• Title/Summary/Keyword: Visual Paradigm

Search Result 174, Processing Time 0.021 seconds

Research Trends in Large Language Models and Mathematical Reasoning (초거대 언어모델과 수학추론 연구 동향)

  • O.W. Kwon;J.H. Shin;Y.A. Seo;S.J. Lim;J. Heo;K.Y. Lee
    • Electronics and Telecommunications Trends
    • /
    • v.38 no.6
    • /
    • pp.1-11
    • /
    • 2023
  • Large language models seem promising for handling reasoning problems, but their underlying solving mechanisms remain unclear. Large language models will establish a new paradigm in artificial intelligence and the society as a whole. However, a major challenge of large language models is the massive resources required for training and operation. To address this issue, researchers are actively exploring compact large language models that retain the capabilities of large language models while notably reducing the model size. These research efforts are mainly focused on improving pretraining, instruction tuning, and alignment. On the other hand, chain-of-thought prompting is a technique aimed at enhancing the reasoning ability of large language models. It provides an answer through a series of intermediate reasoning steps when given a problem. By guiding the model through a multistep problem-solving process, chain-of-thought prompting may improve the model reasoning skills. Mathematical reasoning, which is a fundamental aspect of human intelligence, has played a crucial role in advancing large language models toward human-level performance. As a result, mathematical reasoning is being widely explored in the context of large language models. This type of research extends to various domains such as geometry problem solving, tabular mathematical reasoning, visual question answering, and other areas.

Sorting Instagram Hashtags all the Way throw Mass Tagging using HITS Algorithm

  • D.Vishnu Vardhan;Dr.CH.Aparna
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.11
    • /
    • pp.93-98
    • /
    • 2023
  • Instagram is one of the fastest-growing online photo social web services where users share their life images and videos with other users. Image tagging is an essential step for developing Automatic Image Annotation (AIA) methods that are based on the learning by example paradigm. Hashtags can be used on just about any social media platform, but they're most popular on Twitter and Instagram. Using hashtags is essentially a way to group together conversations or content around a certain topic, making it easy for people to find content that interests them. Practically on average, 20% of the Instagram hashtags are related to the actual visual content of the image they accompany, i.e., they are descriptive hashtags, while there are many irrelevant hashtags, i.e., stophashtags, that are used across totally different images just for gathering clicks and for search ability enhancement. Hence in this work, Sorting instagram hashtags all the way through mass tagging using HITS (Hyperlink-Induced Topic Search) algorithm is presented. The hashtags can sorted to several groups according to Jensen-Shannon divergence between any two hashtags. This approach provides an effective and consistent way for finding pairs of Instagram images and hashtags, which lead to representative and noise-free training sets for content-based image retrieval. The HITS algorithm is first used to rank the annotators in terms of their effectiveness in the crowd tagging task and then to identify the right hashtags per image.

Infantile nystagmus syndrome: Promise and pitfalls of genetic testing

  • Eun Hye Oh;Jae-Hwan Choi
    • Journal of Genetic Medicine
    • /
    • v.21 no.1
    • /
    • pp.14-21
    • /
    • 2024
  • Infantile nystagmus syndrome (INS) refers to congenital forms of nystagmus that are present at birth or during infancy. This syndrome may be caused by afferent visual system disorders or abnormal development of the ocular motor system. INS is a genetically heterogeneous disorder for which there are more than 100 causative genes. Since applying clinical tests for the differential diagnosis of INS can be challenging in early infancy and children, genetic testings such as next-generation sequencing are becoming more important for achieving accurate diagnoses. An improved understanding of the molecular mechanisms of INS may also lead to the development of gene-based therapies for INS. These advantages of genetic testing have the potential to change the diagnostic paradigm of patients with INS. However, the diagnostic pathway based on genetic testing still has several limitations in terms of the therapeutic effect and methodology. This review summarizes genetic and clinical features of INS, and discusses the promise and pitfalls of genetic testing in INS.

New method environment for art design of nanocomposite brick facade of the building

  • Jie Xia;Gholamreza Soleimani Jafari;F. Ghoroughi
    • Steel and Composite Structures
    • /
    • v.51 no.5
    • /
    • pp.499-507
    • /
    • 2024
  • The paper delves into an emerging paradigm shift in architectural design, focusing on the development of a cutting-edge methodological framework for the artistic enhancement of nanocomposite brick facades in building construction. This innovative approach represents a fusion of art and science, harnessing the potential of advanced nanotechnology to redefine the aesthetic and functional properties of building exteriors. Central to this new methodology is the integration of state-of-the-art materials and fabrication techniques, aimed at not only elevating the visual appeal of architectural structures but also enhancing their structural robustness and environmental sustainability. By leveraging the unique characteristics of nanocomposite materials, the proposed method opens up new possibilities for pushing the boundaries of traditional brick facade design. Through a meticulous exploration of the intricacies involved in implementing this novel approach, the paper elucidates the transformative impact it can have on the architectural landscape. By marrying creativity with technical precision, the method environment for art design of nanocomposite brick facades promises to usher in a new era of sustainable, visually captivating, and structurally resilient building facades that are poised to redefine the very essence of architectural aesthetics.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.633-649
    • /
    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

The Changes of the College Level Visual Communications Design Curriculum in Korea - Focused on 3 Design Schools: Hongik Univ., Seoul National Univ., Ewha Univ. (한국의 시각디자인 교과과정 변화에 대한 분석 -서울대학교, 이화여자대학교, 홍익대학교 시각디자인 전공의 교과과정 변화를 중심으로-)

