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Video-based heart and respiratory rate measurements using facial videos are more useful and user-friendly than traditional contact-based sensors. However, most of the current deep learning approaches require ground-truth pulse and respiratory waves for model training, which are expensive to collect. In this paper, we propose CalibrationPhys, a self-supervised video-based heart and respiratory rate measurement method that calibrates between multiple cameras. CalibrationPhys trains deep learning models without supervised labels by using facial videos captured simultaneously by multiple cameras. Contrastive learning is performed so that the pulse and respiratory waves predicted from the synchronized videos using multiple cameras are positive and those from different videos are negative. CalibrationPhys also improves the robustness of the models by means of a data augmentation technique and successfully leverages a pre-trained model for a particular camera. Experimental results utilizing two datasets demonstrate that CalibrationPhys outperforms state-of-the-art heart and respiratory rate measurement methods. Since we optimize camera-specific models using only videos from multiple cameras, our approach makes it easy to use arbitrary cameras for heart and respiratory rate measurements.

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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: · ControlNet · HTTPS · Projection · 多樣性 ·
2023 年 12 月 11 日

In this paper, we present DreaMoving, a diffusion-based controllable video generation framework to produce high-quality customized human videos. Specifically, given target identity and posture sequences, DreaMoving can generate a video of the target identity moving or dancing anywhere driven by the posture sequences. To this end, we propose a Video ControlNet for motion-controlling and a Content Guider for identity preserving. The proposed model is easy to use and can be adapted to most stylized diffusion models to generate diverse results. The project page is available at //dreamoving.github.io/dreamoving

Audiovisual segmentation (AVS) is a challenging task that aims to segment visual objects in videos according to their associated acoustic cues. With multiple sound sources and background disturbances involved, establishing robust correspondences between audio and visual contents poses unique challenges due to (1) complex entanglement across sound sources and (2) frequent changes in the occurrence of distinct sound events. Assuming sound events occur independently, the multi-source semantic space can be represented as the Cartesian product of single-source sub-spaces. We are motivated to decompose the multi-source audio semantics into single-source semantics for more effective interactions with visual content. We propose a semantic decomposition method based on product quantization, where the multi-source semantics can be decomposed and represented by several disentangled and noise-suppressed single-source semantics. Furthermore, we introduce a global-to-local quantization mechanism, which distills knowledge from stable global (clip-level) features into local (frame-level) ones, to handle frequent changes in audio semantics. Extensive experiments demonstrate that our semantically decomposed audio representation significantly improves AVS performance, e.g., +21.2% mIoU on the challenging AVS-Semantic benchmark with ResNet50 backbone. //github.com/lxa9867/QSD.

We propose a unified framework aimed at enhancing the diffusion priors for 3D generation tasks. Despite the critical importance of these tasks, existing methodologies often struggle to generate high-caliber results. We begin by examining the inherent limitations in previous diffusion priors. We identify a divergence between the diffusion priors and the training procedures of diffusion models that substantially impairs the quality of 3D generation. To address this issue, we propose a novel, unified framework that iteratively optimizes both the 3D model and the diffusion prior. Leveraging the different learnable parameters of the diffusion prior, our approach offers multiple configurations, affording various trade-offs between performance and implementation complexity. Notably, our experimental results demonstrate that our method markedly surpasses existing techniques, establishing new state-of-the-art in the realm of text-to-3D generation. Furthermore, our approach exhibits impressive performance on both NeRF and the newly introduced 3D Gaussian Splatting backbones. Additionally, our framework yields insightful contributions to the understanding of recent score distillation methods, such as the VSD and DDS loss.

To serve the intricate and varied demands of image editing, precise and flexible manipulation in image content is indispensable. Recently, Drag-based editing methods have gained impressive performance. However, these methods predominantly center on point dragging, resulting in two noteworthy drawbacks, namely "miss tracking", where difficulties arise in accurately tracking the predetermined handle points, and "ambiguous tracking", where tracked points are potentially positioned in wrong regions that closely resemble the handle points. To address the above issues, we propose FreeDrag, a feature dragging methodology designed to free the burden on point tracking. The FreeDrag incorporates two key designs, i.e., template feature via adaptive updating and line search with backtracking, the former improves the stability against drastic content change by elaborately controls feature updating scale after each dragging, while the latter alleviates the misguidance from similar points by actively restricting the search area in a line. These two technologies together contribute to a more stable semantic dragging with higher efficiency. Comprehensive experimental results substantiate that our approach significantly outperforms pre-existing methodologies, offering reliable point-based editing even in various complex scenarios.

