Showing posts with label subjectivity. Show all posts
Showing posts with label subjectivity. Show all posts

Thursday, July 28, 2016

How to use the word "subjective" in multimedia content analysis

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.

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.

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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.

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.

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.

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.


[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.

Sunday, February 7, 2016

MediaEval 2015: Insights from last year's experiences in multimedia benchmarking



This blogpost is a list of bullet points concerning MediaEval 2015. It represents the "meta-themes" of MediaEval that I perceived to be the strongest during the MediaEval 2015 season, which culminated with the MediaEval 2015 Workshop in Wurzen, German (14-15 September 2015). I'm putting them here, so we can look back later and see how they are developing.
  1. How not to re-invent the wheel? Providing task participants with reading lists of related work and with baseline implementations helps ensure that it is as easy as possible for them to develop algorithms that extend the state of the art.
  2. Reproducibility and replication: How can we encourage participants to share information about their approaches so that their results can be reproduced or replicated? How can we emphasize the importance of reproduction and replication and at the same time push for innovation, and forward movement in the state of the art (and avoid re-inventing the wheel as just mentioned)? One answer that arose this year was to reinforce student participation. Students should feel welcome at the workshop, even if they “just” reproduced an existing workflow.
  3.  Development of evaluation metrics for new tasks: Innovating a new task may involve a developing a new evaluation metric. All tasks face the challenges of ensuring that they are using an evaluation metric that faithfully reflects usefulness to users within an evaluation scenario.
  4. How to make optimal use of leaderboards in evaluation: Participants should be able to check on their progress over the course of the benchmark, and aspire to ever-greater heights. However, it is important that leaderboards not discourage participants from submitting final runs to the benchmark. It is possible that an innovative new approach does very badly on the leaderboard, but is still valuable.
  5. Understanding the relationship between the conceptual formulation of the task, and the dataset that is chosen for use in the task: Are the two compatible? Are there assumptions that we are making about the dataset that do not hold? How can we keep task participants on track: solving the conceptual formulation from the task, and not leveraging some incidental aspect of the dataset?
  6. Disruption: Tasks are encouraged to innovate from year to year. However, 2015 was the first year that organizers started planning far ahead for “disruption” that would take the task to the next level in the next year.
  7. Using crowdsourcing for evaluation: How to make sure that everyone is aware of and applies best practices? How to ensure that the crowd is reflective of the type of users in the use scenario of the task?
  8. Engineering: Task organization involves an enormous amount of time and dedication to engineering work. We continuously seek ways to structure organizer teams and to recruit new organizers and task auxiliaries to make sure that no one feels that their scientific output suffered in a year where they spend time handling the engineering aspects of MediaEval task organization.
  9. Defining tasks and writing task descriptions: We repeatedly see that the process of defining and new task and of writing task descriptions must involve a large number of people. If people with a lot of multimedia benchmarking experience contribute, they can help to make sure that the task definition is well grounded in the existing literature. If people with very little experience in multimedia benchmarking contribute, they can help to make sure that the task definition is understandable even to new participants. We try to write task descriptions such that a master student planning to write a thesis in a multimedia related topic would easily understand what was required for the task.

In order to round this off to a nice "10" points let me mention another issue that is constantly on my mind, namely, the way that the multimedia community treats the word "subjective".

"Subjective" is something that one feels oneself as a subject (and cannot be directly felt by another person---pain is the classic example). In MediaEval tasks, such as Violent Scene Detection, we would like to respect the fact that people are entitled to their own opinions about what constitutes a concept. Note that people can communicate very well concerning acts of violence, without all having an exactly identical idea of what constitutes "violence". Because the concept "works" in the face of the existence of person perspectives, we can consider the task "subjective". 

So often researchers reason in the sequence, "This task is subjective, therefore it is difficult for automatic multimedia analysis algorithms to address". That reasoning simply does not follow. Consider this example: Classifying a noise source as painful is the ultimate "subjective task". You as a subject are the only one who knows that you are in pain. However: Create a device that signals "pain" when noise levels reach 100 decibels, and you have a solution to the task. Easy as pie. "Subjective" tasks are not inherently difficult. 

Instead: whether a task is difficult to address with automatic methods depends on the stability of content-based features across different target labels. 

The whole point of machine learning is to generalize across not only obvious cases, but also across cases in which no stability of features is apparent to a human observer. If we stuck to tasks that "looked" easy to a researcher browsing through the data, (exaggerating a bit for effect) we might as well handcraft rule-based recognizers. So my point 10 is to try to figure out a way to keep researchers from being scared off from tasks just because they are "subjective", without giving the matter a second thought. Multimedia research needs to tackle "subjective" tasks in order to make sure that it remains relevant to the real-world needs of users---once you understand subjectivity, you start to realize that it is actually all over the place.

In 2014, we noticed that the discussion of such themes was becoming more systematic, and that members of the MediaEval community were interested in having a venue in which they could publish their thoughts. For this reason, in 2015, we added a MediaEval Letters section to the MediaEval Working Notes Proceedings dedicated to short considerations of themes related to the MediaEval workshop. The Letter format allows researchers to publish their thoughts already as they are developing, even before they are mature enough to appear in a mainstream venue.

The concept of MediaEval Letters was described in the following paper, in the 2015 MediaEval Working Notes Proceedings:

Larson, M., Jones, G.J.F., Ionescu, B., Soleymani, M., Gravier, G. Recording and Analyzing Benchmarking Results: The Aims of the MediaEval Working Notes Papers. Proceedings of the MediaEval 2015 Workshop, Wurzen, Germany, September 14-15, 2015, CEUR-WS.org, online http://ceur-ws.org/Vol-1436/Paper90.pdf


Look for MediaEval Letters to be continued in 2016.