Multimedia content analysis is devoted to the automatic
processing of video, image, audio, and text content with the purpose of describing
it, or otherwise associating it with information that will make it findable, and
also useful, to users. Previously, I have urged multimedia content analysis
researchers to avoid the word “subjective” and instead formulate their insights
in terms of inter-annotator agreement with respect to the data that they are
using and the protocol that they give to the annotators who are providing
the target labels. Since we don’t seem to be inclined to stop using the word “subjective”
soon, it makes sense to formulate some guidelines on how to use it "safely".
Best practice for the use of the word “subjective”: When the word "subjective" it is used, it should be first defined.
Best practice for the use of the word “subjective”: When the word "subjective" it is used, it should be first defined.
The word "subjective" has different definitions. It’s not particularly productive to fix any one way of using it as “the only right way”. Instead, when using the word "subjective" you should simply declare which definition you are using, and you will avoid a lot of unproductive confusion. You do not want to risk that you use “subjective” in one sense, and your reader/listener interprets it in another sense.
We can gain further understanding of why it is important to "define well before use" by examining the dictionary entry for “subjective” provided by Merriam-Webster. Here, you can see the many meanings that “subjective” can take on. I haven’t observed any issues caused by definitions 1 or 2. Multimedia content analysis research is generally not interested in these definitions. Where we get into trouble is with 3-5, so I will focus on these.
Let’s start with definition 4c: “arising out of or identified by means of one's perception of one's own
states and processes” This definition of subjective is related to the
conceptualization of a situation as being exclusively determined by the point of view of the
“subject”, i.e., the person who is undergoing the experience of perceiving something.
Such a conceptualization, in the case of certain situations, is standard, and when we communicate
with each other, we don’t even think about the fact that we assume it. Let’s take a closer look at how this conceptualization works. When we use language, we rely on an unspoken agreement
that certain phenomena (for example, the emotion that music evokes in a person) are subjective.
Specifically, the agreement means that the way in which we understand the world
gives all listeners the power to determine what they feel when listening to music (i.e., induced emotion) for themselves.
Simply stated: if someone says, “This music makes me so happy”, it is nonsensical for me to assert, “No, it doesn’t”. I might say this to tease someone, but it is clear that I am not using language in a standard way. An emotion felt while listening to music can only be asserted by the subject, and I, who am not in the subject’s mind, do not have the power to originate a meaningful statement on the matter. It is not a trivial point: Without this shared understanding, the convention/assumption of subjectivity behind "This music makes me happy", the function of language would break down and we would have failed to communicate.
Simply stated: if someone says, “This music makes me so happy”, it is nonsensical for me to assert, “No, it doesn’t”. I might say this to tease someone, but it is clear that I am not using language in a standard way. An emotion felt while listening to music can only be asserted by the subject, and I, who am not in the subject’s mind, do not have the power to originate a meaningful statement on the matter. It is not a trivial point: Without this shared understanding, the convention/assumption of subjectivity behind "This music makes me happy", the function of language would break down and we would have failed to communicate.
Here’s where things can go wrong for a researcher working in the area of multimedia content analysis. Imagine you are collecting multimedia content labels from a group of annotators who are judging the content,
and you at the end of experiment, and declare, “The results show that the
phenomenon we are studying is subjective”. Readers who are using definition 4c of subjective will find this conclusion invalid. The reason is that under this definition, “subjective”
is something that is established ahead of time by convention: it cannot be
determined experimentally. (Full disclosure: for me this is the preferred definition of "subjective", because it is the most literal interpretation. The word "subjective" contains the word "subject". I also prefer it since it ensures the sanctity of the private world of the individual, and the right of the individual to an independent voice.)
Moving to 4b: “arising from conditions within the brain or
sense organs and not directly caused by external stimuli” This definition is
not so interesting for multimedia researchers: we study multimedia content, which is an
external stimuli.
Now, we go on to definition 4a: (1): “peculiar to a particular individual: personal”
This definition of subjective is related to the idea that each individual has
their own unique view. (Merrian-Webster's Definition 1 of "peculiar" is "characteristic of only one person, group, or thing") Under this definition, something is "subjective" it means that everyone disagrees with everyone else. This
definition is also not so interesting for multimedia researchers: if everyone
has their own completely different interpretation, then we are
lost: we cannot hope to build algorithms that generalize over the different
meanings that find in multimedia. Until the field of multimedia starts working
extensively on systems used only by a single person, this definition of
subjective is probably not one that will be used often.
Note that the field of recommender systems strives to develop personalized algorithms, and users evaluation methodologies that assess whether personal predictions are successful. However, even recommender systems rely on the fact that people are similar to each other. In a world populated exclusively with utterly unique individuals, collaborative filtering algorithms will necessarily fail.
Note that the field of recommender systems strives to develop personalized algorithms, and users evaluation methodologies that assess whether personal predictions are successful. However, even recommender systems rely on the fact that people are similar to each other. In a world populated exclusively with utterly unique individuals, collaborative filtering algorithms will necessarily fail.
