Research on automated essay scoring has become increasing important because it serves as a method for evaluating students' written-responses at scale. Scalable methods for scoring written responses are needed as students migrate to online learning environments resulting in the need to evaluate large numbers of written-response assessments. The purpose of this study is to describe and evaluate three active learning methods than can be used to minimize the number of essays that must be scored by human raters while still providing the data needed to train a modern automated essay scoring system. The three active learning methods are the uncertainty-based, the topological-based, and the hybrid method. These three methods were used to select essays included as part of the Automated Student Assessment Prize competition that were then classified using a scoring model that was training with the bidirectional encoder representations from transformer language model. All three active learning methods produced strong results, with the topological-based method producing the most efficient classification. Growth rate accuracy was also evaluated. The active learning methods produced different levels of efficiency under different sample size allocations but, overall, all three methods were highly efficient and produced classifications that were similar to one another.
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监视摄像机网络的显着增长需要可扩展的AI解决方案,以有效地分析这些网络产生的大量视频数据。作为在监视镜头上进行的典型分析,视频暴力检测最近受到了广泛关注。大多数研究都集中在使用监督方法(如果有的话)注意的半监督学习方法(如果有的话)上改善现有方法。在这项研究中,引入了强化学习模型,该模型可以通过半监督的方法胜过现有的模型。该方法的主要新颖性在于引入半监督的硬注意机制。使用强烈的注意,鉴定了视频的基本区域并与数据的非信息部分分开。通过删除冗余数据并专注于更高分辨率的有用视觉信息,可以提高模型的精度。使用半监督的强化学习算法实施硬注意机制可以消除对视频暴力数据集中注意注释的需求,从而使其易于适用。提出的模型利用预先训练的I3D主链来加速和稳定训练过程。提出的模型在RWF和曲棍球数据集上的最新精度分别为90.4%和98.7%。
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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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Based on WHO statistics, many individuals are suffering from visual problems, and their number is increasing yearly. One of the most critical needs they have is the ability to navigate safely, which is why researchers are trying to create and improve various navigation systems. This paper provides a navigation concept based on the visual slam and Yolo concepts using monocular cameras. Using the ORB-SLAM algorithm, our concept creates a map from a predefined route that a blind person most uses. Since visually impaired people are curious about their environment and, of course, to guide them properly, obstacle detection has been added to the system. As mentioned earlier, safe navigation is vital for visually impaired people, so our concept has a path-following part. This part consists of three steps: obstacle distance estimation, path deviation detection, and next-step prediction, done by monocular cameras.
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Osteoarthritis (OA) is the most prevalent chronic joint disease worldwide, where knee OA takes more than 80% of commonly affected joints. Knee OA is not a curable disease yet, and it affects large columns of patients, making it costly to patients and healthcare systems. Etiology, diagnosis, and treatment of knee OA might be argued by variability in its clinical and physical manifestations. Although knee OA carries a list of well-known terminology aiming to standardize the nomenclature of the diagnosis, prognosis, treatment, and clinical outcomes of the chronic joint disease, in practice there is a wide range of terminology associated with knee OA across different data sources, including but not limited to biomedical literature, clinical notes, healthcare literacy, and health-related social media. Among these data sources, the scientific articles published in the biomedical literature usually make a principled pipeline to study disease. Rapid yet, accurate text mining on large-scale scientific literature may discover novel knowledge and terminology to better understand knee OA and to improve the quality of knee OA diagnosis, prevention, and treatment. The present works aim to utilize artificial neural network strategies to automatically extract vocabularies associated with knee OA diseases. Our finding indicates the feasibility of developing word embedding neural networks for autonomous keyword extraction and abstraction of knee OA.
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Spatial understanding is a fundamental aspect of computer vision and integral for human-level reasoning about images, making it an important component for grounded language understanding. While recent large-scale text-to-image synthesis (T2I) models have shown unprecedented improvements in photorealism, it is unclear whether they have reliable spatial understanding capabilities. We investigate the ability of T2I models to generate correct spatial relationships among objects and present VISOR, an evaluation metric that captures how accurately the spatial relationship described in text is generated in the image. To benchmark existing models, we introduce a large-scale challenge dataset SR2D that contains sentences describing two objects and the spatial relationship between them. We construct and harness an automated evaluation pipeline that employs computer vision to recognize objects and their spatial relationships, and we employ it in a large-scale evaluation of T2I models. Our experiments reveal a surprising finding that, although recent state-of-the-art T2I models exhibit high image quality, they are severely limited in their ability to generate multiple objects or the specified spatial relations such as left/right/above/below. Our analyses demonstrate several biases and artifacts of T2I models such as the difficulty with generating multiple objects, a bias towards generating the first object mentioned, spatially inconsistent outputs for equivalent relationships, and a correlation between object co-occurrence and spatial understanding capabilities. We conduct a human study that shows the alignment between VISOR and human judgment about spatial understanding. We offer the SR2D dataset and the VISOR metric to the community in support of T2I spatial reasoning research.
