在对象检测中,数据量和成本是一种权衡,在特定领域中收集大量数据是劳动密集型的。因此,现有的大规模数据集用于预训练。但是,当目标域与源域显着不同时,常规传输学习和域的适应性不能弥合域间隙。我们提出了一种数据合成方法,可以解决大域间隙问题。在此方法中,目标图像的一部分被粘贴到源图像上,并通过利用对象边界框的信息来对齐粘贴区域的位置。此外,我们介绍对抗性学习,以区分原始区域或粘贴区域。所提出的方法在大量源图像和一些目标域图像上训练。在非常不同的域问题设置中,所提出的方法比常规方法获得更高的精度,其中RGB图像是源域,而热红外图像是目标域。同样,在模拟图像与真实图像的情况下,提出的方法达到了更高的精度。
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使用移动操纵器来整理家庭环境,在机器人技术中提出了各种挑战,例如适应大型现实世界的环境变化,以及在人类面前的安全和强大的部署。2021年9月举行的全球竞赛,对真正的家庭环境中的整理任务进行了基准测试,重要的是,对全面的系统性能进行了测试。对于此挑战,我们开发了整个家庭服务机器人系统,该机器人系统利用数据驱动的方法来适应众多的方法在执行过程中发生的边缘案例,而不是经典的手动预编程解决方案。在本文中,我们描述了提出的机器人系统的核心成分,包括视觉识别,对象操纵和运动计划。我们的机器人系统赢得了二等奖,验证了数据驱动的机器人系统在家庭环境中移动操作的有效性和潜力。
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Many e-commerce marketplaces offer their users fast delivery options for free to meet the increasing needs of users, imposing an excessive burden on city logistics. Therefore, understanding e-commerce users' preference for delivery options is a key to designing logistics policies. To this end, this study designs a stated choice survey in which respondents are faced with choice tasks among different delivery options and time slots, which was completed by 4,062 users from the three major metropolitan areas in Japan. To analyze the data, mixed logit models capturing taste heterogeneity as well as flexible substitution patterns have been estimated. The model estimation results indicate that delivery attributes including fee, time, and time slot size are significant determinants of the delivery option choices. Associations between users' preferences and socio-demographic characteristics, such as age, gender, teleworking frequency and the presence of a delivery box, were also suggested. Moreover, we analyzed two willingness-to-pay measures for delivery, namely, the value of delivery time savings (VODT) and the value of time slot shortening (VOTS), and applied a non-semiparametric approach to estimate their distributions in a data-oriented manner. Although VODT has a large heterogeneity among respondents, the estimated median VODT is 25.6 JPY/day, implying that more than half of the respondents would wait an additional day if the delivery fee were increased by only 26 JPY, that is, they do not necessarily need a fast delivery option but often request it when cheap or almost free. Moreover, VOTS was found to be low, distributed with the median of 5.0 JPY/hour; that is, users do not highly value the reduction in time slot size in monetary terms. These findings on e-commerce users' preferences can help in designing levels of service for last-mile delivery to significantly improve its efficiency.
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In recent years, various service robots have been introduced in stores as recommendation systems. Previous studies attempted to increase the influence of these robots by improving their social acceptance and trust. However, when such service robots recommend a product to customers in real environments, the effect on the customers is influenced not only by the robot itself, but also by the social influence of the surrounding people such as store clerks. Therefore, leveraging the social influence of the clerks may increase the influence of the robots on the customers. Hence, we compared the influence of robots with and without collaborative customer service between the robots and clerks in two bakery stores. The experimental results showed that collaborative customer service increased the purchase rate of the recommended bread and improved the impression regarding the robot and store experience of the customers. Because the results also showed that the workload required for the clerks to collaborate with the robot was not high, this study suggests that all stores with service robots may show high effectiveness in introducing collaborative customer service.
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We introduce \textsc{PoliteRewrite} -- a dataset for polite language rewrite which is a novel sentence rewrite task. Compared with previous text style transfer tasks that can be mostly addressed by slight token- or phrase-level edits, polite language rewrite requires deep understanding and extensive sentence-level edits over an offensive and impolite sentence to deliver the same message euphemistically and politely, which is more challenging -- not only for NLP models but also for human annotators to rewrite with effort. To alleviate the human effort for efficient annotation, we first propose a novel annotation paradigm by a collaboration of human annotators and GPT-3.5 to annotate \textsc{PoliteRewrite}. The released dataset has 10K polite sentence rewrites annotated collaboratively by GPT-3.5 and human, which can be used as gold standard for training, validation and test; and 100K high-quality polite sentence rewrites by GPT-3.5 without human review. We wish this work (The dataset (10K+100K) will be released soon) could contribute to the research on more challenging sentence rewrite, and provoke more thought in future on resource annotation paradigm with the help of the large-scaled pretrained models.
