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This paper proposes PickNet, a neural network model for real-time channel selection for an ad hoc microphone array consisting of multiple recording devices like cell phones. Assuming at most one person to be vocally active at each time point, PickNet identifies the device that is spatially closest to the active person for each time frame by using a short spectral patch of just hundreds of milliseconds. The model is applied to every time frame, and the short time frame signals from the selected microphones are concatenated across the frames to produce an output signal. As the personal devices are usually held close to their owners, the output signal is expected to have higher signal-to-noise and direct-to-reverberation ratios on average than the input signals. Since PickNet utilizes only limited acoustic context at each time frame, the system using the proposed model works in real time and is robust to changes in acoustic conditions. Speech recognition-based evaluation was carried out by using real conversational recordings obtained with various smartphones. The proposed model yielded significant gains in word error rate with limited computational cost over systems using a block-online beamformer and a single distant microphone.

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ACM/IEEE第23屆模型驅動工程語言和系統國際會議,是模型驅動軟件和系統工程的首要會議系列,由ACM-SIGSOFT和IEEE-TCSE支持組織。自1998年以來,模型涵蓋了建模的各個方面,從語言和方法到工具和應用程序。模特的參加者來自不同的背景,包括研究人員、學者、工程師和工業專業人士。MODELS 2019是一個論壇,參與者可以圍繞建模和模型驅動的軟件和系統交流前沿研究成果和創新實踐經驗。今年的版本將為建模社區提供進一步推進建模基礎的機會,并在網絡物理系統、嵌入式系統、社會技術系統、云計算、大數據、機器學習、安全、開源等新興領域提出建模的創新應用以及可持續性。 官網鏈接: · 有向 · 估計誤差 · state-of-the-art · 真實值 ·
2022 年 4 月 20 日

Appearance-based gaze estimation aims to predict the 3D eye gaze direction from a single image. While recent deep learning-based approaches have demonstrated excellent performance, they usually assume one calibrated face in each input image and cannot output multi-person gaze in real time. However, simultaneous gaze estimation for multiple people in the wild is necessary for real-world applications. In this paper, we propose the first one-stage end-to-end gaze estimation method, GazeOnce, which is capable of simultaneously predicting gaze directions for multiple faces (>10) in an image. In addition, we design a sophisticated data generation pipeline and propose a new dataset, MPSGaze, which contains full images of multiple people with 3D gaze ground truth. Experimental results demonstrate that our unified framework not only offers a faster speed, but also provides a lower gaze estimation error compared with state-of-the-art methods. This technique can be useful in real-time applications with multiple users.

We built a vision system of curling robot which can be expected to play with human curling player. Basically, we built two types of vision systems for thrower and skip robots, respectively. First, the thrower robot drives towards a given point of curling sheet to release a stone. Our vision system in the thrower robot initialize 3DoF pose on two dimensional curling sheet and updates the pose to decide for the decision of stone release. Second, the skip robot stands at the opposite side of the thrower robot and monitors the state of the game to make a strategic decision. Our vision system in the skip robot recognize every stones on the curling sheet precisely. Since the viewpoint is quite perspective, many stones are occluded by each others so it is challenging to estimate the accurate position of stone. Thus, we recognize the ellipses of stone handles outline to find the exact midpoint of the stones using perspective Hough transform. Furthermore, we perform tracking of a thrown stone to produce a trajectory for ice condition analysis. Finally, we implemented our vision systems on two mobile robots and successfully perform a single turn and even careful gameplay. Specifically, our vision system includes three cameras with different viewpoint for their respective purposes.

We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to minimize an internalized cost function, subject to the constraints imposed by the human body and the interactive system. In contrast to previous linear approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows us to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulated trajectories against user movements in a Fitts' Law type pointing study with four different interaction techniques. Our results show that the combination of distance, control, and joint acceleration cost matches individual users' movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers, we introduce CFAT, a novel method to identify maximum voluntary torques in joint-actuated models based on experimental data, and give practical advice on how to simulate human movement for different users, interaction techniques, and tasks.

The two most popular loss functions for streaming end-to-end automatic speech recognition (ASR) are the RNN-Transducer (RNN-T) and the connectionist temporal classification (CTC) objectives. Both perform an alignment-free training by marginalizing over all possible alignments, but use different transition rules. Between these two loss types we can classify the monotonic RNN-T (MonoRNN-T) and the recently proposed CTC-like Transducer (CTC-T), which both can be realized using the graph temporal classification-transducer (GTC-T) loss function. Monotonic transducers have a few advantages. First, RNN-T can suffer from runaway hallucination, where a model keeps emitting non-blank symbols without advancing in time, often in an infinite loop. Secondly, monotonic transducers consume exactly one model score per time step and are therefore more compatible and unifiable with traditional FST-based hybrid ASR decoders. However, the MonoRNN-T so far has been found to have worse accuracy than RNN-T. It does not have to be that way, though: By regularizing the training - via joint LAS training or parameter initialization from RNN-T - both MonoRNN-T and CTC-T perform as well - or better - than RNN-T. This is demonstrated for LibriSpeech and for a large-scale in-house data set.

This work proposes a subband network for single-channel speech dereverberation, and also a new learning target based on reverberation time shortening (RTS). In the time-frequency domain, we propose to use a subband network to perform dereverberation for different frequency bands independently. The time-domain convolution can be well decomposed to subband convolutions, thence it is reasonable to train the subband network to perform subband deconvolution. The learning target for dereverberation is usually set as the direct-path speech or optionally with some early reflections. This type of target suddenly truncates the reverberation, and thus it may not be suitable for network training, and leads to a large prediction error. In this work, we propose a RTS learning target to suppress reverberation and meanwhile maintain the exponential decaying property of reverberation, which will ease the network training, and thus reduce the prediction error and signal distortions. Experiments show that the subband network can achieve outstanding dereverberation performance, and the proposed target has a smaller prediction error than the target of direct-path speech and early reflections.