More helpful is definition 4a (2): “modified or affected by personal views, experience, or
background” This definition of "subjective" is often implicitly assumed in multimedia content analysis. People’s
interpretations are affected by what they know, the opinions they hold, and the
life experience that they have had. These factors can lead to there being a
multitude of different interpretations that apply to certain multimedia
content. However, in contrast to the situation above with definition 4a (1), we
are not assuming that everyone has their own “peculiar” interpretations. It makes
sense for us to try to create systems that generalize or predict meaning, only
in the case that we are not dealing with exclusively unique interpretations.
We can see 4a (2) as closely related to 3b: “relating to or
being experience or knowledge as conditioned by personal mental characteristics
or states”
With both of these definitions, 4a (2) and 3b, we can reasonably have hope
that we can find islands of consistency in the perceptions of users of
multimedia (and in the labels of our annotators). Within these islands we can make stable inferences that will be
useful to users.
Let’s check again if, under these definitions, you can make a statement in your paper,
“The results show that the phenomenon we are studying is subjective”. This time
you can. But in order to do so, you need to have an experiment that shows that the background of
the users is what is causing your classifier not to give you stable
predictions. Otherwise, it might be the case that your classifier just has not
been well designed or trained.
You also need to provide evidence that the protocol that your annotators are using to make judgements is not unduly steering people to diverse interpretations. Your protocol should put people reasonably on the same page, and then ask them for judgements at all times being careful not to ask "leading" questions, cf. [1, 2]. For some research work, you might not be using a protocol. Many tasks involve "found" labels such as tags. In this case, you need to state the assumptions that you are making concerning the original labeling context, including the reasons for which the labels were assigned.
You also need to provide evidence that the protocol that your annotators are using to make judgements is not unduly steering people to diverse interpretations. Your protocol should put people reasonably on the same page, and then ask them for judgements at all times being careful not to ask "leading" questions, cf. [1, 2]. For some research work, you might not be using a protocol. Many tasks involve "found" labels such as tags. In this case, you need to state the assumptions that you are making concerning the original labeling context, including the reasons for which the labels were assigned.
With any definition of subjective, it is important to
strictly avoid arguing along these lines: “This phenomenon is subjective, and
therefore it is not important and we should not be studying it.”
Scientifically, there is no a priori reason to prioritize the “objective” over
the “subjective” if we use definitions 4a (2) and 3b. It is true that we tend to study phenomena with high
inner-annotator agreement since these are easier to get a handle on. However, at the same
time we remain aware that this tendency steers us dangerously close to the famous
story of Nasreddin Hodja who looks for his ring outside, since it is too dark inside where he lost it. In short, define “subjective”, but never use it as an excuse for failure or avoidance.
To drive that particular point home: The message is "Keep up your guard". Your problem should arise from the needs
of users. Practically, speaking the problem you choose will be influenced by
your ability to access the resources needed to study it, including carrying out
a well designed, conclusive experiment. It will not, however, be influenced by your personal decision that something is "subjective".
Next, we turn to definition 3a: “characteristic of or belonging to
reality as perceived rather than as independent of mind.” Using this definition
is dangerous. It forces you to take a position on the difference between effects
that are real, and effects that are imagined. As scientists, we determine this
difference experimentally. We do not presume it. Unless we are undertaking
experiments directed a making this difference, it makes sense to steer clear of
this definition.
Finally, definition 5: “lacking in reality or substance” The same
comment applies as in the case of definition 3a. We cannot a priori say whether patterns that can be found in multimedia content lack reality or substance. If we don’t find evidence for the
reality of some phenomenon in our data, it simply means that there is no
evidence for its reality in our data. Lack of observation does not disprove
existence. We must guard ourselves against jumping to conclusions. Again, this is a definition to be avoided, unless you are actually directly
investigating the nature of reality.
As researchers in the area of multimedia content analysis,
we must carefully keep ourselves from creating our own realities: the reality we assume must be the reality (possible multiple realities) of the users that we serve—all of them. The fact that we do not necessarily understand this reality fully, or have the type of information or data that would capture it in its complexity, richness, and continuous, rapid evolution, is a challenge that we face. This challenge is inherent to the types of algorithms and technologies that we design and develop.
Other posts in this blog on subjectivity:
http://ngrams.blogspot.com/2011/08/subjectivity-vs-objectivity-in.html
http://ngrams.blogspot.com/2011/11/affect-and-concepts-for-multimedia.html
http://ngrams.blogspot.com/2016/02/mediaeval-2015-insights-from-last-years.html
http://ngrams.blogspot.com/2011/08/subjectivity-vs-objectivity-in.html
http://ngrams.blogspot.com/2011/11/affect-and-concepts-for-multimedia.html
http://ngrams.blogspot.com/2016/02/mediaeval-2015-insights-from-last-years.html
[1] Larson, M., Melenhorst, M., Menéndez, M. and Peng Xu. Using Crowdsourcing to Capture Complexity in Human Interpretations of Multimedia Content. In: Ionescu, B. et al. Fusion in Computer Vision – Understanding Complex Visual Content, Springer, pp. 229-269, 2014.
[2] M. Riegler, V. R. Gaddam, M. Larson, R. Eg, P. Halvorsen and C. Griwodz, "Crowdsourcing as self-fulfilling prophecy: Influence of discarding workers in subjective assessment tasks," 2016 14th International Workshop on Content-Based Multimedia Indexing (CBMI), Bucharest, 2016, pp. 1-6.