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This paper introduces a framework, called EMOTION, for generating expressive motion sequences in humanoid robots, enhancing their ability to engage in humanlike non-verbal communication. Non-verbal cues such as facial expressions, gestures, and body movements play a crucial role in effective interpersonal interactions. Despite the advancements in robotic behaviors, existing methods often fall short in mimicking the diversity and subtlety of human non-verbal communication. To address this gap, our approach leverages the in-context learning capability of large language models (LLMs) to dynamically generate socially appropriate gesture motion sequences for human-robot interaction. We use this framework to generate 10 different expressive gestures and conduct online user studies comparing the naturalness and understandability of the motions generated by EMOTION and its human-feedback version, EMOTION++, against those by human operators. The results demonstrate that our approach either matches or surpasses human performance in generating understandable and natural robot motions under certain scenarios. We also provide design implications for future research to consider a set of variables when generating expressive robotic gestures.

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We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing, and the human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing simulation pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first employ three text-conditioned 3D generative models to generate garment mesh, body shape and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanisms for each body part. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches.

This paper addresses the challenges in developing language models for less-represented languages, with a focus on Luxembourgish. Despite its active development, Luxembourgish faces a digital data scarcity, exacerbated by Luxembourg's multilingual context. We propose a novel text generation model based on the T5 architecture, combining limited Luxembourgish data with equal amounts, in terms of size and type, of German and French data. We hypothesise that a model trained on Luxembourgish, German, and French will improve the model's cross-lingual transfer learning capabilities and outperform monolingual and large multilingual models. To verify this, the study at hand explores whether multilingual or monolingual training is more beneficial for Luxembourgish language generation. For the evaluation, we introduce LuxGen, a text generation benchmark that is the first of its kind for Luxembourgish.

Most graph contrastive learning (GCL) methods heavily rely on cross-view contrast, thus facing several concomitant challenges, such as the complexity of designing effective augmentations, the potential for information loss between views, and increased computational costs. To mitigate reliance on cross-view contrasts, we propose \ttt{SIGNA}, a novel single-view graph contrastive learning framework. Regarding the inconsistency between structural connection and semantic similarity of neighborhoods, we resort to soft neighborhood awareness for GCL. Specifically, we leverage dropout to obtain structurally-related yet randomly-noised embedding pairs for neighbors, which serve as potential positive samples. At each epoch, the role of partial neighbors is switched from positive to negative, leading to probabilistic neighborhood contrastive learning effect. Furthermore, we propose a normalized Jensen-Shannon divergence estimator for a better effect of contrastive learning. Surprisingly, experiments on diverse node-level tasks demonstrate that our simple single-view GCL framework consistently outperforms existing methods by margins of up to 21.74% (PPI). In particular, with soft neighborhood awareness, SIGNA can adopt MLPs instead of complicated GCNs as the encoder to generate representations in transductive learning tasks, thus speeding up its inference process by 109 times to 331 times. The source code is available at //github.com/sunisfighting/SIGNA.

Abstract representations of 3D scenes play a crucial role in computer vision, enabling a wide range of applications such as mapping, localization, surface reconstruction, and even advanced tasks like SLAM and rendering. Among these representations, line segments are widely used because of their ability to succinctly capture the structural features of a scene. However, existing 3D reconstruction methods often face significant challenges. Methods relying on 2D projections suffer from instability caused by errors in multi-view matching and occlusions, while direct 3D approaches are hampered by noise and sparsity in 3D point cloud data. This paper introduces LineGS, a novel method that combines geometry-guided 3D line reconstruction with a 3D Gaussian splatting model to address these challenges and improve representation ability. The method leverages the high-density Gaussian point distributions along the edge of the scene to refine and optimize initial line segments generated from traditional geometric approaches. By aligning these segments with the underlying geometric features of the scene, LineGS achieves a more precise and reliable representation of 3D structures. The results show significant improvements in both geometric accuracy and model compactness compared to baseline methods.

Vision-language models (VLMs), serve as foundation models for multi-modal applications such as image captioning and text-to-image generation. Recent studies have highlighted limitations in VLM text encoders, particularly in areas like compositionality and semantic understanding, though the underlying reasons for these limitations remain unclear. In this work, we aim to address this gap by analyzing the syntactic information, one of the fundamental linguistic properties, encoded by the text encoders of VLMs. We perform a thorough analysis comparing VLMs with different objective functions, parameter size and training data size, and with uni-modal language models (ULMs) in their ability to encode syntactic knowledge. Our findings suggest that ULM text encoders acquire syntactic information more effectively than those in VLMs. The syntactic information learned by VLM text encoders is shaped primarily by the pre-training objective, which plays a more crucial role than other factors such as model architecture, model size, or the volume of pre-training data. Models exhibit different layer-wise trends where CLIP performance dropped across layers while for other models, middle layers are rich in encoding syntactic knowledge.

