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Essential for improving the accuracy and reliability of bowel cancer screening, three-dimensional (3D) surface reconstruction using capsule endoscopy (CE) images remains challenging due to CE hardware and software limitations. This report generally focuses on challenges associated with 3D visualization and specifically investigates the impact of the indeterminate selection of the angle of the line of sight on 3D surfaces. Furthermore, it demonstrates that impact through 3D surfaces viewed at the same azimuth angles and different elevation angles of the line of sight. The report concludes that 3D printing of reconstructed 3D surfaces can potentially overcome line of sight indeterminate selection and 2D screen visual restriction-related errors.

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 Surface 是微軟公司( )旗下一系列使用 Windows 10(早期為 Windows 8.X)操作系統的電腦產品,目前有 Surface、Surface Pro 和 Surface Book 三個系列。 2012 年 6 月 18 日,初代 Surface Pro/RT 由時任微軟 CEO 史蒂夫·鮑爾默發布于在洛杉磯舉行的記者會,2012 年 10 月 26 日上市銷售。

In this paper, with the goal of addressing the high early-detection miss rate of colorectal cancer (CRC) polyps during a colonoscopy procedure, we propose the design and fabrication of a unique inflatable vision-based tactile sensing balloon (VTSB). The proposed soft VTSB can readily be integrated with the existing colonoscopes and provide a radiation-free, safe, and high-resolution textural mapping and morphology characterization of CRC polyps. The performance of the proposed VTSB has been thoroughly characterized and evaluated on four different types of additively manufactured CRC polyp phantoms with three different stiffness levels. Additionally, we integrated the VTSB with a colonoscope and successfully performed a simulated colonoscopic procedure inside a tube with a few CRC polyp phantoms attached to its internal surface.

Theory and application of stochastic approximation (SA) has grown within the control systems community since the earliest days of adaptive control. This paper takes a new look at the topic, motivated by recent results establishing remarkable performance of SA with (sufficiently small) constant step-size $\alpha>0$. If averaging is implemented to obtain the final parameter estimate, then the estimates are asymptotically unbiased with nearly optimal asymptotic covariance. These results have been obtained for random linear SA recursions with i.i.d. coefficients. This paper obtains very different conclusions in the more common case of geometrically ergodic Markovian disturbance: (i) The $\textit{target bias}$ is identified, even in the case of non-linear SA, and is in general non-zero. The remaining results are established for linear SA recursions: (ii) the bivariate parameter-disturbance process is geometrically ergodic in a topological sense; (iii) the representation for bias has a simpler form in this case, and cannot be expected to be zero if there is multiplicative noise; (iv) the asymptotic covariance of the averaged parameters is within $O(\alpha)$ of optimal. The error term is identified, and may be massive if mean dynamics are not well conditioned. The theory is illustrated with application to TD-learning.

Previous efforts on reconfigurable analog circuits mostly focused on specialized analog circuits, produced through careful co-design, or on highly reconfigurable, but relatively resource inefficient, accelerators that implement analog compute paradigms. This work deals with an intermediate point in the design space: Specialized reconfigurable circuits for analog compute paradigms. This class of circuits requires new methodologies for performing co-design, as prior techniques are typically highly specialized to conventional circuit classes (e.g., filters, ADCs). In this context, we present Ark, a programming language for describing analog compute paradigms. Ark enables progressive incorporation of analog behaviors into computations, and deploys a validator and dynamical system compiler for verifying and simulating computations. We use Ark to codify the design space for three different exemplary circuit design problems, and demonstrate that Ark helps exploring design trade-offs and evaluating the impact of nonidealities to the computation.

Scarcity of health care resources could result in the unavoidable consequence of rationing. For example, ventilators are often limited in supply, especially during public health emergencies or in resource-constrained health care settings, such as amid the pandemic of COVID-19. Currently, there is no universally accepted standard for health care resource allocation protocols, resulting in different governments prioritizing patients based on various criteria and heuristic-based protocols. In this study, we investigate the use of reinforcement learning for critical care resource allocation policy optimization to fairly and effectively ration resources. We propose a transformer-based deep Q-network to integrate the disease progression of individual patients and the interaction effects among patients during the critical care resource allocation. We aim to improve both fairness of allocation and overall patient outcomes. Our experiments demonstrate that our method significantly reduces excess deaths and achieves a more equitable distribution under different levels of ventilator shortage, when compared to existing severity-based and comorbidity-based methods in use by different governments. Our source code is included in the supplement and will be released on Github upon publication.

