Variational regularisation is the primary method for solving inverse problems, and recently there has been considerable work leveraging deeply learned regularisation for enhanced performance. However, few results exist addressing the convergence of such regularisation, particularly within the context of critical points as opposed to global minima. In this paper, we present a generalised formulation of convergent regularisation in terms of critical points, and show that this is achieved by a class of weakly convex regularisers. We prove convergence of the primal-dual hybrid gradient method for the associated variational problem, and, given a Kurdyka-Lojasiewicz condition, an $\mathcal{O}(\log{k}/k)$ ergodic convergence rate. Finally, applying this theory to learned regularisation, we prove universal approximation for input weakly convex neural networks (IWCNN), and show empirically that IWCNNs can lead to improved performance of learned adversarial regularisers for computed tomography (CT) reconstruction.
Given that experience is a pivotal dimension of learning processes in the field of leadership, the ongoing and unresolved issue is how such experiential moments could be provided when developing leadership skills and competencies. Role-plays and business simulations are widely used in this context as they are said to teach relevant social leadership skills, like those required by everyday communication to followers, by decision-making on compensation, evaluating performance, dealing with conflicts, or terminating contracts. However, the effectiveness of simulations can highly vary depending on the counterpart's ability to act in the given scenarios. In our project, we deal with how immersive media could create experiential learning based on simulations for leadership development. In recent years different variations of extended reality got significant technological improvements. Head-mounted displays are an easy and cost-efficient way to present high-resolution virtual environments. For groups of people that are part of an immersive experience, cave automatic virtual environments offer an excellent trade-off between actual exchange with other humans and interaction with virtual content simultaneously. The work presented is based on developing a user-centered simulation of leadership situations for cave automatic virtual environments and includes the results of a first usability study. In the future, the presented results can help to support the development and evaluation of simulated situations for cave automatic virtual environments with an emphasis on leadership-related scenarios.
State estimation is a crucial component for the successful implementation of robotic systems, relying on sensors such as cameras, LiDAR, and IMUs. However, in real-world scenarios, the performance of these sensors is degraded by challenging environments, e.g. adverse weather conditions and low-light scenarios. The emerging 4D imaging radar technology is capable of providing robust perception in adverse conditions. Despite its potential, challenges remain for indoor settings where noisy radar data does not present clear geometric features. Moreover, disparities in radar data resolution and field of view (FOV) can lead to inaccurate measurements. While prior research has explored radar-inertial odometry based on Doppler velocity information, challenges remain for the estimation of 3D motion because of the discrepancy in the FOV and resolution of the radar sensor. In this paper, we address Doppler velocity measurement uncertainties. We present a method to optimize body frame velocity while managing Doppler velocity uncertainty. Based on our observations, we propose a dual imaging radar configuration to mitigate the challenge of discrepancy in radar data. To attain high-precision 3D state estimation, we introduce a strategy that seamlessly integrates radar data with a consumer-grade IMU sensor using fixed-lag smoothing optimization. Finally, we evaluate our approach using real-world 3D motion data.
The total energy cost of computing activities is steadily increasing and projections indicate that it will be one of the dominant global energy consumers in the coming decades. However, perhaps due to its relative youth, the video game sector has not yet developed the same level of environmental awareness as other computing technologies despite the estimated three billion regular video game players in the world. This work evaluates the energy consumption of the most widely used industry-scale video game engines: Unity and Unreal Engine. Specifically, our work uses three scenarios representing relevant aspects of video games (Physics, Statics Meshes, and Dynamic Meshes) to compare the energy consumption of the engines. The aim is to determine the influence of using each of the two engines on energy consumption. Our research has confirmed significant differences in the energy consumption of video game engines: 351% in Physics in favor of Unity, 17% in Statics Meshes in favor of Unity, and 26% in Dynamic Meshes in favor of Unreal Engine. These results represent an opportunity for worldwide potential savings of at least 51 TWh per year, equivalent to the annual consumption of nearly 13 million European households, that might encourage a new branch of research on energy-efficient video game engines.
Difficulties in replication and reproducibility of empirical evidences in machine learning research have become a prominent topic in recent years. Ensuring that machine learning research results are sound and reliable requires reproducibility, which verifies the reliability of research findings using the same code and data. This promotes open and accessible research, robust experimental workflows, and the rapid integration of new findings. Evaluating the degree to which research publications support these different aspects of reproducibility is one goal of the present work. For this we introduce an ontology of reproducibility in machine learning and apply it to methods for graph neural networks. Building on these efforts we turn towards another critical challenge in machine learning, namely the curse of dimensionality, which poses challenges in data collection, representation, and analysis, making it harder to find representative data and impeding the training and inference processes. Using the closely linked concept of geometric intrinsic dimension we investigate to which extend the used machine learning models are influenced by the intrinsic dimension of the data sets they are trained on.
In pace with developments in the research field of artificial intelligence, knowledge graphs (KGs) have attracted a surge of interest from both academia and industry. As a representation of semantic relations between entities, KGs have proven to be particularly relevant for natural language processing (NLP), experiencing a rapid spread and wide adoption within recent years. Given the increasing amount of research work in this area, several KG-related approaches have been surveyed in the NLP research community. However, a comprehensive study that categorizes established topics and reviews the maturity of individual research streams remains absent to this day. Contributing to closing this gap, we systematically analyzed 507 papers from the literature on KGs in NLP. Our survey encompasses a multifaceted review of tasks, research types, and contributions. As a result, we present a structured overview of the research landscape, provide a taxonomy of tasks, summarize our findings, and highlight directions for future work.
