磁共振光谱(MRS)是揭示代谢信息的无创工具。 1H-MRS的一个挑战是低信号噪声比(SNR)。为了改善SNR,一种典型的方法是用M重复样品进行信号平均(SA)。但是,数据采集时间相应地增加了M次,并且在公共环境M = 128时,完整的临床MRS SCAN大约需要10分钟。最近,引入了深度学习以改善SNR,但大多数人将模拟数据用作培训集。这可能会阻碍MRS应用程序,因为某些潜在差异(例如获取系统的缺陷)以及模拟和体内数据之间可能存在生理和心理条件。在这里,我们提出了一种新方案,该方案纯粹使用了现实数据的重复样本。深度学习模型,拒绝长期记忆(RELSTM),旨在学习从低SNR时间域数据(24 SA)到高SNR ONE(128 SA)的映射。对7个健康受试者,2名脑肿瘤患者和1名脑梗塞患者的体内脑光谱进行实验表明,仅使用20%的重复样品,RelstM的DeNoed Spectra可以为128 SA提供可比的代谢物。与最先进的低级别去核法相比,RELSTM在量化某些重要的生物标志物时达到了较低的相对误差和cram \'er-rao下限。总而言之,RELSTM可以在快速获取(24 SA)下对光谱进行高保真降级,这对MRS临床研究很有价值。
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Current advances in recommender systems have been remarkably successful in optimizing immediate engagement. However, long-term user engagement, a more desirable performance metric, remains difficult to improve. Meanwhile, recent reinforcement learning (RL) algorithms have shown their effectiveness in a variety of long-term goal optimization tasks. For this reason, RL is widely considered as a promising framework for optimizing long-term user engagement in recommendation. Despite being a promising approach, the application of RL heavily relies on well-designed rewards, but designing rewards related to long-term user engagement is quite difficult. To mitigate the problem, we propose a novel paradigm, Preference-based Recommender systems (PrefRec), which allows RL recommender systems to learn from preferences about users' historical behaviors rather than explicitly defined rewards. Such preferences are easily accessible through techniques such as crowdsourcing, as they do not require any expert knowledge. With PrefRec, we can fully exploit the advantages of RL in optimizing long-term goals, while avoiding complex reward engineering. PrefRec uses the preferences to automatically train a reward function in an end-to-end manner. The reward function is then used to generate learning signals to train the recommendation policy. Furthermore, we design an effective optimization method for PrefRec, which uses an additional value function, expectile regression and reward model pre-training to improve the performance. Extensive experiments are conducted on a variety of long-term user engagement optimization tasks. The results show that PrefRec significantly outperforms previous state-of-the-art methods in all the tasks.
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Masked image modeling (MIM) performs strongly in pre-training large vision Transformers (ViTs). However, small models that are critical for real-world applications cannot or only marginally benefit from this pre-training approach. In this paper, we explore distillation techniques to transfer the success of large MIM-based pre-trained models to smaller ones. We systematically study different options in the distillation framework, including distilling targets, losses, input, network regularization, sequential distillation, etc, revealing that: 1) Distilling token relations is more effective than CLS token- and feature-based distillation; 2) An intermediate layer of the teacher network as target perform better than that using the last layer when the depth of the student mismatches that of the teacher; 3) Weak regularization is preferred; etc. With these findings, we achieve significant fine-tuning accuracy improvements over the scratch MIM pre-training on ImageNet-1K classification, using all the ViT-Tiny, ViT-Small, and ViT-base models, with +4.2%/+2.4%/+1.4% gains, respectively. Our TinyMIM model of base size achieves 52.2 mIoU in AE20K semantic segmentation, which is +4.1 higher than the MAE baseline. Our TinyMIM model of tiny size achieves 79.6% top-1 accuracy on ImageNet-1K image classification, which sets a new record for small vision models of the same size and computation budget. This strong performance suggests an alternative way for developing small vision Transformer models, that is, by exploring better training methods rather than introducing inductive biases into architectures as in most previous works. Code is available at https://github.com/OliverRensu/TinyMIM.
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The recent increase in public and academic interest in preserving biodiversity has led to the growth of the field of conservation technology. This field involves designing and constructing tools that utilize technology to aid in the conservation of wildlife. In this article, we will use case studies to demonstrate the importance of designing conservation tools with human-wildlife interaction in mind and provide a framework for creating successful tools. These case studies include a range of complexities, from simple cat collars to machine learning and game theory methodologies. Our goal is to introduce and inform current and future researchers in the field of conservation technology and provide references for educating the next generation of conservation technologists. Conservation technology not only has the potential to benefit biodiversity but also has broader impacts on fields such as sustainability and environmental protection. By using innovative technologies to address conservation challenges, we can find more effective and efficient solutions to protect and preserve our planet's resources.
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Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.
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Decompilation aims to transform a low-level program language (LPL) (eg., binary file) into its functionally-equivalent high-level program language (HPL) (e.g., C/C++). It is a core technology in software security, especially in vulnerability discovery and malware analysis. In recent years, with the successful application of neural machine translation (NMT) models in natural language processing (NLP), researchers have tried to build neural decompilers by borrowing the idea of NMT. They formulate the decompilation process as a translation problem between LPL and HPL, aiming to reduce the human cost required to develop decompilation tools and improve their generalizability. However, state-of-the-art learning-based decompilers do not cope well with compiler-optimized binaries. Since real-world binaries are mostly compiler-optimized, decompilers that do not consider optimized binaries have limited practical significance. In this paper, we propose a novel learning-based approach named NeurDP, that targets compiler-optimized binaries. NeurDP uses a graph neural network (GNN) model to convert LPL to an intermediate representation (IR), which bridges the gap between source code and optimized binary. We also design an Optimized Translation Unit (OTU) to split functions into smaller code fragments for better translation performance. Evaluation results on datasets containing various types of statements show that NeurDP can decompile optimized binaries with 45.21% higher accuracy than state-of-the-art neural decompilation frameworks.
