous research about comics in computer science, to
state what have been done and to give some insights about the main outlooks
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