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This paper contributes to building a standard process of research and development (R&D) for new user experiences (UX) in metaverse services. We tested this R&D process on a new UX proof of concept (PoC) for Meta Quest head-mounted display (HMDs) consisting of a school-life karaoke experience with the hypothesis that it is possible to design the avatars with only the necessary functions and rendering costs. The school life metaverse is a relevant subject for discovering issues and problems in this type of simultaneous connection. To qualitatively evaluate the potential of a multi-person metaverse experience, this study investigated subjects where each avatar requires expressive skills. While avatar play experiences feature artistic expressions, such as dancing, playing musical instruments, and drawing, and these can be used to evaluate their operability and expressive capabilities qualitatively, the Quest's tracking capabilities are insufficient for full-body performance and graphical art expression. Considering such hardware limitations, this study evaluated the Quest, focusing primarily on UX simplicity using AI Fusion techniques and expressiveness in instrumental scenes played by approximately four avatars. This research reported methods for multiuser metaverse communication and its supporting technologies, such as head-mounted devices and their graphics performance, special interaction techniques, and complementary tools and the importance of PoC development, its evaluation, and its iterations. The result is remarkable for further research; these expressive technologies in a multi-user context are directly related to the quality of communication within the metaverse and the value of the user-generated content (UGC) produced there.

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Processing 是一門開源編(bian)程(cheng)語言和(he)(he)與之配套的(de)集成開發環境(IDE)的(de)名稱。Processing 在電子藝術和(he)(he)視覺設計社區被(bei)用來教授編(bian)程(cheng)基礎,并運用于大(da)量(liang)的(de)新(xin)媒體和(he)(he)互(hu)動(dong)藝術作品中。

While significant advancements in artificial intelligence (AI) have catalyzed progress across various domains, its full potential in understanding visual perception remains underexplored. We propose an artificial neural network dubbed VISION, an acronym for "Visual Interface System for Imaging Output of Neural activity," to mimic the human brain and show how it can foster neuroscientific inquiries. Using visual and contextual inputs, this multimodal model predicts the brain's functional magnetic resonance imaging (fMRI) scan response to natural images. VISION successfully predicts human hemodynamic responses as fMRI voxel values to visual inputs with an accuracy exceeding state-of-the-art performance by 45%. We further probe the trained networks to reveal representational biases in different visual areas, generate experimentally testable hypotheses, and formulate an interpretable metric to associate these hypotheses with cortical functions. With both a model and evaluation metric, the cost and time burdens associated with designing and implementing functional analysis on the visual cortex could be reduced. Our work suggests that the evolution of computational models may shed light on our fundamental understanding of the visual cortex and provide a viable approach toward reliable brain-machine interfaces.

Semi-supervised learning (SSL) has been proven beneficial for mitigating the issue of limited labeled data especially on the task of volumetric medical image segmentation. Unlike previous SSL methods which focus on exploring highly confident pseudo-labels or developing consistency regularization schemes, our empirical findings suggest that inconsistent decoder features emerge naturally when two decoders strive to generate consistent predictions. Based on the observation, we first analyze the treasure of discrepancy in learning towards consistency, under both pseudo-labeling and consistency regularization settings, and subsequently propose a novel SSL method called LeFeD, which learns the feature-level discrepancy obtained from two decoders, by feeding the discrepancy as a feedback signal to the encoder. The core design of LeFeD is to enlarge the difference by training differentiated decoders, and then learn from the inconsistent information iteratively. We evaluate LeFeD against eight state-of-the-art (SOTA) methods on three public datasets. Experiments show LeFeD surpasses competitors without any bells and whistles such as uncertainty estimation and strong constraints, as well as setting a new state-of-the-art for semi-supervised medical image segmentation. Code is available at \textcolor{cyan}{//github.com/maxwell0027/LeFeD}

Knowledge Tracing (KT) aims to track proficiency based on a question-solving history, allowing us to offer a streamlined curriculum. Recent studies actively utilize attention-based mechanisms to capture the correlation between questions and combine it with the learner's characteristics for responses. However, our empirical study shows that existing attention-based KT models neglect the learner's forgetting behavior, especially as the interaction history becomes longer. This problem arises from the bias that overprioritizes the correlation of questions while inadvertently ignoring the impact of forgetting behavior. This paper proposes a simple-yet-effective solution, namely Forgetting-aware Linear Bias (FoLiBi), to reflect forgetting behavior as a linear bias. Despite its simplicity, FoLiBi is readily equipped with existing attentive KT models by effectively decomposing question correlations with forgetting behavior. FoLiBi plugged with several KT models yields a consistent improvement of up to 2.58% in AUC over state-of-the-art KT models on four benchmark datasets.

Trusted Execution Environments (TEEs) embedded in IoT devices provide a deployable solution to secure IoT applications at the hardware level. By design, in TEEs, the Trusted Operating System (Trusted OS) is the primary component. It enables the TEE to use security-based design techniques, such as data encryption and identity authentication. Once a Trusted OS has been exploited, the TEE can no longer ensure security. However, Trusted OSes for IoT devices have received little security analysis, which is challenging from several perspectives: (1) Trusted OSes are closed-source and have an unfavorable environment for sending test cases and collecting feedback. (2) Trusted OSes have complex data structures and require a stateful workflow, which limits existing vulnerability detection tools. To address the challenges, we present SyzTrust, the first state-aware fuzzing framework for vetting the security of resource-limited Trusted OSes. SyzTrust adopts a hardware-assisted framework to enable fuzzing Trusted OSes directly on IoT devices as well as tracking state and code coverage non-invasively. SyzTrust utilizes composite feedback to guide the fuzzer to effectively explore more states as well as to increase the code coverage. We evaluate SyzTrust on Trusted OSes from three major vendors: Samsung, Tsinglink Cloud, and Ali Cloud. These systems run on Cortex M23/33 MCUs, which provide the necessary abstraction for embedded TEEs. We discovered 70 previously unknown vulnerabilities in their Trusted OSes, receiving 10 new CVEs so far. Furthermore, compared to the baseline, SyzTrust has demonstrated significant improvements, including 66% higher code coverage, 651% higher state coverage, and 31% improved vulnerability-finding capability. We report all discovered new vulnerabilities to vendors and open source SyzTrust.