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Vision transformers (ViTs) are quickly becoming the de-facto architecture for computer vision, yet we understand very little about why they work and what they learn. While existing studies visually analyze the mechanisms of convolutional neural networks, an analogous exploration of ViTs remains challenging. In this paper, we first address the obstacles to performing visualizations on ViTs. Assisted by these solutions, we observe that neurons in ViTs trained with language model supervision (e.g., CLIP) are activated by semantic concepts rather than visual features. We also explore the underlying differences between ViTs and CNNs, and we find that transformers detect image background features, just like their convolutional counterparts, but their predictions depend far less on high-frequency information. On the other hand, both architecture types behave similarly in the way features progress from abstract patterns in early layers to concrete objects in late layers. In addition, we show that ViTs maintain spatial information in all layers except the final layer. In contrast to previous works, we show that the last layer most likely discards the spatial information and behaves as a learned global pooling operation. Finally, we conduct large-scale visualizations on a wide range of ViT variants, including DeiT, CoaT, ConViT, PiT, Swin, and Twin, to validate the effectiveness of our method.
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To achieve autonomy in a priori unknown real-world scenarios, agents should be able to: i) act from high-dimensional sensory observations (e.g., images), ii) learn from past experience to adapt and improve, and iii) be capable of long horizon planning. Classical planning algorithms (e.g. PRM, RRT) are proficient at handling long-horizon planning. Deep learning based methods in turn can provide the necessary representations to address the others, by modeling statistical contingencies between observations. In this direction, we introduce a general-purpose planning algorithm called PALMER that combines classical sampling-based planning algorithms with learning-based perceptual representations. For training these perceptual representations, we combine Q-learning with contrastive representation learning to create a latent space where the distance between the embeddings of two states captures how easily an optimal policy can traverse between them. For planning with these perceptual representations, we re-purpose classical sampling-based planning algorithms to retrieve previously observed trajectory segments from a replay buffer and restitch them into approximately optimal paths that connect any given pair of start and goal states. This creates a tight feedback loop between representation learning, memory, reinforcement learning, and sampling-based planning. The end result is an experiential framework for long-horizon planning that is significantly more robust and sample efficient compared to existing methods.
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GTFLAT, as a game theory-based add-on, addresses an important research question: How can a federated learning algorithm achieve better performance and training efficiency by setting more effective adaptive weights for averaging in the model aggregation phase? The main objectives for the ideal method of answering the question are: (1) empowering federated learning algorithms to reach better performance in fewer communication rounds, notably in the face of heterogeneous scenarios, and last but not least, (2) being easy to use alongside the state-of-the-art federated learning algorithms as a new module. To this end, GTFLAT models the averaging task as a strategic game among active users. Then it proposes a systematic solution based on the population game and evolutionary dynamics to find the equilibrium. In contrast with existing approaches that impose the weights on the participants, GTFLAT concludes a self-enforcement agreement among clients in a way that none of them is motivated to deviate from it individually. The results reveal that, on average, using GTFLAT increases the top-1 test accuracy by 1.38%, while it needs 21.06% fewer communication rounds to reach the accuracy.
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Machine reading comprehension (MRC) is a long-standing topic in natural language processing (NLP). The MRC task aims to answer a question based on the given context. Recently studies focus on multi-hop MRC which is a more challenging extension of MRC, which to answer a question some disjoint pieces of information across the context are required. Due to the complexity and importance of multi-hop MRC, a large number of studies have been focused on this topic in recent years, therefore, it is necessary and worth reviewing the related literature. This study aims to investigate recent advances in the multi-hop MRC approaches based on 31 studies from 2018 to 2022. In this regard, first, the multi-hop MRC problem definition will be introduced, then 31 models will be reviewed in detail with a strong focus on their multi-hop aspects. They also will be categorized based on their main techniques. Finally, a fine-grain comprehensive comparison of the models and techniques will be presented.
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