The goal of the Mars Sample Return campaign is to collect soil samples from the surface of Mars and return them to Earth for further study. The samples will be acquired and stored in metal tubes by the Perseverance rover and deposited on the Martian surface. As part of this campaign, it is expected that the Sample Fetch Rover will be in charge of localizing and gathering up to 35 sample tubes over 150 Martian sols. Autonomous capabilities are critical for the success of the overall campaign and for the Sample Fetch Rover in particular. This work proposes a novel system architecture for the autonomous detection and pose estimation of the sample tubes. For the detection stage, a Deep Neural Network and transfer learning from a synthetic dataset are proposed. The dataset is created from photorealistic 3D simulations of Martian scenarios. Additionally, the sample tubes poses are estimated using Computer Vision techniques such as contour detection and line fitting on the detected area. Finally, laboratory tests of the Sample Localization procedure are performed using the ExoMars Testing Rover on a Mars-like testbed. These tests validate the proposed approach in different hardware architectures, providing promising results related to the sample detection and pose estimation.
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Privacy-preserving machine learning in data-sharing processes is an ever-critical task that enables collaborative training of Machine Learning (ML) models without the need to share the original data sources. It is especially relevant when an organization must assure that sensitive data remains private throughout the whole ML pipeline, i.e., training and inference phases. This paper presents an innovative framework that uses Representation Learning via autoencoders to generate privacy-preserving embedded data. Thus, organizations can share the data representation to increase machine learning models' performance in scenarios with more than one data source for a shared predictive downstream task.
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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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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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Spacecraft pose estimation is a key task to enable space missions in which two spacecrafts must navigate around each other. Current state-of-the-art algorithms for pose estimation employ data-driven techniques. However, there is an absence of real training data for spacecraft imaged in space conditions due to the costs and difficulties associated with the space environment. This has motivated the introduction of 3D data simulators, solving the issue of data availability but introducing a large gap between the training (source) and test (target) domains. We explore a method that incorporates 3D structure into the spacecraft pose estimation pipeline to provide robustness to intensity domain shift and we present an algorithm for unsupervised domain adaptation with robust pseudo-labelling. Our solution has ranked second in the two categories of the 2021 Pose Estimation Challenge organised by the European Space Agency and the Stanford University, achieving the lowest average error over the two categories.
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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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With the ever-growing model size and the limited availability of labeled training data, transfer learning has become an increasingly popular approach in many science and engineering domains. For classification problems, this work delves into the mystery of transfer learning through an intriguing phenomenon termed neural collapse (NC), where the last-layer features and classifiers of learned deep networks satisfy: (i) the within-class variability of the features collapses to zero, and (ii) the between-class feature means are maximally and equally separated. Through the lens of NC, our findings for transfer learning are the following: (i) when pre-training models, preventing intra-class variability collapse (to a certain extent) better preserves the intrinsic structures of the input data, so that it leads to better model transferability; (ii) when fine-tuning models on downstream tasks, obtaining features with more NC on downstream data results in better test accuracy on the given task. The above results not only demystify many widely used heuristics in model pre-training (e.g., data augmentation, projection head, self-supervised learning), but also leads to more efficient and principled fine-tuning method on downstream tasks that we demonstrate through extensive experimental results.
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Recently, there has been an interest in improving the resources available in Intrusion Detection System (IDS) techniques. In this sense, several studies related to cybersecurity show that the environment invasions and information kidnapping are increasingly recurrent and complex. The criticality of the business involving operations in an environment using computing resources does not allow the vulnerability of the information. Cybersecurity has taken on a dimension within the universe of indispensable technology in corporations, and the prevention of risks of invasions into the environment is dealt with daily by Security teams. Thus, the main objective of the study was to investigate the Ensemble Learning technique using the Stacking method, supported by the Support Vector Machine (SVM) and k-Nearest Neighbour (kNN) algorithms aiming at an optimization of the results for DDoS attack detection. For this, the Intrusion Detection System concept was used with the application of the Data Mining and Machine Learning Orange tool to obtain better results
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With the rise in high resolution remote sensing technologies there has been an explosion in the amount of data available for forest monitoring, and an accompanying growth in artificial intelligence applications to automatically derive forest properties of interest from these datasets. Many studies use their own data at small spatio-temporal scales, and demonstrate an application of an existing or adapted data science method for a particular task. This approach often involves intensive and time-consuming data collection and processing, but generates results restricted to specific ecosystems and sensor types. There is a lack of widespread acknowledgement of how the types and structures of data used affects performance and accuracy of analysis algorithms. To accelerate progress in the field more efficiently, benchmarking datasets upon which methods can be tested and compared are sorely needed. Here, we discuss how lack of standardisation impacts confidence in estimation of key forest properties, and how considerations of data collection need to be accounted for in assessing method performance. We present pragmatic requirements and considerations for the creation of rigorous, useful benchmarking datasets for forest monitoring applications, and discuss how tools from modern data science can improve use of existing data. We list a set of example large-scale datasets that could contribute to benchmarking, and present a vision for how community-driven, representative benchmarking initiatives could benefit the field.
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Graphic layout designs play an essential role in visual communication. Yet handcrafting layout designs are skill-demanding, time-consuming, and non-scalable to batch production. Although generative models emerge to make design automation no longer utopian, it remains non-trivial to customize designs that comply with designers' multimodal desires, i.e., constrained by background images and driven by foreground contents. In this study, we propose \textit{LayoutDETR} that inherits the high quality and realism from generative modeling, in the meanwhile reformulating content-aware requirements as a detection problem: we learn to detect in a background image the reasonable locations, scales, and spatial relations for multimodal elements in a layout. Experiments validate that our solution yields new state-of-the-art performance for layout generation on public benchmarks and on our newly-curated ads banner dataset. For practical usage, we build our solution into a graphical system that facilitates user studies. We demonstrate that our designs attract more subjective preference than baselines by significant margins. Our code, models, dataset, graphical system, and demos are available at https://github.com/salesforce/LayoutDETR.
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