移动对象检测是计算机愿景中的讨论的核心主题,适用于自动驾驶汽车,视频监控,安全和执法中的广泛应用。神经形态视觉传感器(NVS)是生物启发传感器,用于模仿人眼的工作。与传统的基于帧的相机不同,这些传感器捕获异步'事件'流,其在前者上呈现多个优点,如高动态范围,低延迟,低功耗和减少的运动模糊。然而,这些优点成本高,因为事件相机数据通常包含更多噪声并具有低分辨率。此外,由于基于事件的相机只能捕获场景的亮度的相对变化,事件数据不包含来自普通摄像机的视频数据中的通常可视信息(如纹理和颜色)。因此,在基于事件的相机中移动对象检测成为一个极具挑战性的任务。在本文中,我们介绍了一种无监督的曲线谱聚类技术,用于在基于事件的数据中移动对象检测(GSceVentMod)。我们还展示了如何自动确定最佳的移动物体数量。公开数据集上的实验比较表明,所提出的GSceventMod算法优于最大限度的最新技术,最大余量为30%。
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Atrial Fibrillation (AF) is characterized by disorganised electrical activity in the atria and is known to be sustained by the presence of regions of fibrosis (scars) or functional cellular remodeling, both of which may lead to areas of slow conduction. Estimating the effective conductivity of the myocardium and identifying regions of abnormal propagation is therefore crucial for the effective treatment of AF. We hypothesise that the spatial distribution of tissue conductivity can be directly inferred from an array of concurrently acquired contact electrograms (EGMs). We generate a dataset of simulated cardiac AP propagation using randomised scar distributions and a phenomenological cardiac model and calculate contact electrograms at various positions on the field. A deep neural network, based on a modified U-net architecture, is trained to estimate the location of the scar and quantify conductivity of the tissue with a Jaccard index of $91$%. We adapt a wavelet-based surrogate testing analysis to confirm that the inferred conductivity distribution is an accurate representation of the ground truth input to the model. We find that the root mean square error (RMSE) between the ground truth and our predictions is significantly smaller ($p_{val}=0.007$) than the RMSE between the ground truth and surrogate samples.
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People constantly use language to learn about the world. Computational linguists have capitalized on this fact to build large language models (LLMs) that acquire co-occurrence-based knowledge from language corpora. LLMs achieve impressive performance on many tasks, but the robustness of their world knowledge has been questioned. Here, we ask: do LLMs acquire generalized knowledge about real-world events? Using curated sets of minimal sentence pairs (n=1215), we tested whether LLMs are more likely to generate plausible event descriptions compared to their implausible counterparts. We found that LLMs systematically distinguish possible and impossible events (The teacher bought the laptop vs. The laptop bought the teacher) but fall short of human performance when distinguishing likely and unlikely events (The nanny tutored the boy vs. The boy tutored the nanny). In follow-up analyses, we show that (i) LLM scores are driven by both plausibility and surface-level sentence features, (ii) LLMs generalize well across syntactic sentence variants (active vs passive) but less well across semantic sentence variants (synonymous sentences), (iii) some, but not all LLM deviations from ground-truth labels align with crowdsourced human judgments, and (iv) explicit event plausibility information emerges in middle LLM layers and remains high thereafter. Overall, our analyses reveal a gap in LLMs' event knowledge, highlighting their limitations as generalized knowledge bases. We conclude by speculating that the differential performance on impossible vs. unlikely events is not a temporary setback but an inherent property of LLMs, reflecting a fundamental difference between linguistic knowledge and world knowledge in intelligent systems.
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储层计算(RC)已经获得了最近的兴趣,因为无需培训储层权重,从而实现了极低的资源消费实施,这可能会对边缘计算和现场学习的影响有严格的限制。理想情况下,天然硬件储层应被动,最小,表现力和可行性。迄今为止,拟议的硬件水库很难满足所有这些标准。因此,我们建议通过利用偶极耦合,沮丧的纳米磁体的被动相互作用来符合所有这些标准的水库。挫败感大大增加了稳定的储层国家的数量,丰富了储层动力学,因此这些沮丧的纳米磁体满足了天然硬件储层的所有标准。同样,我们提出了具有低功率互补金属氧化物半导体(CMOS)电路的完全沮丧的纳米磁管储层计算(NMRC)系统与储层接口,并且初始实验结果证明了储层的可行性。在三个单独的任务上,通过微磁模拟对储层进行了验证。将所提出的系统与CMOS Echo-State网络(ESN)进行了比较,表明总体资源减少了10,000,000多倍,这表明,由于NMRC自然是被动的,而且最小的可能是具有极高资源效率的潜力。
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由于缺乏自动注释系统,大多数发展城市的城市机构都是数字未标记的。因此,在此类城市中,位置和轨迹服务(例如Google Maps,Uber等)仍然不足。自然场景图像中的准确招牌检测是从此类城市街道检索无错误的信息的最重要任务。然而,开发准确的招牌本地化系统仍然是尚未解决的挑战,因为它的外观包括文本图像和令人困惑的背景。我们提出了一种新型的对象检测方法,该方法可以自动检测招牌,适合此类城市。我们通过合并两种专业预处理方法和一种运行时效高参数值选择算法来使用更快的基于R-CNN的定位。我们采用了一种增量方法,通过使用我们构造的SVSO(Street View Signboard对象)签名板数据集,通过详细评估和与基线进行比较,以达到最终提出的方法,这些方法包含六个发展中国家的自然场景图像。我们在SVSO数据集和Open Image数据集上展示了我们提出的方法的最新性能。我们提出的方法可以准确地检测招牌(即使图像包含多种形状和颜色的多种嘈杂背景的招牌)在SVSO独立测试集上达到0.90 MAP(平均平均精度)得分。我们的实施可在以下网址获得:https://github.com/sadrultoaha/signboard-detection
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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