图像注册是一个研究领域,必须将图像进行比较和对齐,并与观点或摄像机特征独立进行对齐。在某些应用中(例如法医生物识别技术,卫星摄影或室外场景标识)经典图像注册系统由于比较的一个图像而失败,这代表了另一个图像的一小部分。例如,在法医掌上识别的情况下,通常只能找到一小部分棕榈印刷,但是在数据库中,整个棕榈印刷已被注册。经典图像注册方法行为不佳的主要原因是两个图像的显着点的量之间的差距,这与被视为离群值的点数有关。通常,当代表场景的微小部分的图像急剧旋转时,找到良好匹配的困难会增加。同样,就掌刻法医而言,很难先确定发现的微型棕榈印刷图像的方向。我们提出了一种旋转不变的注册方法,该方法明确考虑要匹配的图像是较大图像的一小部分。在两种不同的情况下,我们在实验上验证了我们的方法。棕榈印刷识别和室外图像注册。
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批处理过程显示了几种可变性来源,从原材料的特性到制造过程中不同事件期间变化的初始和不断发展的条件。在本章中,我们将用一个工业示例说明如何使用机器学习来减少这种明显的数据,同时维护过程工程师的相关信息。将提出两个常见的用例:1)自动分析以快速找到批处理过程中的相关性,以及2)轨迹分析以监视和识别异常批次,从而导致过程控制改进。
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在此贡献中,我们使用一种合奏深度学习方法来组合两个单个单阶段探测器(即Yolov4和Yolact)的预测,目的是检测内窥镜图像中的伪像。这种整体策略使我们能够改善各个模型的鲁棒性,而无需损害其实时计算功能。我们通过训练和测试两个单独的模型和各种集合配置在“内窥镜伪影检测挑战”数据集中证明了方法的有效性。广泛的实验表明,在平均平均精度方面,合奏方法比单个模型和以前的作品的优越性。
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我们提出了Fibernet,一种估计\ emph {in-Vivo}的方法,从电动激活的多个导管记录中,人心房的心脏纤维结构。心脏纤维在心脏的电力功能中起着核心作用,但是它们很难确定体内,因此在现有心脏模型中很少有特定于患者的特定于患者。 Fibernet通过解决物理知识的神经网络的逆问题来学习纤维布置。逆问题等于从一组稀疏激活图中识别心脏传播模型的传导速度张量。多个地图的使用可以同时识别传导速度张量(包括局部纤维角)的所有组件。我们对合成2-D和3-D示例,扩散张量纤维和患者特异性病例进行广泛测试。我们表明,在存在噪声的情况下,也足以准确捕获纤维。随着地图的较少,正则化的作用变得突出。此外,我们表明拟合的模型可以稳健地重现看不见的激活图。我们设想,纤维网将帮助创建特定于患者的个性化医学模型。完整代码可在http://github.com/fsahli/fibernet上找到。
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布局分析(LA)阶段对光学音乐识别(OMR)系统的正确性能至关重要。它标识了感兴趣的区域,例如Staves或歌词,然后必须处理,以便转录它们的内容。尽管存在基于深度学习的现代方法,但在不同模型的精度,它们对不同领域的概括或更重要的是,它们尚未开展对OMR的详尽研究,或者更重要的是,它们对后续阶段的影响管道。这项工作侧重于通过对不同神经结构,音乐文档类型和评估方案的实验研究填补文献中的这种差距。培训数据的需求也导致了一种新的半合成数据生成技术的提议,这使得LA方法在真实情况下能够有效适用性。我们的结果表明:(i)该模型的选择及其性能对于整个转录过程至关重要; (ii)(ii)常用于评估LA阶段的指标并不总是与OMR系统的最终性能相关,并且(iii)所提出的数据生成技术使最先进的结果能够以有限的限制实现标记数据集。
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我们寻求基于8,380临床验证样品的咳嗽声,评估Covid-19的快速初级筛查工具的检测性能,从8,380临床验证的样品进行实验室分子测试(2,339 Covid-19阳性和6,041个Covid-19负面)。根据患者的定量RT-PCR(QRT-PCR)分析,循环阈值和淋巴细胞计数,根据结果和严重程度临床标记样品。我们所提出的通用方法是一种基于经验模式分解(EMD)的算法,其随后基于音频特征的张量和具有称为Deplecough的卷积层的深层人工神经网络分类器的分类。基于张量尺寸的数量,即DepeCough2D和DeepCOUGH3D,两种不同版本的深度。这些方法已部署在多平台概念验证Web应用程序CoughDetect中以匿名管理此测试。 Covid-19识别结果率达到了98.800.83%,敏感性为96.431.85%的有前途的AUC(面积),特异性为96.201.74%,81.08%5.05%AUC,用于识别三个严重程度。我们提出的Web工具和支持稳健,快速,需要Covid-19的需求识别的基础算法有助于快速检测感染。我们认为,它有可能大大妨碍世界各地的Covid-19大流行。
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Existing automated techniques for software documentation typically attempt to reason between two main sources of information: code and natural language. However, this reasoning process is often complicated by the lexical gap between more abstract natural language and more structured programming languages. One potential bridge for this gap is the Graphical User Interface (GUI), as GUIs inherently encode salient information about underlying program functionality into rich, pixel-based data representations. This paper offers one of the first comprehensive empirical investigations into the connection between GUIs and functional, natural language descriptions of software. First, we collect, analyze, and open source a large dataset of functional GUI descriptions consisting of 45,998 descriptions for 10,204 screenshots from popular Android applications. The descriptions were obtained from human labelers and underwent several quality control mechanisms. To gain insight into the representational potential of GUIs, we investigate the ability of four Neural Image Captioning models to predict natural language descriptions of varying granularity when provided a screenshot as input. We evaluate these models quantitatively, using common machine translation metrics, and qualitatively through a large-scale user study. Finally, we offer learned lessons and a discussion of the potential shown by multimodal models to enhance future techniques for automated software documentation.