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Recent years have seen progress beyond domain-specific sound separation for speech or music towards universal sound separation for arbitrary sounds. Prior work on universal sound separation has investigated separating a target sound out of an audio mixture given a text query. Such text-queried sound separation systems provide a natural and scalable interface for specifying arbitrary target sounds. However, supervised text-queried sound separation systems require costly labeled audio-text pairs for training. Moreover, the audio provided in existing datasets is often recorded in a controlled environment, causing a considerable generalization gap to noisy audio in the wild. In this work, we aim to approach text-queried universal sound separation by using only unlabeled data. We propose to leverage the visual modality as a bridge to learn the desired audio-textual correspondence. The proposed CLIPSep model first encodes the input query into a query vector using the contrastive language-image pretraining (CLIP) model, and the query vector is then used to condition an audio separation model to separate out the target sound. While the model is trained on image-audio pairs extracted from unlabeled videos, at test time we can instead query the model with text inputs in a zero-shot setting, thanks to the joint language-image embedding learned by the CLIP model. Further, videos in the wild often contain off-screen sounds and background noise that may hinder the model from learning the desired audio-textual correspondence. To address this problem, we further propose an approach called noise invariant training for training a query-based sound separation model on noisy data. Experimental results show that the proposed models successfully learn text-queried universal sound separation using only noisy unlabeled videos, even achieving competitive performance against a supervised model in some settings.
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Our team, Hibikino-Musashi@Home (the shortened name is HMA), was founded in 2010. It is based in the Kitakyushu Science and Research Park, Japan. We have participated in the RoboCup@Home Japan open competition open platform league every year since 2010. Moreover, we participated in the RoboCup 2017 Nagoya as open platform league and domestic standard platform league teams. Currently, the Hibikino-Musashi@Home team has 20 members from seven different laboratories based in the Kyushu Institute of Technology. In this paper, we introduce the activities of our team and the technologies.
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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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Mutation-based fuzzing has become one of the most common vulnerability discovery solutions over the last decade. Fuzzing can be optimized when targeting specific programs, and given that, some studies have employed online optimization methods to do it automatically, i.e., tuning fuzzers for any given program in a program-agnostic manner. However, previous studies have neither fully explored mutation schemes suitable for online optimization methods, nor online optimization methods suitable for mutation schemes. In this study, we propose an optimization framework called SLOPT that encompasses both a bandit-friendly mutation scheme and mutation-scheme-friendly bandit algorithms. The advantage of SLOPT is that it can generally be incorporated into existing fuzzers, such as AFL and Honggfuzz. As a proof of concept, we implemented SLOPT-AFL++ by integrating SLOPT into AFL++ and showed that the program-agnostic optimization delivered by SLOPT enabled SLOPT-AFL++ to achieve higher code coverage than AFL++ in all of ten real-world FuzzBench programs. Moreover, we ran SLOPT-AFL++ against several real-world programs from OSS-Fuzz and successfully identified three previously unknown vulnerabilities, even though these programs have been fuzzed by AFL++ for a considerable number of CPU days on OSS-Fuzz.
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Embodied Instruction Following (EIF) studies how mobile manipulator robots should be controlled to accomplish long-horizon tasks specified by natural language instructions. While most research on EIF are conducted in simulators, the ultimate goal of the field is to deploy the agents in real life. As such, it is important to minimize the data cost required for training an agent, to help the transition from sim to real. However, many studies only focus on the performance and overlook the data cost -- modules that require separate training on extra data are often introduced without a consideration on deployability. In this work, we propose FILM++ which extends the existing work FILM with modifications that do not require extra data. While all data-driven modules are kept constant, FILM++ more than doubles FILM's performance. Furthermore, we propose Prompter, which replaces FILM++'s semantic search module with language model prompting. Unlike FILM++'s implementation that requires training on extra sets of data, no training is needed for our prompting based implementation while achieving better or at least comparable performance. Prompter achieves 42.64% and 45.72% on the ALFRED benchmark with high-level instructions only and with step-by-step instructions, respectively, outperforming the previous state of the art by 6.57% and 10.31%.
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