In order to make the non-heritage culture of Yicheng Flower Drum more relevant to the trend of the digital era and promote its dissemination and inheritance, the design and application of gesture recognition and virtual reality technologies guided by embodied cognition theory in the process of non-heritage culture dissemination is studied. At the same time, it will enhance the interaction between people and NRM culture, stimulate the audience's interest in understanding NRM and spreading NRM, and create awareness of preserving NRM culture. Using embodied cognition as a theoretical guide, expanding the unidirectional communication mode through human-computer interaction close to natural behavior and cooperating with multisensory information reception channels, so as to construct an embodied and immersive interactive atmosphere for the participants and enable them to naturally form the cognition and understanding of the traditional culture in the process of interaction. The dissemination of the non-heritage culture Yicheng Flower Drum can take the theory of embodied cognition as an entry point, and through the virtual and real scenes of Yicheng Flower Drum and the immersive experience, we can empower the interaction design of non-heritage culture dissemination of the virtual and real, and provide a new method for the research of digital design of non-heritage culture.
In this paper, I present a completely new type of upper and lower bounds on the right-tail probabilities of continuous random variables with unbounded support and with semi-bounded support from the left. The presented upper and lower right-tail bounds depend only on the probability density function (PDF), its first derivative, and two parameters that are used for tightening the bounds. These tail bounds hold under certain conditions that depend on the PDF, its first and second derivatives, and the two parameters. The new tail bounds are shown to be tight for a wide range of continuous random variables via numerical examples.
Recommender systems have become ubiquitous in the past years. They solve the tyranny of choice problem faced by many users, and are utilized by many online businesses to drive engagement and sales. Besides other criticisms, like creating filter bubbles within social networks, recommender systems are often reproved for collecting considerable amounts of personal data. However, to personalize recommendations, personal information is fundamentally required. A recent distributed learning scheme called federated learning has made it possible to learn from personal user data without its central collection. Consequently, we present a recommender system for movie recommendations, which provides privacy and thus trustworthiness on multiple levels: First and foremost, it is trained using federated learning and thus, by its very nature, privacy-preserving, while still enabling users to benefit from global insights. Furthermore, a novel federated learning scheme, called FedQ, is employed, which not only addresses the problem of non-i.i.d.-ness and small local datasets, but also prevents input data reconstruction attacks by aggregating client updates early. Finally, to reduce the communication overhead, compression is applied, which significantly compresses the exchanged neural network parametrizations to a fraction of their original size. We conjecture that this may also improve data privacy through its lossy quantization stage.
Enabling real-time communication in Industrial Internet of Things (IIoT) networks is crucial to support autonomous, self-organized and re-configurable industrial automation for Industry 4.0 and the forthcoming Industry 5.0. In this paper, we consider a SIC-assisted real-time IIoT network, in which sensor nodes generate reports according to an event-generation probability that is specific for the monitored phenomena. The reports are delivered over a block-fading channel to a common Access Point (AP) in slotted ALOHA fashion, which leverages the imbalances in the received powers among the contending users and applies successive interference cancellation (SIC) to decode user packets from the collisions. We provide an extensive analytical treatment of the setup, deriving the Age of Information (AoI), throughput and deadline violation probability, when the AP has access to both the perfect as well as the imperfect channel-state information. We show that adopting SIC improves all the performance parameters with respect to the standard slotted ALOHA, as well as to an age-dependent access method. The analytical results agree with the simulation based ones, demonstrating that investing in the SIC capability at the receiver enables this simple access method to support timely and efficient information delivery in IIoT networks.
`3D Semantic Scene Completion (SSC) has emerged as a nascent and pivotal undertaking in autonomous driving, aiming to predict voxel occupancy within volumetric scenes. However, prevailing methodologies primarily focus on voxel-wise feature aggregation, while neglecting instance semantics and scene context. In this paper, we present a novel paradigm termed Symphonies (Scene-from-Insts), that delves into the integration of instance queries to orchestrate 2D-to-3D reconstruction and 3D scene modeling. Leveraging our proposed Serial Instance-Propagated Attentions, Symphonies dynamically encodes instance-centric semantics, facilitating intricate interactions between image-based and volumetric domains. Simultaneously, Symphonies enables holistic scene comprehension by capturing context through the efficient fusion of instance queries, alleviating geometric ambiguity such as occlusion and perspective errors through contextual scene reasoning. Experimental results demonstrate that Symphonies achieves state-of-the-art performance on challenging benchmarks SemanticKITTI and SSCBench-KITTI-360, yielding remarkable mIoU scores of 15.04 and 18.58, respectively. These results showcase the paradigm's promising advancements. The code is available at //github.com/hustvl/Symphonies.
