Nearest neighbor search is to find the data points in the database such that the distances from them to the query are the smallest, which is a fundamental problem in various domains, such as computer vision, recommendation systems and machine learning. Hashing is one of the most widely used method for its computational and storage efficiency. With the development of deep learning, deep hashing methods show more advantages than traditional methods. In this paper, we present a comprehensive survey of the deep hashing algorithms. Based on the loss function, we categorize deep supervised hashing methods according to the manners of preserving the similarities into: pairwise similarity preserving, multiwise similarity preserving, implicit similarity preserving, as well as quantization. In addition, we also introduce some other topics such as deep unsupervised hashing and multi-modal deep hashing methods. Meanwhile, we also present some commonly used public datasets and the scheme to measure the performance of deep hashing algorithms. Finally, we discussed some potential research directions in the conclusion.
Over the past two decades, Machine Learning (ML) techniques have been increasingly utilized for the purpose of predicting outcomes in sport. In this paper, we provide a review of studies that have used ML for predicting results in team sport, covering studies from 1996 to 2019. We sought to answer five key research questions while extensively surveying papers in this field. This paper offers insights into which ML algorithms have tended to be used in this field, as well as those that are beginning to emerge with successful outcomes. Our research highlights defining characteristics of successful studies and identifies robust strategies for evaluating accuracy results in this application domain. Our study considers accuracies that have been achieved across different sports and explores the notion that outcomes of some team sports could be inherently more difficult to predict than others. Finally, our study uncovers common themes of future research directions across all surveyed papers, looking for gaps and opportunities, while proposing recommendations for future researchers in this domain.
Automatic detection of individual intake gestures during eating occasions has the potential to improve dietary monitoring and support dietary recommendations. Existing studies typically make use of on-body solutions such as inertial and audio sensors, while video is used as ground truth. Intake gesture detection directly based on video has rarely been attempted. In this study, we address this gap and show that deep learning architectures can successfully be applied to the problem of video-based detection of intake gestures. For this purpose, we collect and label video data of eating occasions using 360-degree video of 102 participants. Applying state-of-the-art approaches from video action recognition, our results show that (1) the best model achieves an $F_1$ score of 0.858, (2) appearance features contribute more than motion features, and (3) temporal context in form of multiple video frames is essential for top model performance.
Extreme classification seeks to assign each data point, the most relevant labels from a universe of a million or more labels. This task is faced with the dual challenge of high precision and scalability, with millisecond level prediction times being a benchmark. We propose DEFRAG, an adaptive feature agglomeration technique to accelerate extreme classification algorithms. Despite past works on feature clustering and selection, DEFRAG distinguishes itself in being able to scale to millions of features, and is especially beneficial when feature sets are sparse, which is typical of recommendation and multi-label datasets. The method comes with provable performance guarantees and performs efficient task-driven agglomeration to reduce feature dimensionalities by an order of magnitude or more. Experiments show that DEFRAG can not only reduce training and prediction times of several leading extreme classification algorithms by as much as 40%, but also be used for feature reconstruction to address the problem of missing features, as well as offer superior coverage on rare labels.
Nowadays, listening music has been and will always be an indispensable part of our daily life. In recent years, sentiment analysis of music has been widely used in the information retrieval systems, personalized recommendation systems and so on. Due to the development of deep learning, this paper commits to find an effective approach for mood tagging of Chinese song lyrics. To achieve this goal, both machine-learning and deep-learning models have been studied and compared. Eventually, a CNN-based model with pre-trained word embedding has been demonstrated to effectively extract the distribution of emotional features of Chinese lyrics, with at least 15 percentage points higher than traditional machine-learning methods (i.e. TF-IDF+SVM and LIWC+SVM), and 7 percentage points higher than other deep-learning models (i.e. RNN, LSTM). In this paper, more than 160,000 lyrics corpus has been leveraged for pre-training word embedding for mood tagging boost.
Currently, lower limb robotic rehabilitation is widely developed, However, the devices used so far seem to not have a uniform criteria for their design, because, on the contrary, each developed mechanism is often presented as if it does not take into account the criteria used in previous designs. On the other hand, the diagnosis of lower limb from robotic devices has been little studied. This chapter presents a guide for the design of robotic devices in diagnosis of lower limbs, taking into account the mobility of the human leg and the techniques used by physiotherapists in the execution of exercises and the rehabilitation of rehabilitation and diagnosis tests, as well as the recommendations made by various authors, among other aspects. The proposed guide is illustrated through a case study based on a parallel robot RPU+3UPS able to make movements that are applied during the processes of rehabilitation and diagnosis. The proposal presents advantages over some existing devices such as its load capacity that can support, and also allows you to restrict the movement in directions required by the rehabilitation and the diagnosis movements.
Session length is a very important aspect in determining a user's satisfaction with a media streaming service. Being able to predict how long a session will last can be of great use for various downstream tasks, such as recommendations and ad scheduling. Most of the related literature on user interaction duration has focused on dwell time for websites, usually in the context of approximating post-click satisfaction either in search results, or display ads. In this work we present the first analysis of session length in a mobile-focused online service, using a real world data-set from a major music streaming service. We use survival analysis techniques to show that the characteristics of the length distributions can differ significantly between users, and use gradient boosted trees with appropriate objectives to predict the length of a session using only information available at its beginning. Our evaluation on real world data illustrates that our proposed technique outperforms the considered baseline.
In this paper, we aim to estimate the Winner of world-wide film festival from the exhibited movie poster. The task is an extremely challenging because the estimation must be done with only an exhibited movie poster, without any film ratings and box-office takings. In order to tackle this problem, we have created a new database which is consist of all movie posters included in the four biggest film festivals. The movie poster database (MPDB) contains historic movies over 80 years which are nominated a movie award at each year. We apply a couple of feature types, namely hand-craft, mid-level and deep feature to extract various information from a movie poster. Our experiments showed suggestive knowledge, for example, the Academy award estimation can be better rate with a color feature and a facial emotion feature generally performs good rate on the MPDB. The paper may suggest a possibility of modeling human taste for a movie recommendation.
We present a new recommendation setting for picking out two items from a given set to be highlighted to a user, based on contextual input. These two items are presented to a user who chooses one of them, possibly stochastically, with a bias that favours the item with the higher value. We propose a second-order algorithm framework that members of it use uses relative upper-confidence bounds to trade off exploration and exploitation, and some explore via sampling. We analyze one algorithm in this framework in an adversarial setting with only mild assumption on the data, and prove a regret bound of $O(Q_T + \sqrt{TQ_T\log T} + \sqrt{T}\log T)$, where $T$ is the number of rounds and $Q_T$ is the cumulative approximation error of item values using a linear model. Experiments with product reviews from 33 domains show the advantage of our methods over algorithms designed for related settings, and that UCB based algorithms are inferior to greed or sampling based algorithms.
In day-to-day life, a highly demanding task for IT companies is to find the right candidates who fit the companies' culture. This research aims to comprehend, analyze and automatically produce convincing outcomes to find a candidate who perfectly fits right in the company. Data is examined and collected for each employee who works in the IT domain focusing on their performance measure. This is done based on various different categories which bring versatility and a wide view of focus. To this data, learner analysis is done using machine learning algorithms to obtain learner similarity and developer similarity in order to recruit people with identical working patterns. It's been proven that the efficiency and capability of a particular worker go higher when working with a person of a similar personality. Therefore this will serve as a useful tool for recruiters who aim to recruit people with high productivity. This is to say that the model designed will render the best outcome possible with high accuracy and an immaculate recommendation score.