Pre-training on large models is prevalent and emerging with the ever-growing user-generated content in many machine learning application categories. It has been recognized that learning contextual knowledge from the datasets depicting user-content interaction plays a vital role in downstream tasks. Despite several studies attempting to learn contextual knowledge via pre-training methods, finding an optimal training objective and strategy for this type of task remains a challenging problem. In this work, we contend that there are two distinct aspects of contextual knowledge, namely the user-side and the content-side, for datasets where user-content interaction can be represented as a bipartite graph. To learn contextual knowledge, we propose a pre-training method that learns a bi-directional mapping between the spaces of the user-side and the content-side. We formulate the training goal as a contrastive learning task and propose a dual-Transformer architecture to encode the contextual knowledge. We evaluate the proposed method for the recommendation task. The empirical studies have demonstrated that the proposed method outperformed all the baselines with significant gains.

In recommender systems, knowledge graph (KG) can offer critical information that is lacking in the original user-item interaction graph (IG). Recent process has explored this direction and shows that contrastive learning is a promising way to integrate both. However, we observe that existing KG-enhanced recommenders struggle in balancing between the two contrastive views of IG and KG, making them sometimes even less effective than simply applying contrastive learning on IG without using KG. In this paper, we propose a new contrastive learning framework for KG-enhanced recommendation. Specifically, to make full use of the knowledge, we construct two separate contrastive views for KG and IG, and maximize their mutual information; to ease the contrastive learning on the two views, we further fuse KG information into IG in a one-direction manner.Extensive experimental results on three real-world datasets demonstrate the effectiveness and efficiency of our method, compared to the state-of-the-art. Our code is available through the anonymous link://figshare.com/articles/conference_contribution/SimKGCL/22783382

Existing research has shown the potential of classifying Alzheimers Disease (AD) from eye-tracking (ET) data with classifiers that rely on task-specific engineered features. In this paper, we investigate whether we can improve on existing results by using a Deep-Learning classifier trained end-to-end on raw ET data. This classifier (VTNet) uses a GRU and a CNN in parallel to leverage both visual (V) and temporal (T) representations of ET data and was previously used to detect user confusion while processing visual displays. A main challenge in applying VTNet to our target AD classification task is that the available ET data sequences are much longer than those used in the previous confusion detection task, pushing the limits of what is manageable by LSTM-based models. We discuss how we address this challenge and show that VTNet outperforms the state-of-the-art approaches in AD classification, providing encouraging evidence on the generality of this model to make predictions from ET data.

We study few-shot acoustic event detection (AED) in this paper. Few-shot learning enables detection of new events with very limited labeled data. Compared to other research areas like computer vision, few-shot learning for audio recognition has been under-studied. We formulate few-shot AED problem and explore different ways of utilizing traditional supervised methods for this setting as well as a variety of meta-learning approaches, which are conventionally used to solve few-shot classification problem. Compared to supervised baselines, meta-learning models achieve superior performance, thus showing its effectiveness on generalization to new audio events. Our analysis including impact of initialization and domain discrepancy further validate the advantage of meta-learning approaches in few-shot AED.

This paper proposes a recommender system to alleviate the cold-start problem that can estimate user preferences based on only a small number of items. To identify a user's preference in the cold state, existing recommender systems, such as Netflix, initially provide items to a user; we call those items evidence candidates. Recommendations are then made based on the items selected by the user. Previous recommendation studies have two limitations: (1) the users who consumed a few items have poor recommendations and (2) inadequate evidence candidates are used to identify user preferences. We propose a meta-learning-based recommender system called MeLU to overcome these two limitations. From meta-learning, which can rapidly adopt new task with a few examples, MeLU can estimate new user's preferences with a few consumed items. In addition, we provide an evidence candidate selection strategy that determines distinguishing items for customized preference estimation. We validate MeLU with two benchmark datasets, and the proposed model reduces at least 5.92% mean absolute error than two comparative models on the datasets. We also conduct a user study experiment to verify the evidence selection strategy.

Recommender systems play a crucial role in mitigating the problem of information overload by suggesting users' personalized items or services. The vast majority of traditional recommender systems consider the recommendation procedure as a static process and make recommendations following a fixed strategy. In this paper, we propose a novel recommender system with the capability of continuously improving its strategies during the interactions with users. We model the sequential interactions between users and a recommender system as a Markov Decision Process (MDP) and leverage Reinforcement Learning (RL) to automatically learn the optimal strategies via recommending trial-and-error items and receiving reinforcements of these items from users' feedbacks. In particular, we introduce an online user-agent interacting environment simulator, which can pre-train and evaluate model parameters offline before applying the model online. Moreover, we validate the importance of list-wise recommendations during the interactions between users and agent, and develop a novel approach to incorporate them into the proposed framework LIRD for list-wide recommendations. The experimental results based on a real-world e-commerce dataset demonstrate the effectiveness of the proposed framework.

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