自动语音识别(ASR)需要对说话者的差异很强。语音转换(VC)修改了输入语音的扬声器特征。这是ASR数据增强的吸引人功能。在本文中,我们证明了语音转换可以用作数据增强技术,即使在包含2,456位扬声器的LibrisPeech上,也可以用作提高ASR性能。对于ASR增强,有必要对广泛的输入语音稳健。这激发了使用非自动回旋,非并行VC模型的使用,并在VC模型中使用了预验证的ASR编码器。这项工作表明,尽管包括许多演讲者,但演讲者的多样性可能仍然是ASR质量的限制。最后,对我们的风险投资性能的审讯为客观评估VC质量提供了有用的指标。
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注意层是现代端到端自动语音识别系统不可或缺的一部分,例如作为变压器或构象体体系结构的一部分。注意通常是多头的,每个头部都有一组独立的学习参数,并在相同的输入特征序列上运行。多头注意的输出是单个头部输出的融合。我们经验分析了不同注意力头部产生的表示之间的多样性,并证明在训练过程中头部高度相关。我们研究了一些增加注意力头多样性的方法,包括为每个头部使用不同的注意力机制和辅助训练损失功能来促进头部多样性。我们表明,在训练过程中引入多样性辅助损失功能是一种更有效的方法,并且在Librispeech语料库上获得了多达6%的相对相对的改善。最后,我们在注意力头的多样性与头部参数梯度的相似性之间建立了联系。
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我们提出了Maestro,这是一种自制的培训方法,可以统一从语音和文本方式中学到的表示形式。从语音信号中进行的自我监督学习旨在学习信号中固有的潜在结构,而从文本尝试捕获词汇信息的文本尝试中学习。从不配对的语音和文本序列中学习对齐表示是一项具有挑战性的任务。先前的工作要么隐含地强制执行从这两种方式中学到的表示形式,要通过多任务和参数共享在潜在空间中对齐,或通过语音综合通过模态转换而明确地进行。前者受到两种方式之间的干扰,而后者则引入了额外的复杂性。在本文中,我们提出了一种新颖的算法Maestro,旨在同时从这两种方式中学习统一的表示,可以转移到各种下游任务,例如自动语音识别(ASR)和语音翻译(ST)。 Maestro通过序列比对,持续时间预测和匹配的嵌入在学习空间中通过对齐的蒙版模型损失来学习统一的表示形式。我们在Voxpopuli多语言ASR上建立了一个新的最先进(SOTA),单词错误率相对相对降低8%(WER),多域Speetstew ASR(相对3.7%)和21种英语多语言ST在Covost 2上2.8 BLEU的改善平均21种语言。
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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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Ithaca is a Fuzzy Logic (FL) plugin for developing artificial intelligence systems within the Unity game engine. Its goal is to provide an intuitive and natural way to build advanced artificial intelligence systems, making the implementation of such a system faster and more affordable. The software is made up by a C\# framework and an Application Programming Interface (API) for writing inference systems, as well as a set of tools for graphic development and debugging. Additionally, a Fuzzy Control Language (FCL) parser is provided in order to import systems previously defined using this standard.
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In the last years, the number of IoT devices deployed has suffered an undoubted explosion, reaching the scale of billions. However, some new cybersecurity issues have appeared together with this development. Some of these issues are the deployment of unauthorized devices, malicious code modification, malware deployment, or vulnerability exploitation. This fact has motivated the requirement for new device identification mechanisms based on behavior monitoring. Besides, these solutions have recently leveraged Machine and Deep Learning techniques due to the advances in this field and the increase in processing capabilities. In contrast, attackers do not stay stalled and have developed adversarial attacks focused on context modification and ML/DL evaluation evasion applied to IoT device identification solutions. This work explores the performance of hardware behavior-based individual device identification, how it is affected by possible context- and ML/DL-focused attacks, and how its resilience can be improved using defense techniques. In this sense, it proposes an LSTM-CNN architecture based on hardware performance behavior for individual device identification. Then, previous techniques have been compared with the proposed architecture using a hardware performance dataset collected from 45 Raspberry Pi devices running identical software. The LSTM-CNN improves previous solutions achieving a +0.96 average F1-Score and 0.8 minimum TPR for all devices. Afterward, context- and ML/DL-focused adversarial attacks were applied against the previous model to test its robustness. A temperature-based context attack was not able to disrupt the identification. However, some ML/DL state-of-the-art evasion attacks were successful. Finally, adversarial training and model distillation defense techniques are selected to improve the model resilience to evasion attacks, without degrading its performance.
