该技术报告描述了surreyaudioteam22s Dcase 2022 ASC任务1,低复杂性声学场景分类(ASC)。该任务有两个规则,(a)ASC框架应具有最大128K参数,并且(b)每个推理最多应有3000万次多功能操作(MAC)。在本报告中,我们为ASC提供了遵循该任务规则的ASC的低复杂系统。
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心脏磁共振(CMR)图像的多类分割,将数据分离为具有已知结构和构型的解剖组分。最流行的基于CNN的方法是使用像素明智的损失函数优化的,对表征解剖结构的空间扩展特征一无所知。因此,尽管与地面真理共享高空间重叠,但推断的基于CNN的分割可能缺乏连贯性,包括伪造的连接组件,孔和空隙。这样的结果令人难以置信,违反了预期的解剖拓扑。作为响应,已经提出了基于持续的同源性损失功能(单级)以捕获全局解剖特征。我们的工作将这些方法扩展到多级分割任务。我们的损失功能构建了所有类标签和类标签对的丰富拓扑描述,我们使用基于CNN的后处理框架可以预测和统计学上的分割拓扑改进。我们还基于立方复合物和并行执行,提出(并提供)高效的实现,这是第一次在高分辨率3D数据中实现实际应用。我们证明了我们在2D短轴和3D全心CMR细分方面的方法,对两个公开可用数据集的性能进行了详细而忠实的分析。
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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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Grasping is an incredible ability of animals using their arms and limbs in their daily life. The human hand is an especially astonishing multi-fingered tool for precise grasping, which helped humans to develop the modern world. The implementation of the human grasp to virtual reality and telerobotics is always interesting and challenging at the same time. In this work, authors surveyed, studied, and analyzed the human hand-grasping behavior for the possibilities of haptic grasping in the virtual and remote environment. This work is focused on the motion and force analysis of fingers in human hand grasping scenarios and the paper describes the transition of the human hand grasping towards a tripod haptic grasp model for effective interaction in virtual reality.
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We present a Machine Learning (ML) study case to illustrate the challenges of clinical translation for a real-time AI-empowered echocardiography system with data of ICU patients in LMICs. Such ML case study includes data preparation, curation and labelling from 2D Ultrasound videos of 31 ICU patients in LMICs and model selection, validation and deployment of three thinner neural networks to classify apical four-chamber view. Results of the ML heuristics showed the promising implementation, validation and application of thinner networks to classify 4CV with limited datasets. We conclude this work mentioning the need for (a) datasets to improve diversity of demographics, diseases, and (b) the need of further investigations of thinner models to be run and implemented in low-cost hardware to be clinically translated in the ICU in LMICs. The code and other resources to reproduce this work are available at https://github.com/vital-ultrasound/ai-assisted-echocardiography-for-low-resource-countries.
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Language Models appear to perform poorly on quantification. We ask how badly. 'Few'-type quantifiers, as in 'few children like vegetables' might pose a particular challenge for Language Models, since the sentence components without the quantifier are likely to co-occur, and because 'few'-type quantifiers are rare. We present 960 sentences stimuli from two human neurolinguistic experiments to 22 autoregressive transformer models of differing sizes. Not only do the models perform poorly on 'few'-type quantifiers, but overall the larger the model, the worse its performance. We interpret this inverse scaling as suggesting that larger models increasingly reflect online rather than offline human processing, and argue that decreasing performance of larger models may challenge uses of Language Models as the basis for Natural Language Systems.
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Persuasion modeling is a key building block for conversational agents. Existing works in this direction are limited to analyzing textual dialogue corpus. We argue that visual signals also play an important role in understanding human persuasive behaviors. In this paper, we introduce the first multimodal dataset for modeling persuasion behaviors. Our dataset includes 199 dialogue transcriptions and videos captured in a multi-player social deduction game setting, 26,647 utterance level annotations of persuasion strategy, and game level annotations of deduction game outcomes. We provide extensive experiments to show how dialogue context and visual signals benefit persuasion strategy prediction. We also explore the generalization ability of language models for persuasion modeling and the role of persuasion strategies in predicting social deduction game outcomes. Our dataset, code, and models can be found at https://persuasion-deductiongame.socialai-data.org.
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The promise of Mobile Health (mHealth) is the ability to use wearable sensors to monitor participant physiology at high frequencies during daily life to enable temporally-precise health interventions. However, a major challenge is frequent missing data. Despite a rich imputation literature, existing techniques are ineffective for the pulsative signals which comprise many mHealth applications, and a lack of available datasets has stymied progress. We address this gap with PulseImpute, the first large-scale pulsative signal imputation challenge which includes realistic mHealth missingness models, an extensive set of baselines, and clinically-relevant downstream tasks. Our baseline models include a novel transformer-based architecture designed to exploit the structure of pulsative signals. We hope that PulseImpute will enable the ML community to tackle this significant and challenging task.
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Fruit harvesting has recently experienced a shift towards soft grippers that possess compliance, adaptability, and delicacy. In this context, pneumatic grippers are popular, due to provision of high deformability and compliance, however they typically possess limited grip strength. Jamming possesses strong grip capability, however has limited deformability and often requires the object to be pushed onto a surface to attain a grip. This paper describes a hybrid gripper combining pneumatics (for deformation) and jamming (for grip strength). Our gripper utilises a torus (donut) structure with two chambers controlled by pneumatic and vacuum pressure respectively, to conform around a target object. The gripper displays good adaptability, exploiting pneumatics to mould to the shape of the target object where jamming can be successfully harnessed to grip. The main contribution of the paper is design, fabrication, and characterisation of the first hybrid gripper that can use granular jamming in free space, achieving significantly larger retention forces compared to pure pneumatics. We test our gripper on a range of different sizes and shapes, as well as picking a broad range of real fruit.
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The introductory programming sequence has been the focus of much research in computing education. The recent advent of several viable and freely-available AI-driven code generation tools present several immediate opportunities and challenges in this domain. In this position paper we argue that the community needs to act quickly in deciding what possible opportunities can and should be leveraged and how, while also working on how to overcome or otherwise mitigate the possible challenges. Assuming that the effectiveness and proliferation of these tools will continue to progress rapidly, without quick, deliberate, and concerted efforts, educators will lose advantage in helping shape what opportunities come to be, and what challenges will endure. With this paper we aim to seed this discussion within the computing education community.
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