Human pose estimation, particularly in athletes, can help improve their performance. However, this estimation is difficult using existing methods, such as human annotation, if the subjects wear loose-fitting clothes such as ski/snowboard wears. This study developed a method for obtaining the ground truth data on two-dimensional (2D) poses of a human wearing loose-fitting clothes. This method uses fast-flushing light-emitting diodes (LEDs). The subjects were required to wear loose-fitting clothes and place the LED on the target joints. The LEDs were observed directly using a camera by selecting thin filmy loose-fitting clothes. The proposed method captures the scene at 240 fps by using a high-frame-rate camera and renders two 30 fps image sequences by extracting LED-on and -off frames. The temporal differences between the two video sequences can be ignored, considering the speed of human motion. The LED-on video was used to manually annotate the joints and thus obtain the ground truth data. Additionally, the LED-off video, equivalent to a standard video at 30 fps, confirmed the accuracy of existing machine learning-based methods and manual annotations. Experiments demonstrated that the proposed method can obtain ground truth data for standard RGB videos. Further, it was revealed that neither manual annotation nor the state-of-the-art pose estimator obtains the correct position of target joints.
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在培训滑雪板大空气期间,最受欢迎的冬季运动,运动员和教练广泛拍摄并使用单个摄像头或智能手机检查他们的跳跃尝试。然而,通过顺序观看视频,难以比较两项试验之间的性能的精确差异。因此,双侧显示或两个视频的叠加可能有助于训练。为实现这一点,必须确保多个性能的空间和时间对准。在这项研究中,我们使用现有的滑雪板大型空气训练提出了一种传统但合理的解决方案。我们与专家滑雪板进行了采访,他们表示时尚对齐的视频使他们能够精确地识别身体运动的轻微差异。结果表明,在滑雪板大空气训练期间可以使用该方法。
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Classification bandits are multi-armed bandit problems whose task is to classify a given set of arms into either positive or negative class depending on whether the rate of the arms with the expected reward of at least h is not less than w for given thresholds h and w. We study a special classification bandit problem in which arms correspond to points x in d-dimensional real space with expected rewards f(x) which are generated according to a Gaussian process prior. We develop a framework algorithm for the problem using various arm selection policies and propose policies called FCB and FTSV. We show a smaller sample complexity upper bound for FCB than that for the existing algorithm of the level set estimation, in which whether f(x) is at least h or not must be decided for every arm's x. Arm selection policies depending on an estimated rate of arms with rewards of at least h are also proposed and shown to improve empirical sample complexity. According to our experimental results, the rate-estimation versions of FCB and FTSV, together with that of the popular active learning policy that selects the point with the maximum variance, outperform other policies for synthetic functions, and the version of FTSV is also the best performer for our real-world dataset.
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Esports, a sports competition using video games, has become one of the most important sporting events in recent years. Although the amount of esports data is increasing than ever, only a small fraction of those data accompanies text commentaries for the audience to retrieve and understand the plays. Therefore, in this study, we introduce a task of generating game commentaries from structured data records to address the problem. We first build a large-scale esports data-to-text dataset using structured data and commentaries from a popular esports game, League of Legends. On this dataset, we devise several data preprocessing methods including linearization and data splitting to augment its quality. We then introduce several baseline encoder-decoder models and propose a hierarchical model to generate game commentaries. Considering the characteristics of esports commentaries, we design evaluation metrics including three aspects of the output: correctness, fluency, and strategic depth. Experimental results on our large-scale esports dataset confirmed the advantage of the hierarchical model, and the results revealed several challenges of this novel task.
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Learning-from-Observation (LfO) is a robot teaching framework for programming operations through few-shots human demonstration. While most previous LfO systems run with visual demonstration, recent research on robot teaching has shown the effectiveness of verbal instruction in making recognition robust and teaching interactive. To the best of our knowledge, however, few solutions have been proposed for LfO that utilizes verbal instruction, namely multimodal LfO. This paper aims to propose a practical pipeline for multimodal LfO. For input, an user temporally stops hand movements to match the granularity of human instructions with the granularity of robot execution. The pipeline recognizes tasks based on step-by-step verbal instructions accompanied by demonstrations. In addition, the recognition is made robust through interactions with the user. We test the pipeline on a real robot and show that the user can successfully teach multiple operations from multimodal demonstrations. The results suggest the utility of the proposed pipeline for multimodal LfO.