Real-time semantic segmentation has received considerable attention due to growing demands in many practical applications, such as autonomous vehicles, robotics, etc. Existing real-time segmentation approaches often utilize feature fusion to improve segmentation accuracy. However, they fail to fully consider the feature information at different resolutions and the receptive fields of the networks are relatively limited, thereby compromising the performance. To tackle this problem, we propose a light Cascaded Selective Resolution Network (CSRNet) to improve the performance of real-time segmentation through multiple context information embedding and enhanced feature aggregation. The proposed network builds a three-stage segmentation system, which integrates feature information from low resolution to high resolution and achieves feature refinement progressively. CSRNet contains two critical modules: the Shorted Pyramid Fusion Module (SPFM) and the Selective Resolution Module (SRM). The SPFM is a computationally efficient module to incorporate the global context information and significantly enlarge the receptive field at each stage. The SRM is designed to fuse multi-resolution feature maps with various receptive fields, which assigns soft channel attentions across the feature maps and helps to remedy the problem caused by multi-scale objects. Comprehensive experiments on two well-known datasets demonstrate that the proposed CSRNet effectively improves the performance for real-time segmentation.

Spectral efficiency improvement is a key focus in most wireless communication systems and achieved by various means such as using large antenna arrays and/or advanced modulation schemes and signal formats. This work proposes to further improve spectral efficiency through combining non-orthogonal spectrally efficient frequency division multiplexing (SEFDM) systems with index modulation (IM), which can efficiently make use of the indices of activated subcarriers as communication information. Recent research has verified that IM may be used with SEFDM to alleviate inter-carrier interference (ICI) and improve error performance. This work proposes new SEFDM signal formats based on novel activation pattern designs, which limit the locations of activated subcarriers and enable a variable number of activated subcarriers in each SEFDM subblock. SEFDM-IM system designs are developed by jointly considering activation patterns, modulation schemes and signal waveform formats, with a set of solutions evaluated under different spectral efficiency scenarios. Detailed modelling of coded systems and simulation studies reveal that the proposed designs not only lead to better bit error rate (BER) but also lower peak-to-average power ratio (PAPR) and reduced computational complexity relative to other reported index-modulated systems.

Continual learning (CL) aims to develop techniques by which a single model adapts to an increasing number of tasks encountered sequentially, thereby potentially leveraging learnings across tasks in a resource-efficient manner. A major challenge for CL systems is catastrophic forgetting, where earlier tasks are forgotten while learning a new task. To address this, replay-based CL approaches maintain and repeatedly retrain on a small buffer of data selected across encountered tasks. We propose Gradient Coreset Replay (GCR), a novel strategy for replay buffer selection and update using a carefully designed optimization criterion. Specifically, we select and maintain a "coreset" that closely approximates the gradient of all the data seen so far with respect to current model parameters, and discuss key strategies needed for its effective application to the continual learning setting. We show significant gains (2%-4% absolute) over the state-of-the-art in the well-studied offline continual learning setting. Our findings also effectively transfer to online / streaming CL settings, showing upto 5% gains over existing approaches. Finally, we demonstrate the value of supervised contrastive loss for continual learning, which yields a cumulative gain of up to 5% accuracy when combined with our subset selection strategy.

Leveraging line features to improve localization accuracy of point-based visual-inertial SLAM (VINS) is gaining interest as they provide additional constraints on scene structure. However, real-time performance when incorporating line features in VINS has not been addressed. This paper presents PL-VINS, a real-time optimization-based monocular VINS method with point and line features, developed based on the state-of-the-art point-based VINS-Mono \cite{vins}. We observe that current works use the LSD \cite{lsd} algorithm to extract line features; however, LSD is designed for scene shape representation instead of the pose estimation problem, which becomes the bottleneck for the real-time performance due to its high computational cost. In this paper, a modified LSD algorithm is presented by studying a hidden parameter tuning and length rejection strategy. The modified LSD can run at least three times as fast as LSD. Further, by representing space lines with the Pl\"{u}cker coordinates, the residual error in line estimation is modeled in terms of the point-to-line distance, which is then minimized by iteratively updating the minimum four-parameter orthonormal representation of the Pl\"{u}cker coordinates. Experiments in a public benchmark dataset show that the localization error of our method is 12-16\% less than that of VINS-Mono at the same pose update frequency. %For the benefit of the community, The source code of our method is available at: //github.com/cnqiangfu/PL-VINS.

We present a pipelined multiplier with reduced activities and minimized interconnect based on online digit-serial arithmetic. The working precision has been truncated such that $p<n$ bits are used to compute $n$ bits product, resulting in significant savings in area and power. The digit slices follow variable precision according to input, increasing upto $p$ and then decreases according to the error profile. Pipelining has been done to achieve high throughput and low latency which is desirable for compute intensive inner products. Synthesis results of the proposed designs have been presented and compared with the non-pipelined online multiplier, pipelined online multiplier with full working precision and conventional serial-parallel and array multipliers. For $8, 16, 24$ and $32$ bit precision, the proposed low power pipelined design show upto $38\%$ and $44\%$ reduction in power and area respectively compared to the pipelined online multiplier without working precision truncation.

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