Language serves as a vehicle for conveying thought, enabling communication among individuals. The ability to distinguish between diverse concepts, identify fairness and injustice, and comprehend a range of legal notions fundamentally relies on logical reasoning. Large Language Models (LLMs) attempt to emulate human language understanding and generation, but their competency in logical reasoning remains limited. This paper seeks to address the philosophical question: How can we effectively teach logical reasoning to LLMs while maintaining a deep understanding of the intricate relationship between language and logic? By focusing on bolstering LLMs' capabilities in logical reasoning, we aim to expand their applicability in law and other logic-intensive disciplines. To this end, we propose a Reinforcement Learning from Logical Feedback (RLLF) approach, which serves as a potential framework for refining LLMs' reasoning capacities. Through RLLF and a revised evaluation methodology, we explore new avenues for research in this domain and contribute to the development of LLMs capable of handling complex legal reasoning tasks while acknowledging the fundamental connection between language and logic.
Quantum Bit String Comparators (QBSC) operate on two sequences of n-qubits, enabling the determination of their relationships, such as equality, greater than, or less than. This is analogous to the way conditional statements are used in programming languages. Consequently, QBSCs play a crucial role in various algorithms that can be executed or adapted for quantum computers. The development of efficient and generalized comparators for any $n$-qubit length has long posed a challenge, as they have a high-cost footprint and lead to quantum delays. Comparators that are efficient are associated with inputs of fixed length. As a result, comparators without a generalized circuit cannot be employed at a higher level, though they are well-suited for problems with limited size requirements. In this paper, we introduce a generalized design for the comparison of two $n$-qubit logic states using just two ancillary bits. The design is examined on the basis of qubit requirements, ancillary bit usage, quantum cost, quantum delay, gate operations, and circuit complexity, and is tested comprehensively on various input lengths. The work allows for sufficient flexibility in the design of quantum algorithms, which can accelerate quantum algorithm development.
This article presents the affordances that Generative Artificial Intelligence can have in disinformation context, one of the major threats to our digitalized society. We present a research framework to generate customized agent-based social networks for disinformation simulations that would enable understanding and evaluation of the phenomena whilst discussing open challenges.
Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.
Data transmission between two or more digital devices in industry and government demands secure and agile technology. Digital information distribution often requires deployment of Internet of Things (IoT) devices and Data Fusion techniques which have also gained popularity in both, civilian and military environments, such as, emergence of Smart Cities and Internet of Battlefield Things (IoBT). This usually requires capturing and consolidating data from multiple sources. Because datasets do not necessarily originate from identical sensors, fused data typically results in a complex Big Data problem. Due to potentially sensitive nature of IoT datasets, Blockchain technology is used to facilitate secure sharing of IoT datasets, which allows digital information to be distributed, but not copied. However, blockchain has several limitations related to complexity, scalability, and excessive energy consumption. We propose an approach to hide information (sensor signal) by transforming it to an image or an audio signal. In one of the latest attempts to the military modernization, we investigate sensor fusion approach by investigating the challenges of enabling an intelligent identification and detection operation and demonstrates the feasibility of the proposed Deep Learning and Anomaly Detection models that can support future application for specific hand gesture alert system from wearable devices.
Medical image segmentation requires consensus ground truth segmentations to be derived from multiple expert annotations. A novel approach is proposed that obtains consensus segmentations from experts using graph cuts (GC) and semi supervised learning (SSL). Popular approaches use iterative Expectation Maximization (EM) to estimate the final annotation and quantify annotator's performance. Such techniques pose the risk of getting trapped in local minima. We propose a self consistency (SC) score to quantify annotator consistency using low level image features. SSL is used to predict missing annotations by considering global features and local image consistency. The SC score also serves as the penalty cost in a second order Markov random field (MRF) cost function optimized using graph cuts to derive the final consensus label. Graph cut obtains a global maximum without an iterative procedure. Experimental results on synthetic images, real data of Crohn's disease patients and retinal images show our final segmentation to be accurate and more consistent than competing methods.