102,661 research outputs found

    Adversarial Training Towards Robust Multimedia Recommender System

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    With the prevalence of multimedia content on the Web, developing recommender solutions that can effectively leverage the rich signal in multimedia data is in urgent need. Owing to the success of deep neural networks in representation learning, recent advance on multimedia recommendation has largely focused on exploring deep learning methods to improve the recommendation accuracy. To date, however, there has been little effort to investigate the robustness of multimedia representation and its impact on the performance of multimedia recommendation. In this paper, we shed light on the robustness of multimedia recommender system. Using the state-of-the-art recommendation framework and deep image features, we demonstrate that the overall system is not robust, such that a small (but purposeful) perturbation on the input image will severely decrease the recommendation accuracy. This implies the possible weakness of multimedia recommender system in predicting user preference, and more importantly, the potential of improvement by enhancing its robustness. To this end, we propose a novel solution named Adversarial Multimedia Recommendation (AMR), which can lead to a more robust multimedia recommender model by using adversarial learning. The idea is to train the model to defend an adversary, which adds perturbations to the target image with the purpose of decreasing the model's accuracy. We conduct experiments on two representative multimedia recommendation tasks, namely, image recommendation and visually-aware product recommendation. Extensive results verify the positive effect of adversarial learning and demonstrate the effectiveness of our AMR method. Source codes are available in https://github.com/duxy-me/AMR.Comment: TKD

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    Diagramming social practice theory:An interdisciplinary experiment exploring practices as networks

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    Achieving a transition to a low-carbon energy system is now widely recognised as a key challenge facing humanity. To date, the vast majority of research addressing this challenge has been conducted within the disciplines of science, engineering and economics utilising quantitative and modelling techniques. However, there is growing awareness that meeting energy challenges requires fundamentally socio-technical solutions and that the social sciences have an important role to play. This is an interdisciplinary challenge but, to date, there remain very few explorations of, or reflections on, interdisciplinary energy research in practice. This paper seeks to change that by reporting on an interdisciplinary experiment to build new models of energy demand on the basis of cutting-edge social science understandings. The process encouraged the social scientists to communicate their ideas more simply, whilst allowing engineers to think critically about the embedded assumptions in their models in relation to society and social change. To do this, the paper uses a particular set of theoretical approaches to energy use behaviour known collectively as social practice theory (SPT) - and explores the potential of more quantitative forms of network analysis to provide a formal framework by means of which to diagram and visualize practices. The aim of this is to gain insight into the relationships between the elements of a practice, so increasing the ultimate understanding of how practices operate. Graphs of practice networks are populated based on new empirical data drawn from a survey of different types (or variants) of laundry practice. The resulting practice networks are analysed to reveal characteristics of elements and variants of practice, such as which elements could be considered core to the practice, or how elements between variants overlap, or can be shared. This promises insights into energy intensity, flexibility and the rootedness of practices (i.e. how entrenched/ established they are) and so opens up new questions and possibilities for intervention. The novelty of this approach is that it allows practice data to be represented graphically using a quantitative format without being overly reductive. Its usefulness is that it is readily applied to large datasets, provides the capacity to interpret social practices in new ways, and serves to open up potential links with energy modeling. More broadly, a significant dimension of novelty has been the interdisciplinary approach, radically different to that normally seen in energy research. This paper is relevant to a broad audience of social scientists and engineers interested in integrating social practices with energy engineering
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