我们提出了Vologan,这是一个对抗域的适应网络,该网络将一个人的高质量3D模型的合成RGB-D图像转换为可以使用消费者深度传感器生成的RGB-D图像。该系统对于为单视3D重建算法生成大量训练数据特别有用,该算法复制了现实世界中的捕获条件,能够模仿相同的高端3D模型数据库的不同传感器类型的样式。该网络使用具有u-net体系结构的CycleGAN框架,以及受SIV-GAN启发的鉴别器。我们使用不同的优化者和学习率计划来训练发电机和鉴别器。我们进一步构建了一个单独考虑图像通道的损失函数,除其他指标外,还评估了结构相似性。我们证明,可以使用自行车来应用合成3D数据的对抗结构域适应,以训练只有少量训练样本的体积视频发电机模型。
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由于需要快速原型制作和广泛的测试,模拟在自主驾驶中的作用变得越来越重要。基于物理的模拟使用涉及多个利益和优势,以合理的成本消除了对原型,驱动因素和脆弱道路使用者的风险。但是,有两个主要局限性。首先,众所周知的现实差距是指现实与模拟之间的差异,这阻止了模拟自主驾驶体验实现有效的现实性能。其次,缺乏有关真实代理商的行为的经验知识,包括备用驾驶员或乘客以及其他道路使用者,例如车辆,行人或骑自行车的人。代理仿真通常是根据实际数据进行确定性,随机概率或生成的预编程的,但它不代表与特定模拟方案相互作用的真实试剂的行为。在本文中,我们提出了一个初步框架,以实现真实试剂与模拟环境(包括自动驾驶汽车)之间的实时互动,并从多个视图中从模拟传感器数据中生成合成序列,这些视图可用于培训依赖行为模型的预测系统。我们的方法将沉浸式的虚拟现实和人类运动捕获系统与Carla模拟器进行自主驾驶。我们描述了提出的硬件和软件体系结构,并讨论所谓的行为差距或存在。我们提出了支持这种方法的潜力并讨论未来步骤的初步但有希望的结果。
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Face Anti-spoofing (FAS) is essential to secure face recognition systems from various physical attacks. However, recent research generally focuses on short-distance applications (i.e., phone unlocking) while lacking consideration of long-distance scenes (i.e., surveillance security checks). In order to promote relevant research and fill this gap in the community, we collect a large-scale Surveillance High-Fidelity Mask (SuHiFiMask) dataset captured under 40 surveillance scenes, which has 101 subjects from different age groups with 232 3D attacks (high-fidelity masks), 200 2D attacks (posters, portraits, and screens), and 2 adversarial attacks. In this scene, low image resolution and noise interference are new challenges faced in surveillance FAS. Together with the SuHiFiMask dataset, we propose a Contrastive Quality-Invariance Learning (CQIL) network to alleviate the performance degradation caused by image quality from three aspects: (1) An Image Quality Variable module (IQV) is introduced to recover image information associated with discrimination by combining the super-resolution network. (2) Using generated sample pairs to simulate quality variance distributions to help contrastive learning strategies obtain robust feature representation under quality variation. (3) A Separate Quality Network (SQN) is designed to learn discriminative features independent of image quality. Finally, a large number of experiments verify the quality of the SuHiFiMask dataset and the superiority of the proposed CQIL.
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User equipment is one of the main bottlenecks facing the gaming industry nowadays. The extremely realistic games which are currently available trigger high computational requirements of the user devices to run games. As a consequence, the game industry has proposed the concept of Cloud Gaming, a paradigm that improves gaming experience in reduced hardware devices. To this end, games are hosted on remote servers, relegating users' devices to play only the role of a peripheral for interacting with the game. However, this paradigm overloads the communication links connecting the users with the cloud. Therefore, service experience becomes highly dependent on network connectivity. To overcome this, Cloud Gaming will be boosted by the promised performance of 5G and future 6G networks, together with the flexibility provided by mobility in multi-RAT scenarios, such as WiFi. In this scope, the present work proposes a framework for measuring and estimating the main E2E metrics of the Cloud Gaming service, namely KQIs. In addition, different machine learning techniques are assessed for predicting KQIs related to Cloud Gaming user's experience. To this end, the main key quality indicators (KQIs) of the service such as input lag, freeze percent or perceived video frame rate are collected in a real environment. Based on these, results show that machine learning techniques provide a good estimation of these indicators solely from network-based metrics. This is considered a valuable asset to guide the delivery of Cloud Gaming services through cellular communications networks even without access to the user's device, as it is expected for telecom operators.
