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Flip graphs of combinatorial and geometric objects are at the heart of many deep structural insights and connections between different branches of discrete mathematics and computer science. They also provide a natural framework for the study of reconfiguration problems. We study flip graphs of arrangements of pseudolines and of arrangements of pseudocircles, which are combinatorial generalizations of lines and circles, respectively. In both cases we consider triangle flips as local transformation and prove conjectures regarding their connectivity. In the case of $n$ pseudolines we show that the connectivity of the flip graph equals its minimum degree, which is exactly $n-2$. For the proof we introduce the class of shellable line arrangements, which serve as reference objects for the construction of disjoint paths. In fact, shellable arrangements are elements of a flip graph of line arrangements which are vertices of a polytope (Felsner and Ziegler; DM 241 (2001), 301--312). This polytope forms a cluster of good connectivity in the flip graph of pseudolines. In the case of pseudocircles we show that triangle flips induce a connected flip graph on \emph{intersecting} arrangements and also on cylindrical intersecting arrangements. The result for cylindrical arrangements is used in the proof for intersecting arrangements. We also show that in both settings the diameter of the flip graph is in $\Theta(n^3)$. Our constructions make essential use of variants of the sweeping lemma for pseudocircle arrangements (Snoeyink and Hershberger; Proc.\ SoCG 1989: 354--363). We finally study cylindrical arrangements in their own right and provide new combinatorial characterizations of this class.

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With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are still uncertain. To investigate whether VR training is more effective than traditional methods, we designed virtual training systems for mechanical assembly on both VR and desktop platforms, subsequently conducting pre-test and post-test experiments. A cohort of 53 students, all enrolled in engineering drawing course without prior knowledge distinctions, was randomly divided into three groups: physical training, desktop virtual training, and immersive VR training. Our investigation utilized analysis of covariance (ANCOVA) to examine the differences in post-test scores among the three groups while controlling for pre-test scores. The group that received VR training showed the highest scores on the post-test. Another facet of our study delved into the presence of the virtual system. We developed a specialized scale to assess this aspect for our research objectives. Our findings indicate that VR training can enhance the sense of presence, particularly in terms of sensory factors and realism factors. Moreover, correlation analysis uncovers connections between the various dimensions of presence. This study confirms that using VR training can improve learning efficacy and the presence in the context of mechanical assembly, surpassing traditional training methods. Furthermore, it provides empirical evidence supporting the integration of VR technology in higher education and engineering training. This serves as a reference for the practical application of VR technology in different fields.

Medical applications of robots are increasingly popular to objectivise and speed up the execution of several types of diagnostic and therapeutic interventions. Particularly important is a class of diagnostic activities that require physical contact between the robotic tool and the human body, such as palpation examinations and ultrasound scans. The practical application of these techniques can greatly benefit from an accurate estimation of the biomechanical properties of the patient's tissues. In this paper, we evaluate the accuracy and precision of a robotic device used for medical purposes in estimating the elastic parameters of different materials. The measurements are evaluated against a ground truth consisting of a set of expanded foam specimens with different elasticity that are characterised using a high-precision device. The experimental results in terms of precision are comparable with the ground truth and suggest future ambitious developments.

The fusion of causal models with deep learning introducing increasingly intricate data sets, such as the causal associations within images or between textual components, has surfaced as a focal research area. Nonetheless, the broadening of original causal concepts and theories to such complex, non-statistical data has been met with serious challenges. In response, our study proposes redefinitions of causal data into three distinct categories from the standpoint of causal structure and representation: definite data, semi-definite data, and indefinite data. Definite data chiefly pertains to statistical data used in conventional causal scenarios, while semi-definite data refers to a spectrum of data formats germane to deep learning, including time-series, images, text, and others. Indefinite data is an emergent research sphere inferred from the progression of data forms by us. To comprehensively present these three data paradigms, we elaborate on their formal definitions, differences manifested in datasets, resolution pathways, and development of research. We summarize key tasks and achievements pertaining to definite and semi-definite data from myriad research undertakings, present a roadmap for indefinite data, beginning with its current research conundrums. Lastly, we classify and scrutinize the key datasets presently utilized within these three paradigms.