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Driven by improved architectures and better representation learning frameworks, the field of visual recognition has enjoyed rapid modernization and performance boost in the early 2020s. For example, modern ConvNets, represented by ConvNeXt, have demonstrated strong performance in various scenarios. While these models were originally designed for supervised learning with ImageNet labels, they can also potentially benefit from self-supervised learning techniques such as masked autoencoders (MAE). However, we found that simply combining these two approaches leads to subpar performance. In this paper, we propose a fully convolutional masked autoencoder framework and a new Global Response Normalization (GRN) layer that can be added to the ConvNeXt architecture to enhance inter-channel feature competition. This co-design of self-supervised learning techniques and architectural improvement results in a new model family called ConvNeXt V2, which significantly improves the performance of pure ConvNets on various recognition benchmarks, including ImageNet classification, COCO detection, and ADE20K segmentation. We also provide pre-trained ConvNeXt V2 models of various sizes, ranging from an efficient 3.7M-parameter Atto model with 76.7% top-1 accuracy on ImageNet, to a 650M Huge model that achieves a state-of-the-art 88.9% accuracy using only public training data.
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In this paper, we propose a novel framework dubbed peer learning to deal with the problem of biased scene graph generation (SGG). This framework uses predicate sampling and consensus voting (PSCV) to encourage different peers to learn from each other, improving model diversity and mitigating bias in SGG. To address the heavily long-tailed distribution of predicate classes, we propose to use predicate sampling to divide and conquer this issue. As a result, the model is less biased and makes more balanced predicate predictions. Specifically, one peer may not be sufficiently diverse to discriminate between different levels of predicate distributions. Therefore, we sample the data distribution based on frequency of predicates into sub-distributions, selecting head, body, and tail classes to combine and feed to different peers as complementary predicate knowledge during the training process. The complementary predicate knowledge of these peers is then ensembled utilizing a consensus voting strategy, which simulates a civilized voting process in our society that emphasizes the majority opinion and diminishes the minority opinion. This approach ensures that the learned representations of each peer are optimally adapted to the various data distributions. Extensive experiments on the Visual Genome dataset demonstrate that PSCV outperforms previous methods. We have established a new state-of-the-art (SOTA) on the SGCls task by achieving a mean of \textbf{31.6}.
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Audio-Visual scene understanding is a challenging problem due to the unstructured spatial-temporal relations that exist in the audio signals and spatial layouts of different objects and various texture patterns in the visual images. Recently, many studies have focused on abstracting features from convolutional neural networks while the learning of explicit semantically relevant frames of sound signals and visual images has been overlooked. To this end, we present an end-to-end framework, namely attentional graph convolutional network (AGCN), for structure-aware audio-visual scene representation. First, the spectrogram of sound and input image is processed by a backbone network for feature extraction. Then, to build multi-scale hierarchical information of input features, we utilize an attention fusion mechanism to aggregate features from multiple layers of the backbone network. Notably, to well represent the salient regions and contextual information of audio-visual inputs, the salient acoustic graph (SAG) and contextual acoustic graph (CAG), salient visual graph (SVG), and contextual visual graph (CVG) are constructed for the audio-visual scene representation. Finally, the constructed graphs pass through a graph convolutional network for structure-aware audio-visual scene recognition. Extensive experimental results on the audio, visual and audio-visual scene recognition datasets show that promising results have been achieved by the AGCN methods. Visualizing graphs on the spectrograms and images have been presented to show the effectiveness of proposed CAG/SAG and CVG/SVG that could focus on the salient and semantic relevant regions.
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We consider the problem of estimating a multivariate function $f_0$ of bounded variation (BV), from noisy observations $y_i = f_0(x_i) + z_i$ made at random design points $x_i \in \mathbb{R}^d$, $i=1,\ldots,n$. We study an estimator that forms the Voronoi diagram of the design points, and then solves an optimization problem that regularizes according to a certain discrete notion of total variation (TV): the sum of weighted absolute differences of parameters $\theta_i,\theta_j$ (which estimate the function values $f_0(x_i),f_0(x_j)$) at all neighboring cells $i,j$ in the Voronoi diagram. This is seen to be equivalent to a variational optimization problem that regularizes according to the usual continuum (measure-theoretic) notion of TV, once we restrict the domain to functions that are piecewise constant over the Voronoi diagram. The regression estimator under consideration hence performs (shrunken) local averaging over adaptively formed unions of Voronoi cells, and we refer to it as the Voronoigram, following the ideas in Koenker (2005), and drawing inspiration from Tukey's regressogram (Tukey, 1961). Our contributions in this paper span both the conceptual and theoretical frontiers: we discuss some of the unique properties of the Voronoigram in comparison to TV-regularized estimators that use other graph-based discretizations; we derive the asymptotic limit of the Voronoi TV functional; and we prove that the Voronoigram is minimax rate optimal (up to log factors) for estimating BV functions that are essentially bounded.
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