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Robot developers develop various types of robots for satisfying users' various demands. Users' demands are related to their backgrounds and robots suitable for users may vary. If a certain developer would offer a robot that is different from the usual to a user, the robot-specific software has to be changed. On the other hand, robot-software developers would like to reuse their developed software as much as possible to reduce their efforts. We propose the system design considering hardware-level reusability. For this purpose, we begin with the learning-from-observation framework. This framework represents a target task in robot-agnostic representation, and thus the represented task description can be shared with various robots. When executing the task, it is necessary to convert the robot-agnostic description into commands of a target robot. To increase the reusability, first, we implement the skill library, robot motion primitives, only considering a robot hand and we regarded that a robot was just a carrier to move the hand on the target trajectory. The skill library is reusable if we would like to the same robot hand. Second, we employ the generic IK solver to quickly swap a robot. We verify the hardware-level reusability by applying two task descriptions to two different robots, Nextage and Fetch.
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Generative models, particularly GANs, have been utilized for image editing. Although GAN-based methods perform well on generating reasonable contents aligned with the user's intentions, they struggle to strictly preserve the contents outside the editing region. To address this issue, we use diffusion models instead of GANs and propose a novel image-editing method, based on pixel-wise guidance. Specifically, we first train pixel-classifiers with few annotated data and then estimate the semantic segmentation map of a target image. Users then manipulate the map to instruct how the image is to be edited. The diffusion model generates an edited image via guidance by pixel-wise classifiers, such that the resultant image aligns with the manipulated map. As the guidance is conducted pixel-wise, the proposed method can create reasonable contents in the editing region while preserving the contents outside this region. The experimental results validate the advantages of the proposed method both quantitatively and qualitatively.
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Removing reverb from reverberant music is a necessary technique to clean up audio for downstream music manipulations. Reverberation of music contains two categories, natural reverb, and artificial reverb. Artificial reverb has a wider diversity than natural reverb due to its various parameter setups and reverberation types. However, recent supervised dereverberation methods may fail because they rely on sufficiently diverse and numerous pairs of reverberant observations and retrieved data for training in order to be generalizable to unseen observations during inference. To resolve these problems, we propose an unsupervised method that can remove a general kind of artificial reverb for music without requiring pairs of data for training. The proposed method is based on diffusion models, where it initializes the unknown reverberation operator with a conventional signal processing technique and simultaneously refines the estimate with the help of diffusion models. We show through objective and perceptual evaluations that our method outperforms the current leading vocal dereverberation benchmarks.
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Score-based generative models learn a family of noise-conditional score functions corresponding to the data density perturbed with increasingly large amounts of noise. These perturbed data densities are tied together by the Fokker-Planck equation (FPE), a PDE governing the spatial-temporal evolution of a density undergoing a diffusion process. In this work, we derive a corresponding equation characterizing the noise-conditional scores of the perturbed data densities (i.e., their gradients), termed the score FPE. Surprisingly, despite impressive empirical performance, we observe that scores learned via denoising score matching (DSM) do not satisfy the underlying score FPE. We mathematically analyze three implications of satisfying the score FPE and a potential explanation for why the score FPE is not satisfied in practice. At last, we propose to regularize the DSM objective to enforce satisfaction of the score FPE, and show its effectiveness on synthetic data and MNIST.
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噪声的去除或取消对成像和声学具有广泛的应用。在日常生活中,Denoising甚至可能包括对地面真理不忠的生成方面。但是,对于科学应用,denoing必须准确地重现地面真相。在这里,我们展示了如何通过深层卷积神经网络来定位数据,从而以定量精度出现弱信号。特别是,我们研究了晶体材料的X射线衍射。我们证明,弱信号是由电荷排序引起的,在嘈杂的数据中微不足道的信号,在DeNo的数据中变得可见和准确。通过对深度神经网络的监督培训,具有成对的低噪声数据,可以通过监督培训来实现这一成功。这样,神经网络就可以了解噪声的统计特性。我们证明,使用人造噪声(例如泊松和高斯)不会产生这种定量准确的结果。因此,我们的方法说明了一种实用的噪声过滤策略,可以应用于具有挑战性的获取问题。
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