  • Kim, Jeong-Deok
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.73-84
    • /
    • 2007
  • This research takes an introspective and critical approach to the college level visual communication design education in Korea. As such, the changes of the college-level visual communication design curriculum in Korea are analyzed. Selected were 3 major design schools which have a relatively long design educational history in Korea. Those 3 schools are Hongik University, Seoul National University and Ewha University. The curricula were categorized and its changes were followed. The faculty members of those 3 schools were also analyzed. The college level design education began from 1946 at Seoul National University. The Koreas design education was influenced from the Japanese Design curriculum and then the American design curriculum from the beginning. The Korean design educators accepted those new design educational paradigm without any criticism, and it is now structurized in our design educational system. It caused the curriculum with practice-centered classes mostly, and the function centered design education without understanding of socio-cultural environments. The Korean design education needs more liberal arts which will lead us to more discourses about ourselves, and needs to employ more local design educators to solve the intellectual skewness in the Korean academic society in the field of Design.

  • PDF

The Consolidation and Comparison Processes in Visual Working Memory Tested under Pattern-Backward Masking (역행 차폐를 통해 본 시각작업기억의 공고화 및 비교처리 과정)

  • Han, Ji-Eun;Hyun, Joo-Seok
    • Korean Journal of Cognitive Science
    • /
    • v.22 no.4
    • /
    • pp.365-384
    • /
    • 2011
  • A recent study of visual working memory(VWM) under a change detection paradigm proposed an idea that the comparison process of VWM representations against incoming perceptual inputs can be performed more rapidly than the process of forming durable memory representations into VWM. To test this hypothesis, we compared the size of interference effect caused by pattern-backward masks following after either the sample(sample-mask condition) or test items (test-mask condition). In Experiment 1, subjects performed a color change detection task for four colored-boxes, and pattern masks with mask-onset asynchronies(MSOA) of either 64ms or 150ms followed each item location either after the sample or after the test items. The change detection accuracy was both comparable in the sample-mask condition regardless of the MSOAs, whereas the accuracy in the trials with a MSOA of 150ms was substantially higher than the MSOA of 65ms in the test-masking condition. In Experiment 2, we manipulated setsizes to 1, 2, 3, 4 items and also MSOAs to 117ms, 234ms, 350ms, 484ms and compared the pattern of interference across a variety of setsize and MSOA conditions. The sample-mask condition yielded a pattern of masking interference which became more evident as the setsize increases and as the MSOA was shorter. However, this pattern of interference was less apparent in the test-mask condition. These results indicate that the comparison process between remembered items in VWM and perceptual inputs is less vulnerable to interference from pattern-backward masking than VWM consolidation is, and thus support for the recent idea that the comparison process in VWM can be performed very fast and accurately.

  • PDF

How is the inner contour of objects encoded in visual working memory: evidence from holes (물체 내부 윤곽선의 시각 작업기억 표상: 구멍이 있는 물체를 중심으로)

  • Kim, Sung-Ho
    • Korean Journal of Cognitive Science
    • /
    • v.27 no.3
    • /
    • pp.355-376
    • /
    • 2016
  • We used holes defined by color similarity (Experiment 1) and binocular disparity (Experiment 2) to study how the inner contour of an object (i.e., boundary of a hole in it) is encoded in visual working memory. Many studies in VWM have shown that an object's boundary properties can be integrated with its surface properties via their shared spatial location, yielding an object-based encoding benefit. However, encoding of the hole contours has rarely been tested. We presented objects (squares or circles) containing a bar under a change detection paradigm, and relevant features to be remembered were the color of objects and the orientation of bars (or holes). If the contour of a hole belongs to the surrounding object rather than to the hole itself, the object-based feature binding hypothesis predicts that the shape of it can be integrated with color of an outer object, via their shared spatial location. Thus, in the hole display, change detection performance was expected to better than in the conjunction display where orientation and color features to be remembered were assigned to different parts of a conjunction object, and comparable to that in a single bar display where both orientation and color were assigned into a single bar. However, the results revealed that performance in the hole display did not differ from that in the conjunction display. This suggests that the shape of holes is not automatically encoded together with the surface properties of the outer object via object-based feature binding, but encoded independently from the surrounding object.

Developing A Multi-dimensional Spatio-visual Information System (다차원기반 고정밀 공간영상정보 시스템 구축에 관한 연구)

  • Kim, Mi-Yun;Yeo, Wook-Hyun;Choi, Jin-Won
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.27 no.6
    • /
    • pp.649-658
    • /
    • 2009
  • The recent emergence of the paradigm of new urban planning for building intelligent urban spaces, such as U-City and U-Eco City, of which the concept of ubiquitous technology is applied, requires high quality three-dimensional spatial information of the urban area. The aim of this study is to build a multi-dimensional spatio-visual information system that includes the solution for visualization, spatial information search, analysis, and evaluation by integrating various types of 3D-modeled spatial information concerning the large urban-size area based on the latest GIS application technology. The range of this study is the integration, visualization, and utilization of spatial information with the goal of building 3D virtual urban environment of high-quality and high-resolution by increasing the utilization of the systematic urban facilities in order to fully reflect the actual user's needs, using the aerial LiDAR data as the plan to overcome the limitations of the existing 3D urban modeling. By reproducing the virtual urban environment the most similar to the actual world through the mash-up of satellite images and aerial photos on the standard format of spatial information constituted of properties and signs, the system will be built with many analysis and utilization functions that support the view and sunlight analysis, various administrative tasks, as well as the decision making process of the city.

Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.117-139
    • /
    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.