在双胞胎输血综合征(TTTS)中,单座管胎盘中的异常血管吻合可能会在两个胎儿之间产生不均匀的流量。在当前的实践中,通过使用激光消融闭合异常吻合来对TTT进行手术治疗。该手术在最小的侵入性中依赖于胎儿镜检查。有限的视野使吻合术识别成为外科医生的具有挑战性的任务。为了应对这一挑战,我们提出了一个基于学习的框架,用于视野扩展的体内胎儿镜框架注册。该框架的新颖性依赖于基于学习的关键点提案网络以及基于胎儿镜图像细分和(ii)不一致的同符的编码策略(i)无关的关键点。我们在来自6个不同女性的6个TTT手术的6个术中序列的数据集中验证了我们的框架,这是根据最新的最新算法状态,该算法依赖于胎盘血管的分割。与艺术的状态相比,提出的框架的性能更高,为稳健的马赛克在TTTS手术期间提供背景意识铺平了道路。
translated by 谷歌翻译
胎儿镜检查激光​​光凝是一种广泛采用的方法,用于治疗双胞胎输血综合征(TTTS)。该过程涉及光凝病理吻合术以调节双胞胎之间的血液交换。由于观点有限,胎儿镜的可操作性差,可见性差和照明的可变性,因此该程序尤其具有挑战性。这些挑战可能导致手术时间增加和消融不完全。计算机辅助干预措施(CAI)可以通过识别场景中的关键结构并通过视频马赛克来扩展胎儿镜观景领域,从而为外科医生提供决策支持和背景意识。由于缺乏设计,开发和测试CAI算法的高质量数据,该领域的研究受到了阻碍。通过作为MICCAI2021内窥镜视觉挑战组织的胎儿镜胎盘胎盘分割和注册(FETREG2021)挑战,我们发布了第一个Largescale Multencentre TTTS数据集,用于开发广义和可靠的语义分割和视频摩擦质量algorithms。对于这一挑战,我们发布了一个2060张图像的数据集,该数据集是从18个体内TTTS胎儿镜检查程序和18个简短视频剪辑的船只,工具,胎儿和背景类别的像素通道。七个团队参与了这一挑战,他们的模型性能在一个看不见的测试数据集中评估了658个从6个胎儿镜程序和6个短剪辑的图像的图像。这项挑战为创建通用解决方案提供了用于胎儿镜面场景的理解和摩西式解决方案的机会。在本文中,我们介绍了FETREG2021挑战的发现,以及报告TTTS胎儿镜检查中CAI的详细文献综述。通过这一挑战,它的分析和多中心胎儿镜数据的发布,我们为该领域的未来研究提供了基准。
translated by 谷歌翻译
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.
translated by 谷歌翻译
Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
translated by 谷歌翻译
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.
translated by 谷歌翻译
When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
translated by 谷歌翻译
and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
translated by 谷歌翻译
A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
translated by 谷歌翻译
Differentiable Architecture Search (DARTS) has attracted considerable attention as a gradient-based Neural Architecture Search (NAS) method. Since the introduction of DARTS, there has been little work done on adapting the action space based on state-of-art architecture design principles for CNNs. In this work, we aim to address this gap by incrementally augmenting the DARTS search space with micro-design changes inspired by ConvNeXt and studying the trade-off between accuracy, evaluation layer count, and computational cost. To this end, we introduce the Pseudo-Inverted Bottleneck conv block intending to reduce the computational footprint of the inverted bottleneck block proposed in ConvNeXt. Our proposed architecture is much less sensitive to evaluation layer count and outperforms a DARTS network with similar size significantly, at layer counts as small as 2. Furthermore, with less layers, not only does it achieve higher accuracy with lower GMACs and parameter count, GradCAM comparisons show that our network is able to better detect distinctive features of target objects compared to DARTS.
translated by 谷歌翻译
The existing methods for video anomaly detection mostly utilize videos containing identifiable facial and appearance-based features. The use of videos with identifiable faces raises privacy concerns, especially when used in a hospital or community-based setting. Appearance-based features can also be sensitive to pixel-based noise, straining the anomaly detection methods to model the changes in the background and making it difficult to focus on the actions of humans in the foreground. Structural information in the form of skeletons describing the human motion in the videos is privacy-protecting and can overcome some of the problems posed by appearance-based features. In this paper, we present a survey of privacy-protecting deep learning anomaly detection methods using skeletons extracted from videos. We present a novel taxonomy of algorithms based on the various learning approaches. We conclude that skeleton-based approaches for anomaly detection can be a plausible privacy-protecting alternative for video anomaly detection. Lastly, we identify major open research questions and provide guidelines to address them.
translated by 谷歌翻译