As artificial intelligence (AI) models continue to scale up, they are becoming more capable and integrated into various forms of decision-making systems. For models involved in moral decision-making, also known as artificial moral agents (AMA), interpretability provides a way to trust and understand the agent's internal reasoning mechanisms for effective use and error correction. In this paper, we provide an overview of this rapidly-evolving sub-field of AI interpretability, introduce the concept of the Minimum Level of Interpretability (MLI) and recommend an MLI for various types of agents, to aid their safe deployment in real-world settings.

Graph neural networks generalize conventional neural networks to graph-structured data and have received widespread attention due to their impressive representation ability. In spite of the remarkable achievements, the performance of Euclidean models in graph-related learning is still bounded and limited by the representation ability of Euclidean geometry, especially for datasets with highly non-Euclidean latent anatomy. Recently, hyperbolic space has gained increasing popularity in processing graph data with tree-like structure and power-law distribution, owing to its exponential growth property. In this survey, we comprehensively revisit the technical details of the current hyperbolic graph neural networks, unifying them into a general framework and summarizing the variants of each component. More importantly, we present various HGNN-related applications. Last, we also identify several challenges, which potentially serve as guidelines for further flourishing the achievements of graph learning in hyperbolic spaces.

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.

As a scene graph compactly summarizes the high-level content of an image in a structured and symbolic manner, the similarity between scene graphs of two images reflects the relevance of their contents. Based on this idea, we propose a novel approach for image-to-image retrieval using scene graph similarity measured by graph neural networks. In our approach, graph neural networks are trained to predict the proxy image relevance measure, computed from human-annotated captions using a pre-trained sentence similarity model. We collect and publish the dataset for image relevance measured by human annotators to evaluate retrieval algorithms. The collected dataset shows that our method agrees well with the human perception of image similarity than other competitive baselines.

Lots of learning tasks require dealing with graph data which contains rich relation information among elements. Modeling physics system, learning molecular fingerprints, predicting protein interface, and classifying diseases require that a model to learn from graph inputs. In other domains such as learning from non-structural data like texts and images, reasoning on extracted structures, like the dependency tree of sentences and the scene graph of images, is an important research topic which also needs graph reasoning models. Graph neural networks (GNNs) are connectionist models that capture the dependence of graphs via message passing between the nodes of graphs. Unlike standard neural networks, graph neural networks retain a state that can represent information from its neighborhood with an arbitrary depth. Although the primitive graph neural networks have been found difficult to train for a fixed point, recent advances in network architectures, optimization techniques, and parallel computation have enabled successful learning with them. In recent years, systems based on graph convolutional network (GCN) and gated graph neural network (GGNN) have demonstrated ground-breaking performance on many tasks mentioned above. In this survey, we provide a detailed review over existing graph neural network models, systematically categorize the applications, and propose four open problems for future research.

Recent years have witnessed the enormous success of low-dimensional vector space representations of knowledge graphs to predict missing facts or find erroneous ones. Currently, however, it is not yet well-understood how ontological knowledge, e.g. given as a set of (existential) rules, can be embedded in a principled way. To address this shortcoming, in this paper we introduce a framework based on convex regions, which can faithfully incorporate ontological knowledge into the vector space embedding. Our technical contribution is two-fold. First, we show that some of the most popular existing embedding approaches are not capable of modelling even very simple types of rules. Second, we show that our framework can represent ontologies that are expressed using so-called quasi-chained existential rules in an exact way, such that any set of facts which is induced using that vector space embedding is logically consistent and deductively closed with respect to the input ontology.

While it is nearly effortless for humans to quickly assess the perceptual similarity between two images, the underlying processes are thought to be quite complex. Despite this, the most widely used perceptual metrics today, such as PSNR and SSIM, are simple, shallow functions, and fail to account for many nuances of human perception. Recently, the deep learning community has found that features of the VGG network trained on the ImageNet classification task has been remarkably useful as a training loss for image synthesis. But how perceptual are these so-called "perceptual losses"? What elements are critical for their success? To answer these questions, we introduce a new Full Reference Image Quality Assessment (FR-IQA) dataset of perceptual human judgments, orders of magnitude larger than previous datasets. We systematically evaluate deep features across different architectures and tasks and compare them with classic metrics. We find that deep features outperform all previous metrics by huge margins. More surprisingly, this result is not restricted to ImageNet-trained VGG features, but holds across different deep architectures and levels of supervision (supervised, self-supervised, or even unsupervised). Our results suggest that perceptual similarity is an emergent property shared across deep visual representations.

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