No Arabic abstract
In this article, we introduce the ContentWise Impressions dataset, a collection of implicit interactions and impressions of movies and TV series from an Over-The-Top media service, which delivers its media contents over the Internet. The dataset is distinguished from other already available multimedia recommendation datasets by the availability of impressions, i.e., the recommendations shown to the user, its size, and by being open-source. We describe the data collection process, the preprocessing applied, its characteristics, and statistics when compared to other commonly used datasets. We also highlight several possible use cases and research questions that can benefit from the availability of user impressions in an open-source dataset. Furthermore, we release software tools to load and split the data, as well as examples of how to use both user interactions and impressions in several common recommendation algorithms.
This work revisits the ChaLearn First Impressions database, annotated for personality perception using pairwise comparisons via crowdsourcing. We analyse for the first time the original pairwise annotations, and reveal existing person perception biases associated to perceived attributes like gender, ethnicity, age and face attractiveness. We show how person perception bias can influence data labelling of a subjective task, which has received little attention from the computer vision and machine learning communities by now. We further show that the mechanism used to convert pairwise annotations to continuous values may magnify the biases if no special treatment is considered. The findings of this study are relevant for the computer vision community that is still creating new datasets on subjective tasks, and using them for practical applications, ignoring these perceptual biases.
We present a framework called Acquired Deep Impressions (ADI) which continuously learns knowledge of objects as impressions for compositional scene understanding. In this framework, the model first acquires knowledge from scene images containing a single object in a supervised manner, and then continues to learn from novel multi-object scene images which may contain objects that have not been seen before without any further supervision, under the guidance of the learned knowledge as humans do. By memorizing impressions of objects into parameters of neural networks and applying the generative replay strategy, the learned knowledge can be reused to generate images with pseudo-annotations and in turn assist the learning of novel scenes. The proposed ADI framework focuses on the acquisition and utilization of knowledge, and is complementary to existing deep generative models proposed for compositional scene representation. We adapt a base model to make it fall within the ADI framework and conduct experiments on two types of datasets. Empirical results suggest that the proposed framework is able to effectively utilize the acquired impressions and improve the scene decomposition performance.
It has long been expected that the spectrum of hadrons in QCD would be far richer and extensive than experiment has so far revealed. While there have been experimental hints of this richness for some time, it is really only in the last few years that dramatic progress has been seen in the exploration both experimentally and in calculations on the lattice. Precision studies enabled by new technology both with detectors and high performance computations are converging on an understanding of the spectrum in strong coupling QCD. These methodologies are laying the foundation for a decade of potential discovery that electro and photoproduction experiments at Jefferson Lab, which when combined with key results on $B$ and charmonium decays from both $e^+e^-$ and $pp$ colliders, should turn mere impressions of the light meson spectrum into a high definition picture.
The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an interesting Minecraft settlement for a given map. This paper contains a collection of written experiences with this competition, by participants, judges, organizers and advisors. We asked people to reflect both on the artifacts themselves, and on the competition in general. The aim of this paper is to offer a shareable and edited collection of experiences and qualitative feedback - which seem to contain a lot of insights on PCG and computational creativity, but would otherwise be lost once the output of the competition is reduced to scalar performance values. We reflect upon some organizational issues for AI competitions, and discuss the future of the GDMC competition.
Explainability and interpretability are two critical aspects of decision support systems. Within computer vision, they are critical in certain tasks related to human behavior analysis such as in health care applications. Despite their importance, it is only recently that researchers are starting to explore these aspects. This paper provides an introduction to explainability and interpretability in the context of computer vision with an emphasis on looking at people tasks. Specifically, we review and study those mechanisms in the context of first impressions analysis. To the best of our knowledge, this is the first effort in this direction. Additionally, we describe a challenge we organized on explainability in first impressions analysis from video. We analyze in detail the newly introduced data set, the evaluation protocol, and summarize the results of the challenge. Finally, derived from our study, we outline research opportunities that we foresee will be decisive in the near future for the development of the explainable computer vision field.