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Foveated graphics is a promising approach to solving the bandwidth challenges of immersive virtual and augmented reality displays by exploiting the falloff in spatial acuity in the periphery of the visual field. However, the perceptual models used in these applications neglect the effects of higher-level cognitive processing, namely the allocation of visual attention, and are thus overestimating sensitivity in the periphery in many scenarios. Here, we introduce the first attention-aware model of contrast sensitivity. We conduct user studies to measure contrast sensitivity under different attention distributions and show that sensitivity in the periphery drops significantly when the user is required to allocate attention to the fovea. We motivate the development of future foveation models with another user study and demonstrate that tolerance for foveation in the periphery is significantly higher when the user is concentrating on a task in the fovea. Analysis of our model predicts potential bandwidth savings over 9 times higher than those afforded by current models. As such, our work forms the foundation for attention-aware foveated graphics techniques.

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Medical datasets and especially biobanks, often contain extensive tabular data with rich clinical information in addition to images. In practice, clinicians typically have less data, both in terms of diversity and scale, but still wish to deploy deep learning solutions. Combined with increasing medical dataset sizes and expensive annotation costs, the necessity for unsupervised methods that can pretrain multimodally and predict unimodally has risen. To address these needs, we propose the first self-supervised contrastive learning framework that takes advantage of images and tabular data to train unimodal encoders. Our solution combines SimCLR and SCARF, two leading contrastive learning strategies, and is simple and effective. In our experiments, we demonstrate the strength of our framework by predicting risks of myocardial infarction and coronary artery disease (CAD) using cardiac MR images and 120 clinical features from 40,000 UK Biobank subjects. Furthermore, we show the generalizability of our approach to natural images using the DVM car advertisement dataset. We take advantage of the high interpretability of tabular data and through attribution and ablation experiments find that morphometric tabular features, describing size and shape, have outsized importance during the contrastive learning process and improve the quality of the learned embeddings. Finally, we introduce a novel form of supervised contrastive learning, label as a feature (LaaF), by appending the ground truth label as a tabular feature during multimodal pretraining, outperforming all supervised contrastive baselines.

The success of deep learning models depends on the size and quality of the dataset to solve certain tasks. Here, we explore how far generated data can aid real data in improving the performance of Neural Networks. In this work, we consider facial expression recognition since it requires challenging local data generation at the level of local regions such as mouth, eyebrows, etc, rather than simple augmentation. Generative Adversarial Networks (GANs) provide an alternative method for generating such local deformations but they need further validation. To answer our question, we consider noncomplex Convolutional Neural Networks (CNNs) based classifiers for recognizing Ekman emotions. For the data generation process, we consider generating facial expressions (FEs) by relying on two GANs. The first generates a random identity while the second imposes facial deformations on top of it. We consider training the CNN classifier using FEs from: real-faces, GANs-generated, and finally using a combination of real and GAN-generated faces. We determine an upper bound regarding the data generation quantity to be mixed with the real one which contributes the most to enhancing FER accuracy. In our experiments, we find out that 5-times more synthetic data to the real FEs dataset increases accuracy by 16%.

The two-sided markets such as ride-sharing companies often involve a group of subjects who are making sequential decisions across time and/or location. With the rapid development of smart phones and internet of things, they have substantially transformed the transportation landscape of human beings. In this paper we consider large-scale fleet management in ride-sharing companies that involve multiple units in different areas receiving sequences of products (or treatments) over time. Major technical challenges, such as policy evaluation, arise in those studies because (i) spatial and temporal proximities induce interference between locations and times; and (ii) the large number of locations results in the curse of dimensionality. To address both challenges simultaneously, we introduce a multi-agent reinforcement learning (MARL) framework for carrying policy evaluation in these studies. We propose novel estimators for mean outcomes under different products that are consistent despite the high-dimensionality of state-action space. The proposed estimator works favorably in simulation experiments. We further illustrate our method using a real dataset obtained from a two-sided marketplace company to evaluate the effects of applying different subsidizing policies. A Python implementation of our proposed method is available at //github.com/RunzheStat/CausalMARL.

Implicit neural representations (INR) have gained increasing attention in representing 3D scenes and images, and have been recently applied to encode videos (e.g., NeRV, E-NeRV). While achieving promising results, existing INR-based methods are limited to encoding a handful of short videos (e.g., seven 5-second videos in the UVG dataset) with redundant visual content, leading to a model design that fits individual video frames independently and is not efficiently scalable to a large number of diverse videos. This paper focuses on developing neural representations for a more practical setup -- encoding long and/or a large number of videos with diverse visual content. We first show that instead of dividing videos into small subsets and encoding them with separate models, encoding long and diverse videos jointly with a unified model achieves better compression results. Based on this observation, we propose D-NeRV, a novel neural representation framework designed to encode diverse videos by (i) decoupling clip-specific visual content from motion information, (ii) introducing temporal reasoning into the implicit neural network, and (iii) employing the task-oriented flow as intermediate output to reduce spatial redundancies. Our new model largely surpasses NeRV and traditional video compression techniques on UCF101 and UVG datasets on the video compression task. Moreover, when used as an efficient data-loader, D-NeRV achieves 3%-10% higher accuracy than NeRV on action recognition tasks on the UCF101 dataset under the same compression ratios.

