时尚推荐通常被拒绝,因为它是找到适合给定用户的查询服装或检索服装的互补物品的任务。在这项工作中,我们通过根据提议的敷料的样式添加附加语义层来解决问题。我们根据两个重要方面的样式建模:颜色组合图案背后隐藏的情绪和情感以及给定类型的社交事件所检索的服装的适当性。为了解决前者,我们依靠Shigenobu Kobayashi的颜色图像量表,这将情感模式和情绪与色彩三元组相关联。相反,通过从社交事件的图像中提取服装来分析后者。总体而言,我们集成了最先进的服装建议框架样式分类器和事件分类器,以便在给定的查询上建议建议。
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在过去的几年中,在文化遗产领域中使用深度学习和计算机视觉在文化遗产领域变得非常相关,其中包括有关音频智能指南,互动博物馆和增强现实的大量应用。所有这些技术都需要大量数据才能有效工作并对用户有用。在艺术品的背景下,专家在昂贵且耗时的过程中注释了此类数据。特别是,对于每件艺术品,必须收集艺术品和描述表的图像,以执行诸如视觉问题回答之类的常见任务。在本文中,我们提出了一种视觉问题回答的方法,该方法允许在运行时生成一个描述表,该表可用于回答有关艺术品的视觉和上下文问题,从而完全避免了图像和注释过程。为此,我们研究了使用GPT-3来生成描述用于艺术品,以分析通过字幕指标分析生成的描述的质量。最后,我们评估了视觉问答答案和字幕任务的性能。
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近年来,已经开发了几种无监督和自我监督的方法,以从大规模未标记的数据集中学习视觉功能。然而,它们的主要缺点是,如果简单地旋转或相机的视角更改,这些方法几乎无法识别同一对象的视觉特征。为了克服此限制,同时利用有用的监督来源,我们考虑了视频对象轨道。遵循直觉,轨道中的两个补丁应该在学习的特征空间中具有相似的视觉表示形式,我们采用了一种无监督的基于群集的方法,并约束此类表示为同一类别,因为它们可能属于同一对象或对象零件。与先前的工作相比,不同数据集上两个下游任务的实验结果证明了我们在线深度聚类(ODCT)方法的有效性,而视频轨道一致性(ODCT)方法没有利用时间信息。此外,我们表明,与依靠昂贵和精确的轨道注释相比,利用无监督的类不知所措但嘈杂的轨道生成器的产量提高了准确性。
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It is well known that conservative mechanical systems exhibit local oscillatory behaviours due to their elastic and gravitational potentials, which completely characterise these periodic motions together with the inertial properties of the system. The classification of these periodic behaviours and their geometric characterisation are in an on-going secular debate, which recently led to the so-called eigenmanifold theory. The eigenmanifold characterises nonlinear oscillations as a generalisation of linear eigenspaces. With the motivation of performing periodic tasks efficiently, we use tools coming from this theory to construct an optimization problem aimed at inducing desired closed-loop oscillations through a state feedback law. We solve the constructed optimization problem via gradient-descent methods involving neural networks. Extensive simulations show the validity of the approach.
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Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
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Object instance segmentation is a key challenge for indoor robots navigating cluttered environments with many small objects. Limitations in 3D sensing capabilities often make it difficult to detect every possible object. While deep learning approaches may be effective for this problem, manually annotating 3D data for supervised learning is time-consuming. In this work, we explore zero-shot instance segmentation (ZSIS) from RGB-D data to identify unseen objects in a semantic category-agnostic manner. We introduce a zero-shot split for Tabletop Objects Dataset (TOD-Z) to enable this study and present a method that uses annotated objects to learn the ``objectness'' of pixels and generalize to unseen object categories in cluttered indoor environments. Our method, SupeRGB-D, groups pixels into small patches based on geometric cues and learns to merge the patches in a deep agglomerative clustering fashion. SupeRGB-D outperforms existing baselines on unseen objects while achieving similar performance on seen objects. Additionally, it is extremely lightweight (0.4 MB memory requirement) and suitable for mobile and robotic applications. The dataset split and code will be made publicly available upon acceptance.
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Increasingly taking place in online spaces, modern political conversations are typically perceived to be unproductively affirming -- siloed in so called ``echo chambers'' of exclusively like-minded discussants. Yet, to date we lack sufficient means to measure viewpoint diversity in conversations. To this end, in this paper, we operationalize two viewpoint metrics proposed for recommender systems and adapt them to the context of social media conversations. This is the first study to apply these two metrics (Representation and Fragmentation) to real world data and to consider the implications for online conversations specifically. We apply these measures to two topics -- daylight savings time (DST), which serves as a control, and the more politically polarized topic of immigration. We find that the diversity scores for both Fragmentation and Representation are lower for immigration than for DST. Further, we find that while pro-immigrant views receive consistent pushback on the platform, anti-immigrant views largely operate within echo chambers. We observe less severe yet similar patterns for DST. Taken together, Representation and Fragmentation paint a meaningful and important new picture of viewpoint diversity.
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This volume contains revised versions of the papers selected for the third volume of the Online Handbook of Argumentation for AI (OHAAI). Previously, formal theories of argument and argument interaction have been proposed and studied, and this has led to the more recent study of computational models of argument. Argumentation, as a field within artificial intelligence (AI), is highly relevant for researchers interested in symbolic representations of knowledge and defeasible reasoning. The purpose of this handbook is to provide an open access and curated anthology for the argumentation research community. OHAAI is designed to serve as a research hub to keep track of the latest and upcoming PhD-driven research on the theory and application of argumentation in all areas related to AI.
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Evaluating and comparing text-to-image models is a challenging problem. Significant advances in the field have recently been made, piquing interest of various industrial sectors. As a consequence, a gold standard in the field should cover a variety of tasks and application contexts. In this paper a novel evaluation approach is experimented, on the basis of: (i) a curated data set, made by high-quality royalty-free image-text pairs, divided into ten categories; (ii) a quantitative metric, the CLIP-score, (iii) a human evaluation task to distinguish, for a given text, the real and the generated images. The proposed method has been applied to the most recent models, i.e., DALLE2, Latent Diffusion, Stable Diffusion, GLIDE and Craiyon. Early experimental results show that the accuracy of the human judgement is fully coherent with the CLIP-score. The dataset has been made available to the public.
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Real-time monocular 3D reconstruction is a challenging problem that remains unsolved. Although recent end-to-end methods have demonstrated promising results, tiny structures and geometric boundaries are hardly captured due to their insufficient supervision neglecting spatial details and oversimplified feature fusion ignoring temporal cues. To address the problems, we propose an end-to-end 3D reconstruction network SST, which utilizes Sparse estimated points from visual SLAM system as additional Spatial guidance and fuses Temporal features via a novel cross-modal attention mechanism, achieving more detailed reconstruction results. We propose a Local Spatial-Temporal Fusion module to exploit more informative spatial-temporal cues from multi-view color information and sparse priors, as well a Global Spatial-Temporal Fusion module to refine the local TSDF volumes with the world-frame model from coarse to fine. Extensive experiments on ScanNet and 7-Scenes demonstrate that SST outperforms all state-of-the-art competitors, whilst keeping a high inference speed at 59 FPS, enabling real-world applications with real-time requirements.
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