While several long-form VideoQA datasets have been introduced, the length of both videos used to curate questions and sub-clips of clues leveraged to answer those questions have not yet reached the criteria for genuine long-form video understanding. Moreover, their QAs are unduly narrow and modality-biased, lacking a wider view of understanding long-term video content with rich dynamics and complex narratives. To remedy this, we introduce MoVQA, a long-form movie question-answering dataset, and benchmark to assess the diverse cognitive capabilities of multimodal systems rely on multi-level temporal lengths, with considering both video length and clue length. Additionally, to take a step towards human-level understanding in long-form video, versatile and multimodal question-answering is designed from the moviegoer-perspective to assess the model capabilities on various perceptual and cognitive axes.Through analysis involving various baselines reveals a consistent trend: the performance of all methods significantly deteriorate with increasing video and clue length. Meanwhile, our established baseline method has shown some improvements, but there is still ample scope for enhancement on our challenging MoVQA dataset. We expect our MoVQA to provide a new perspective and encourage inspiring works on long-form video understanding research.

The ability to animate photo-realistic head avatars reconstructed from monocular portrait video sequences represents a crucial step in bridging the gap between the virtual and real worlds. Recent advancements in head avatar techniques, including explicit 3D morphable meshes (3DMM), point clouds, and neural implicit representation have been exploited for this ongoing research. However, 3DMM-based methods are constrained by their fixed topologies, point-based approaches suffer from a heavy training burden due to the extensive quantity of points involved, and the last ones suffer from limitations in deformation flexibility and rendering efficiency. In response to these challenges, we propose MonoGaussianAvatar (Monocular Gaussian Point-based Head Avatar), a novel approach that harnesses 3D Gaussian point representation coupled with a Gaussian deformation field to learn explicit head avatars from monocular portrait videos. We define our head avatars with Gaussian points characterized by adaptable shapes, enabling flexible topology. These points exhibit movement with a Gaussian deformation field in alignment with the target pose and expression of a person, facilitating efficient deformation. Additionally, the Gaussian points have controllable shape, size, color, and opacity combined with Gaussian splatting, allowing for efficient training and rendering. Experiments demonstrate the superior performance of our method, which achieves state-of-the-art results among previous methods.

Approximate nearest neighbor search (ANNS) plays an indispensable role in a wide variety of applications, including recommendation systems, information retrieval, and semantic search. Among the cutting-edge ANNS algorithms, graph-based approaches provide superior accuracy and scalability on massive datasets. However, the best-performing graph-based ANN search solutions incur tens of hundreds of memory footprints as well as costly distance computation, thus hindering their efficient deployment at scale. The 3D NAND flash is emerging as a promising device for data-intensive applications due to its high density and nonvolatility. In this work, we present the near-storage processing (NSP)-based ANNS solution Proxima, to accelerate graph-based ANNS with algorithm-hardware co-design in 3D NAND flash. Proxima significantly reduces the complexity of graph search by leveraging the distance approximation and early termination. On top of the algorithmic enhancement, we implement Proxima search algorithm in 3D NAND flash using the heterogeneous integration technique. To maximize 3D NAND's bandwidth utilization, we present customized dataflow and optimized data allocation scheme. Our evaluation results show that: compared to graph ANNS on CPU and GPU, Proxima achieves a magnitude improvement in throughput or energy efficiency. Proxima yields 7x to 13x speedup over existing ASIC designs. Furthermore, Proxima achieves a good balance between accuracy, efficiency and storage density compared to previous NSP-based accelerators.

Graph convolutional networks (GCNs) have been widely used and achieved remarkable results in skeleton-based action recognition. We think the key to skeleton-based action recognition is a skeleton hanging in frames, so we focus on how the Graph Convolutional Convolution networks learn different topologies and effectively aggregate joint features in the global temporal and local temporal. In this work, we propose three Channel-wise Tolopogy Graph Convolution based on Channel-wise Topology Refinement Graph Convolution (CTR-GCN). Combining CTR-GCN with two joint cross-attention modules can capture the upper-lower body part and hand-foot relationship skeleton features. After that, to capture features of human skeletons changing in frames we design the Temporal Attention Transformers to extract skeletons effectively. The Temporal Attention Transformers can learn the temporal features of human skeleton sequences. Finally, we fuse the temporal features output scale with MLP and classification. We develop a powerful graph convolutional network named Spatial Temporal Effective Body-part Cross Attention Transformer which notably high-performance on the NTU RGB+D, NTU RGB+D 120 datasets. Our code and models are available at //github.com/maclong01/STEP-CATFormer

The recent proliferation of knowledge graphs (KGs) coupled with incomplete or partial information, in the form of missing relations (links) between entities, has fueled a lot of research on knowledge base completion (also known as relation prediction). Several recent works suggest that convolutional neural network (CNN) based models generate richer and more expressive feature embeddings and hence also perform well on relation prediction. However, we observe that these KG embeddings treat triples independently and thus fail to cover the complex and hidden information that is inherently implicit in the local neighborhood surrounding a triple. To this effect, our paper proposes a novel attention based feature embedding that captures both entity and relation features in any given entity's neighborhood. Additionally, we also encapsulate relation clusters and multihop relations in our model. Our empirical study offers insights into the efficacy of our attention based model and we show marked performance gains in comparison to state of the art methods on all datasets.

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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