Soft pneumatic actuators are used to steer soft growing "vine" robots while being flexible enough to undergo the tip eversion required for growth. In this study, we compared the performance of three types of pneumatic actuators in terms of their ability to perform eversion, quasi-static bending, dynamic motion, and force output: the pouch motor, the cylindrical pneumatic artificial muscle (cPAM), and the fabric pneumatic artificial muscle (fPAM). The pouch motor is advantageous for prototyping due to its simple manufacturing process. The cPAM exhibits superior bending behavior and produces the highest forces, while the fPAM actuates fastest and everts at the lowest pressure. We evaluated a range of dimensions for each actuator type. Larger actuators can produce more significant deformations and forces, but smaller actuators inflate faster and can evert at a lower pressure. Because vine robots are lightweight, the effect of gravity on the functionality of different actuators is minimal. We developed a new analytical model that predicts the pressure-to-bending behavior of vine robot actuators. Using the actuator results, we designed and demonstrated a 4.8 m long vine robot equipped with highly maneuverable 60x60 mm cPAMs in a three-dimensional obstacle course. The vine robot was able to move around sharp turns, travel through a passage smaller than its diameter, and lift itself against gravity.

A resampling scheme provides a way to switch low-weight particles for sequential Monte Carlo with higher-weight particles representing the objective distribution. The less the variance of the weight distribution is, the more concentrated the effective particles are, and the quicker and more accurate it is to approximate the hidden Markov model, especially for the nonlinear case. We propose a repetitive deterministic domain with median ergodicity for resampling and have achieved the lowest variances compared to the other resampling methods. As the size of the deterministic domain $M\ll N$ (the size of population), given a feasible size of particles, our algorithm is faster than the state of the art, which is verified by theoretical deduction and experiments of a hidden Markov model in both the linear and non-linear cases.

Large Language Models (LLMs) have shown excellent generalization capabilities that have led to the development of numerous models. These models propose various new architectures, tweaking existing architectures with refined training strategies, increasing context length, using high-quality training data, and increasing training time to outperform baselines. Analyzing new developments is crucial for identifying changes that enhance training stability and improve generalization in LLMs. This survey paper comprehensively analyses the LLMs architectures and their categorization, training strategies, training datasets, and performance evaluations and discusses future research directions. Moreover, the paper also discusses the basic building blocks and concepts behind LLMs, followed by a complete overview of LLMs, including their important features and functions. Finally, the paper summarizes significant findings from LLM research and consolidates essential architectural and training strategies for developing advanced LLMs. Given the continuous advancements in LLMs, we intend to regularly update this paper by incorporating new sections and featuring the latest LLM models.

Understanding causality helps to structure interventions to achieve specific goals and enables predictions under interventions. With the growing importance of learning causal relationships, causal discovery tasks have transitioned from using traditional methods to infer potential causal structures from observational data to the field of pattern recognition involved in deep learning. The rapid accumulation of massive data promotes the emergence of causal search methods with brilliant scalability. Existing summaries of causal discovery methods mainly focus on traditional methods based on constraints, scores and FCMs, there is a lack of perfect sorting and elaboration for deep learning-based methods, also lacking some considers and exploration of causal discovery methods from the perspective of variable paradigms. Therefore, we divide the possible causal discovery tasks into three types according to the variable paradigm and give the definitions of the three tasks respectively, define and instantiate the relevant datasets for each task and the final causal model constructed at the same time, then reviews the main existing causal discovery methods for different tasks. Finally, we propose some roadmaps from different perspectives for the current research gaps in the field of causal discovery and point out future research directions.

When is heterogeneity in the composition of an autonomous robotic team beneficial and when is it detrimental? We investigate and answer this question in the context of a minimally viable model that examines the role of heterogeneous speeds in perimeter defense problems, where defenders share a total allocated speed budget. We consider two distinct problem settings and develop strategies based on dynamic programming and on local interaction rules. We present a theoretical analysis of both approaches and our results are extensively validated using simulations. Interestingly, our results demonstrate that the viability of heterogeneous teams depends on the amount of information available to the defenders. Moreover, our results suggest a universality property: across a wide range of problem parameters the optimal ratio of the speeds of the defenders remains nearly constant.

We consider the problem of explaining the predictions of graph neural networks (GNNs), which otherwise are considered as black boxes. Existing methods invariably focus on explaining the importance of graph nodes or edges but ignore the substructures of graphs, which are more intuitive and human-intelligible. In this work, we propose a novel method, known as SubgraphX, to explain GNNs by identifying important subgraphs. Given a trained GNN model and an input graph, our SubgraphX explains its predictions by efficiently exploring different subgraphs with Monte Carlo tree search. To make the tree search more effective, we propose to use Shapley values as a measure of subgraph importance, which can also capture the interactions among different subgraphs. To expedite computations, we propose efficient approximation schemes to compute Shapley values for graph data. Our work represents the first attempt to explain GNNs via identifying subgraphs explicitly and directly. Experimental results show that our SubgraphX achieves significantly improved explanations, while keeping computations at a reasonable level.

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