Human-machine interaction (HMI) and human-robot interaction (HRI) can assist structural monitoring and structural dynamics testing in the laboratory and field. In vibratory experimentation, one mode of generating vibration is to use electrodynamic exciters. Manual control is a common way of setting the input of the exciter by the operator. To measure the structural responses to these generated vibrations sensors are attached to the structure. These sensors can be deployed by repeatable robots with high endurance, which require on-the-fly control. If the interface between operators and the controls was augmented, then operators can visualize the experiments, exciter levels, and define robot input with a better awareness of the area of interest. Robots can provide better aid to humans if intelligent on-the-fly control of the robot is: (1) quantified and presented to the human; (2) conducted in real-time for human feedback informed by data. Information provided by the new interface would be used to change the control input based on their understanding of real-time parameters. This research proposes using Augmented Reality (AR) applications to provide humans with sensor feedback and control of actuators and robots. This method improves cognition by allowing the operator to maintain awareness of structures while adjusting conditions accordingly with the assistance of the new real-time interface. One interface application is developed to plot sensor data in addition to voltage, frequency, and duration controls for vibration generation. Two more applications are developed under similar framework, one to control the position of a mediating robot and one to control the frequency of the robot movement. This paper presents the proposed model for the new control loop and then compares the new approach with a traditional method by measuring time delay in control input and user efficiency.

Virtual reality (VR)-based immersive analysis has become an alternative to traditional approaches for analyzing complex, multidimensional human motion data. However, existing VR-based methods lack detailed information about hand motion and object interaction, which is essential for interpreting human activities and identifying their needs. To address that, we present a new VR system, VRMoVi, with a unique design of three expressive visualization layers: 1) a 3D tube layer for hand/object general motion, 2) a hand-object avatar layer for hand-object interaction animation, and 3) a particle-with-arrow layer for detailed hand positions and orientations. We validated VRMoVi with a real-world VR human motion dataset and conducted a user study with 24 participants. Compared with other visualization conditions, VRMoVi performed significantly better than the traditional 2D condition and slightly better than the standard VR-based condition; users found VRMoVi to be comprehensible, immersive, easy to use, and useful for interpreting human activity data.

Humans have a natural instinct to identify unknown object instances in their environments. The intrinsic curiosity about these unknown instances aids in learning about them, when the corresponding knowledge is eventually available. This motivates us to propose a novel computer vision problem called: `Open World Object Detection', where a model is tasked to: 1) identify objects that have not been introduced to it as `unknown', without explicit supervision to do so, and 2) incrementally learn these identified unknown categories without forgetting previously learned classes, when the corresponding labels are progressively received. We formulate the problem, introduce a strong evaluation protocol and provide a novel solution, which we call ORE: Open World Object Detector, based on contrastive clustering and energy based unknown identification. Our experimental evaluation and ablation studies analyze the efficacy of ORE in achieving Open World objectives. As an interesting by-product, we find that identifying and characterizing unknown instances helps to reduce confusion in an incremental object detection setting, where we achieve state-of-the-art performance, with no extra methodological effort. We hope that our work will attract further research into this newly identified, yet crucial research direction.

Modern neural network training relies heavily on data augmentation for improved generalization. After the initial success of label-preserving augmentations, there has been a recent surge of interest in label-perturbing approaches, which combine features and labels across training samples to smooth the learned decision surface. In this paper, we propose a new augmentation method that leverages the first and second moments extracted and re-injected by feature normalization. We replace the moments of the learned features of one training image by those of another, and also interpolate the target labels. As our approach is fast, operates entirely in feature space, and mixes different signals than prior methods, one can effectively combine it with existing augmentation methods. We demonstrate its efficacy across benchmark data sets in computer vision, speech, and natural language processing, where it consistently improves the generalization performance of highly competitive baseline networks.

Knowledge graphs capture structured information and relations between a set of entities or items. As such they represent an attractive source of information that could help improve recommender systems. However existing approaches in this domain rely on manual feature engineering and do not allow for end-to-end training. Here we propose knowledge-aware graph neural networks with label smoothness regularization to provide better recommendations. Conceptually, our approach computes user-specific item embeddings by first applying a trainable function that identifies important knowledge graph relationships for a given user. This way we transform the knowledge graph into a user-specific weighted graph and then applies a graph neural network to compute personalized item embeddings. To provide better inductive bias, we use label smoothness, which assumes that adjacent items in the knowledge graph are likely to have similar user relevance labels/scores. Label smoothness provides regularization over edge weights and we prove that it is equivalent to a label propagation scheme on a graph. Finally, we combine knowledge-aware graph neural networks and label smoothness and present the unified model. Experiment results show that our method outperforms strong baselines in four datasets. It also achieves strong performance in the scenario where user-item interactions are sparse.

Object detection is an important and challenging problem in computer vision. Although the past decade has witnessed major advances in object detection in natural scenes, such successes have been slow to aerial imagery, not only because of the huge variation in the scale, orientation and shape of the object instances on the earth's surface, but also due to the scarcity of well-annotated datasets of objects in aerial scenes. To advance object detection research in Earth Vision, also known as Earth Observation and Remote Sensing, we introduce a large-scale Dataset for Object deTection in Aerial images (DOTA). To this end, we collect $2806$ aerial images from different sensors and platforms. Each image is of the size about 4000-by-4000 pixels and contains objects exhibiting a wide variety of scales, orientations, and shapes. These DOTA images are then annotated by experts in aerial image interpretation using $15$ common object categories. The fully annotated DOTA images contains $188,282$ instances, each of which is labeled by an arbitrary (8 d.o.f.) quadrilateral To build a baseline for object detection in Earth Vision, we evaluate state-of-the-art object detection algorithms on DOTA. Experiments demonstrate that DOTA well represents real Earth Vision applications and are quite challenging.

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