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Numerous works use word embedding-based metrics to quantify societal biases and stereotypes in texts. Recent studies have found that word embeddings can capture semantic similarity but may be affected by word frequency. In this work we study the effect of frequency when measuring female vs. male gender bias with word embedding-based bias quantification methods. We find that Skip-gram with negative sampling and GloVe tend to detect male bias in high frequency words, while GloVe tends to return female bias in low frequency words. We show these behaviors still exist when words are randomly shuffled. This proves that the frequency-based effect observed in unshuffled corpora stems from properties of the metric rather than from word associations. The effect is spurious and problematic since bias metrics should depend exclusively on word co-occurrences and not individual word frequencies. Finally, we compare these results with the ones obtained with an alternative metric based on Pointwise Mutual Information. We find that this metric does not show a clear dependence on frequency, even though it is slightly skewed towards male bias across all frequencies.
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User equipment is one of the main bottlenecks facing the gaming industry nowadays. The extremely realistic games which are currently available trigger high computational requirements of the user devices to run games. As a consequence, the game industry has proposed the concept of Cloud Gaming, a paradigm that improves gaming experience in reduced hardware devices. To this end, games are hosted on remote servers, relegating users' devices to play only the role of a peripheral for interacting with the game. However, this paradigm overloads the communication links connecting the users with the cloud. Therefore, service experience becomes highly dependent on network connectivity. To overcome this, Cloud Gaming will be boosted by the promised performance of 5G and future 6G networks, together with the flexibility provided by mobility in multi-RAT scenarios, such as WiFi. In this scope, the present work proposes a framework for measuring and estimating the main E2E metrics of the Cloud Gaming service, namely KQIs. In addition, different machine learning techniques are assessed for predicting KQIs related to Cloud Gaming user's experience. To this end, the main key quality indicators (KQIs) of the service such as input lag, freeze percent or perceived video frame rate are collected in a real environment. Based on these, results show that machine learning techniques provide a good estimation of these indicators solely from network-based metrics. This is considered a valuable asset to guide the delivery of Cloud Gaming services through cellular communications networks even without access to the user's device, as it is expected for telecom operators.
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Visual representations can be defined as the activations of neuronal populations in response to images. The activation of a neuron as a function over all image space has been described as a "tuning landscape". As a function over a high-dimensional space, what is the structure of this landscape? In this study, we characterize tuning landscapes through the lens of level sets and Morse theory. A recent study measured the in vivo two-dimensional tuning maps of neurons in different brain regions. Here, we developed a statistically reliable signature for these maps based on the change of topology in level sets. We found this topological signature changed progressively throughout the cortical hierarchy, with similar trends found for units in convolutional neural networks (CNNs). Further, we analyzed the geometry of level sets on the tuning landscapes of CNN units. We advanced the hypothesis that higher-order units can be locally regarded as isotropic radial basis functions, but not globally. This shows the power of level sets as a conceptual tool to understand neuronal activations over image space.
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