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Content moderation is the process of screening and monitoring user-generated content online. It plays a crucial role in stopping content resulting from unacceptable behaviors such as hate speech, harassment, violence against specific groups, terrorism, racism, xenophobia, homophobia, or misogyny, to mention some few, in Online Social Platforms. These platforms make use of a plethora of tools to detect and manage malicious information; however, malicious actors also improve their skills, developing strategies to surpass these barriers and continuing to spread misleading information. Twisting and camouflaging keywords are among the most used techniques to evade platform content moderation systems. In response to this recent ongoing issue, this paper presents an innovative approach to address this linguistic trend in social networks through the simulation of different content evasion techniques and a multilingual Transformer model for content evasion detection. In this way, we share with the rest of the scientific community a multilingual public tool, named "pyleetspeak" to generate/simulate in a customizable way the phenomenon of content evasion through automatic word camouflage and a multilingual Named-Entity Recognition (NER) Transformer-based model tuned for its recognition and detection. The multilingual NER model is evaluated in different textual scenarios, detecting different types and mixtures of camouflage techniques, achieving an overall weighted F1 score of 0.8795. This article contributes significantly to countering malicious information by developing multilingual tools to simulate and detect new methods of evasion of content on social networks, making the fight against information disorders more effective.
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Social insects such as ants communicate via pheromones which allows them to coordinate their activity and solve complex tasks as a swarm, e.g. foraging for food. This behaviour was shaped through evolutionary processes. In computational models, self-coordination in swarms has been implemented using probabilistic or action rules to shape the decision of each agent and the collective behaviour. However, manual tuned decision rules may limit the behaviour of the swarm. In this work we investigate the emergence of self-coordination and communication in evolved swarms without defining any rule. We evolve a swarm of agents representing an ant colony. We use a genetic algorithm to optimize a spiking neural network (SNN) which serves as an artificial brain to control the behaviour of each agent. The goal of the colony is to find optimal ways to forage for food in the shortest amount of time. In the evolutionary phase, the ants are able to learn to collaborate by depositing pheromone near food piles and near the nest to guide its cohorts. The pheromone usage is not encoded into the network; instead, this behaviour is established through the optimization procedure. We observe that pheromone-based communication enables the ants to perform better in comparison to colonies where communication did not emerge. We assess the foraging performance by comparing the SNN based model to a rule based system. Our results show that the SNN based model can complete the foraging task more efficiently in a shorter time. Our approach illustrates that even in the absence of pre-defined rules, self coordination via pheromone emerges as a result of the network optimization. This work serves as a proof of concept for the possibility of creating complex applications utilizing SNNs as underlying architectures for multi-agent interactions where communication and self-coordination is desired.
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System identification, also known as learning forward models, transfer functions, system dynamics, etc., has a long tradition both in science and engineering in different fields. Particularly, it is a recurring theme in Reinforcement Learning research, where forward models approximate the state transition function of a Markov Decision Process by learning a mapping function from current state and action to the next state. This problem is commonly defined as a Supervised Learning problem in a direct way. This common approach faces several difficulties due to the inherent complexities of the dynamics to learn, for example, delayed effects, high non-linearity, non-stationarity, partial observability and, more important, error accumulation when using bootstrapped predictions (predictions based on past predictions), over large time horizons. Here we explore the use of Reinforcement Learning in this problem. We elaborate on why and how this problem fits naturally and sound as a Reinforcement Learning problem, and present some experimental results that demonstrate RL is a promising technique to solve these kind of problems.
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In this work, a re-design of the Moodledata module functionalities is presented to share learning objects between e-learning content platforms, e.g., Moodle and G-Lorep, in a linkable object format. The e-learning courses content of the Drupal-based Content Management System G-Lorep for academic learning is exchanged designing an object incorporating metadata to support the reuse and the classification in its context. In such an Artificial Intelligence environment, the exchange of Linkable Learning Objects can be used for dialogue between Learning Systems to obtain information, especially with the use of semantic or structural similarity measures to enhance the existent Taxonomy Assistant for advanced automated classification.
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Emerging applications such as Deep Learning are often data-driven, thus traditional approaches based on auto-tuners are not performance effective across the wide range of inputs used in practice. In the present paper, we start an investigation of predictive models based on machine learning techniques in order to optimize Convolution Neural Networks (CNNs). As a use-case, we focus on the ARM Compute Library which provides three different implementations of the convolution operator at different numeric precision. Starting from a collation of benchmarks, we build and validate models learned by Decision Tree and naive Bayesian classifier. Preliminary experiments on Midgard-based ARM Mali GPU show that our predictive model outperforms all the convolution operators manually selected by the library.
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This project explores the feasibility of remote patient monitoring based on the analysis of 3D movements captured with smartwatches. We base our analysis on the Kinematic Theory of Rapid Human Movement. We have validated our research in a real case scenario for stroke rehabilitation at the Guttmann Institute5 (neurorehabilitation hospital), showing promising results. Our work could have a great impact in remote healthcare applications, improving the medical efficiency and reducing the healthcare costs. Future steps include more clinical validation, developing multi-modal analysis architectures (analysing data from sensors, images, audio, etc.), and exploring the application of our technology to monitor other neurodegenerative diseases.
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