We formalize the problem of prompt compression for large language models (LLMs) and present a framework to unify token-level prompt compression methods which create hard prompts for black-box models. We derive the distortion-rate function for this setup as a linear program, and provide an efficient algorithm to compute this fundamental limit via the dual of the linear program. Using the distortion-rate function as the baseline, we study the performance of existing compression schemes on a synthetic dataset consisting of prompts generated from a Markov chain, natural language queries, and their respective answers. Our empirical analysis demonstrates the criticality of query-aware prompt compression, where the compressor has knowledge of the downstream task/query for the black-box LLM. We show that there is a large gap between the performance of current prompt compression methods and the optimal strategy, and propose Adaptive QuerySelect, a query-aware, variable-rate adaptation of a prior work to close the gap. We extend our experiments to a small natural language dataset to further confirm our findings on our synthetic dataset.

This paper presents the application of Tokenlab, an agent-based modeling framework designed to analyze price dynamics and speculative behavior within token-based economies. By decomposing complex token systems into discrete agent interactions governed by fundamental behavioral rules, Tokenlab simplifies the simulation of otherwise intricate market scenarios. Its core innovation lies in its ability to model a range of speculative strategies and assess their collective influence on token price evolution. Through a novel controller mechanism, Tokenlab facilitates the simulation of multiple speculator archetypes and their interactions, thereby providing valuable insights into market sentiment and price formation. This method enables a systematic exploration of how varying degrees of speculative activity and evolving strategies across different market stages shape token price trajectories. Our findings enhance the understanding of speculation in token markets and present a quantitative framework for measuring and interpreting market heat indicators.

This paper presents a novel framework for modeling and conditional generation of 3D articulated objects. Troubled by flexibility-quality tradeoffs, existing methods are often limited to using predefined structures or retrieving shapes from static datasets. To address these challenges, we parameterize an articulated object as a tree of tokens and employ a transformer to generate both the object's high-level geometry code and its kinematic relations. Subsequently, each sub-part's geometry is further decoded using a signed-distance-function (SDF) shape prior, facilitating the synthesis of high-quality 3D shapes. Our approach enables the generation of diverse objects with high-quality geometry and varying number of parts. Comprehensive experiments on conditional generation from text descriptions demonstrate the effectiveness and flexibility of our method.

Multimodal multihop question answering is a complex task that requires reasoning over multiple sources of information, such as images and text, to answer questions. While there has been significant progress in visual question answering, the multihop setting remains unexplored due to the lack of high-quality datasets. Current methods focus on single-hop question answering or a single modality, which makes them unsuitable for real-world scenarios such as analyzing multimodal educational materials, summarizing lengthy academic articles, or interpreting scientific studies that combine charts, images, and text. To address this gap, we propose a novel methodology, introducing the first framework for creating a high-quality dataset that enables training models for multimodal multihop question answering. Our approach consists of a 5-stage pipeline that involves acquiring relevant multimodal documents from Wikipedia, synthetically generating high-level questions and answers, and validating them through rigorous criteria to ensure quality data. We evaluate our methodology by training models on our synthesized dataset and testing on two benchmarks, our results demonstrate that, with an equal sample size, models trained on our synthesized data outperform those trained on human-collected data by 1.9 in exact match (EM) on average. We believe our data synthesis method will serve as a strong foundation for training and evaluating multimodal multihop question answering models.

This paper surveys research works in the quickly advancing field of instruction tuning (IT), a crucial technique to enhance the capabilities and controllability of large language models (LLMs). Instruction tuning refers to the process of further training LLMs on a dataset consisting of \textsc{(instruction, output)} pairs in a supervised fashion, which bridges the gap between the next-word prediction objective of LLMs and the users' objective of having LLMs adhere to human instructions. In this work, we make a systematic review of the literature, including the general methodology of IT, the construction of IT datasets, the training of IT models, and applications to different modalities, domains and applications, along with an analysis on aspects that influence the outcome of IT (e.g., generation of instruction outputs, size of the instruction dataset, etc). We also review the potential pitfalls of IT along with criticism against it, along with efforts pointing out current deficiencies of existing strategies and suggest some avenues for fruitful research.

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