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Cybercriminals are moving towards zero-day attacks affecting resource-constrained devices such as single-board computers (SBC). Assuming that perfect security is unrealistic, Moving Target Defense (MTD) is a promising approach to mitigate attacks by dynamically altering target attack surfaces. Still, selecting suitable MTD techniques for zero-day attacks is an open challenge. Reinforcement Learning (RL) could be an effective approach to optimize the MTD selection through trial and error, but the literature fails when i) evaluating the performance of RL and MTD solutions in real-world scenarios, ii) studying whether behavioral fingerprinting is suitable for representing SBC's states, and iii) calculating the consumption of resources in SBC. To improve these limitations, the work at hand proposes an online RL-based framework to learn the correct MTD mechanisms mitigating heterogeneous zero-day attacks in SBC. The framework considers behavioral fingerprinting to represent SBCs' states and RL to learn MTD techniques that mitigate each malicious state. It has been deployed on a real IoT crowdsensing scenario with a Raspberry Pi acting as a spectrum sensor. More in detail, the Raspberry Pi has been infected with different samples of command and control malware, rootkits, and ransomware to later select between four existing MTD techniques. A set of experiments demonstrated the suitability of the framework to learn proper MTD techniques mitigating all attacks (except a harmfulness rootkit) while consuming <1 MB of storage and utilizing <55% CPU and <80% RAM.
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Stress has a great effect on people's lives that can not be understated. While it can be good, since it helps humans to adapt to new and different situations, it can also be harmful when not dealt with properly, leading to chronic stress. The objective of this paper is developing a stress monitoring solution, that can be used in real life, while being able to tackle this challenge in a positive way. The SMILE data set was provided to team Anxolotl, and all it was needed was to develop a robust model. We developed a supervised learning model for classification in Python, presenting the final result of 64.1% in accuracy and a f1-score of 54.96%. The resulting solution stood the robustness test, presenting low variation between runs, which was a major point for it's possible integration in the Anxolotl app in the future.
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The task of reconstructing 3D human motion has wideranging applications. The gold standard Motion capture (MoCap) systems are accurate but inaccessible to the general public due to their cost, hardware and space constraints. In contrast, monocular human mesh recovery (HMR) methods are much more accessible than MoCap as they take single-view videos as inputs. Replacing the multi-view Mo- Cap systems with a monocular HMR method would break the current barriers to collecting accurate 3D motion thus making exciting applications like motion analysis and motiondriven animation accessible to the general public. However, performance of existing HMR methods degrade when the video contains challenging and dynamic motion that is not in existing MoCap datasets used for training. This reduces its appeal as dynamic motion is frequently the target in 3D motion recovery in the aforementioned applications. Our study aims to bridge the gap between monocular HMR and multi-view MoCap systems by leveraging information shared across multiple video instances of the same action. We introduce the Neural Motion (NeMo) field. It is optimized to represent the underlying 3D motions across a set of videos of the same action. Empirically, we show that NeMo can recover 3D motion in sports using videos from the Penn Action dataset, where NeMo outperforms existing HMR methods in terms of 2D keypoint detection. To further validate NeMo using 3D metrics, we collected a small MoCap dataset mimicking actions in Penn Action,and show that NeMo achieves better 3D reconstruction compared to various baselines.
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The field of Automatic Music Generation has seen significant progress thanks to the advent of Deep Learning. However, most of these results have been produced by unconditional models, which lack the ability to interact with their users, not allowing them to guide the generative process in meaningful and practical ways. Moreover, synthesizing music that remains coherent across longer timescales while still capturing the local aspects that make it sound ``realistic'' or ``human-like'' is still challenging. This is due to the large computational requirements needed to work with long sequences of data, and also to limitations imposed by the training schemes that are often employed. In this paper, we propose a generative model of symbolic music conditioned by data retrieved from human sentiment. The model is a Transformer-GAN trained with labels that correspond to different configurations of the valence and arousal dimensions that quantitatively represent human affective states. We try to tackle both of the problems above by employing an efficient linear version of Attention and using a Discriminator both as a tool to improve the overall quality of the generated music and its ability to follow the conditioning signals.
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