Graphs are used widely to model complex systems, and detecting anomalies in a graph is an important task in the analysis of complex systems. Graph anomalies are patterns in a graph that do not conform to normal patterns expected of the attributes and/or structures of the graph. In recent years, graph neural networks (GNNs) have been studied extensively and have successfully performed difficult machine learning tasks in node classification, link prediction, and graph classification thanks to the highly expressive capability via message passing in effectively learning graph representations. To solve the graph anomaly detection problem, GNN-based methods leverage information about the graph attributes (or features) and/or structures to learn to score anomalies appropriately. In this survey, we review the recent advances made in detecting graph anomalies using GNN models. Specifically, we summarize GNN-based methods according to the graph type (i.e., static and dynamic), the anomaly type (i.e., node, edge, subgraph, and whole graph), and the network architecture (e.g., graph autoencoder, graph convolutional network). To the best of our knowledge, this survey is the first comprehensive review of graph anomaly detection methods based on GNNs.
Visual recognition is currently one of the most important and active research areas in computer vision, pattern recognition, and even the general field of artificial intelligence. It has great fundamental importance and strong industrial needs. Deep neural networks (DNNs) have largely boosted their performances on many concrete tasks, with the help of large amounts of training data and new powerful computation resources. Though recognition accuracy is usually the first concern for new progresses, efficiency is actually rather important and sometimes critical for both academic research and industrial applications. Moreover, insightful views on the opportunities and challenges of efficiency are also highly required for the entire community. While general surveys on the efficiency issue of DNNs have been done from various perspectives, as far as we are aware, scarcely any of them focused on visual recognition systematically, and thus it is unclear which progresses are applicable to it and what else should be concerned. In this paper, we present the review of the recent advances with our suggestions on the new possible directions towards improving the efficiency of DNN-related visual recognition approaches. We investigate not only from the model but also the data point of view (which is not the case in existing surveys), and focus on three most studied data types (images, videos and points). This paper attempts to provide a systematic summary via a comprehensive survey which can serve as a valuable reference and inspire both researchers and practitioners who work on visual recognition problems.
Current deep learning research is dominated by benchmark evaluation. A method is regarded as favorable if it empirically performs well on the dedicated test set. This mentality is seamlessly reflected in the resurfacing area of continual learning, where consecutively arriving sets of benchmark data are investigated. The core challenge is framed as protecting previously acquired representations from being catastrophically forgotten due to the iterative parameter updates. However, comparison of individual methods is nevertheless treated in isolation from real world application and typically judged by monitoring accumulated test set performance. The closed world assumption remains predominant. It is assumed that during deployment a model is guaranteed to encounter data that stems from the same distribution as used for training. This poses a massive challenge as neural networks are well known to provide overconfident false predictions on unknown instances and break down in the face of corrupted data. In this work we argue that notable lessons from open set recognition, the identification of statistically deviating data outside of the observed dataset, and the adjacent field of active learning, where data is incrementally queried such that the expected performance gain is maximized, are frequently overlooked in the deep learning era. Based on these forgotten lessons, we propose a consolidated view to bridge continual learning, active learning and open set recognition in deep neural networks. Our results show that this not only benefits each individual paradigm, but highlights the natural synergies in a common framework. We empirically demonstrate improvements when alleviating catastrophic forgetting, querying data in active learning, selecting task orders, while exhibiting robust open world application where previously proposed methods fail.
Deep neural models in recent years have been successful in almost every field, including extremely complex problem statements. However, these models are huge in size, with millions (and even billions) of parameters, thus demanding more heavy computation power and failing to be deployed on edge devices. Besides, the performance boost is highly dependent on redundant labeled data. To achieve faster speeds and to handle the problems caused by the lack of data, knowledge distillation (KD) has been proposed to transfer information learned from one model to another. KD is often characterized by the so-called `Student-Teacher' (S-T) learning framework and has been broadly applied in model compression and knowledge transfer. This paper is about KD and S-T learning, which are being actively studied in recent years. First, we aim to provide explanations of what KD is and how/why it works. Then, we provide a comprehensive survey on the recent progress of KD methods together with S-T frameworks typically for vision tasks. In general, we consider some fundamental questions that have been driving this research area and thoroughly generalize the research progress and technical details. Additionally, we systematically analyze the research status of KD in vision applications. Finally, we discuss the potentials and open challenges of existing methods and prospect the future directions of KD and S-T learning.
Image segmentation is still an open problem especially when intensities of the interested objects are overlapped due to the presence of intensity inhomogeneity (also known as bias field). To segment images with intensity inhomogeneities, a bias correction embedded level set model is proposed where Inhomogeneities are Estimated by Orthogonal Primary Functions (IEOPF). In the proposed model, the smoothly varying bias is estimated by a linear combination of a given set of orthogonal primary functions. An inhomogeneous intensity clustering energy is then defined and membership functions of the clusters described by the level set function are introduced to rewrite the energy as a data term of the proposed model. Similar to popular level set methods, a regularization term and an arc length term are also included to regularize and smooth the level set function, respectively. The proposed model is then extended to multichannel and multiphase patterns to segment colourful images and images with multiple objects, respectively. It has been extensively tested on both synthetic and real images that are widely used in the literature and public BrainWeb and IBSR datasets. Experimental results and comparison with state-of-the-art methods demonstrate that advantages of the proposed model in terms of bias correction and segmentation accuracy.