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This letter introduces an innovative visuo-haptic interface to control Mobile Collaborative Robots (MCR). Thanks to a passive detachable mechanism, the interface can be attached/detached from a robot, offering two control modes: local control (attached) and teleoperation (detached). These modes are integrated with a robot whole-body controller and presented in a unified close- and far-proximity control framework for MCR. The earlier introduction of the haptic component in this interface enabled users to execute intricate loco-manipulation tasks via admittance-type control, effectively decoupling task dynamics and enhancing human capabilities. In contrast, this ongoing work proposes a novel design that integrates a visual component. This design utilizes Visual-Inertial Odometry (VIO) for teleoperation, estimating the interface's pose through stereo cameras and an Inertial Measurement Unit (IMU). The estimated pose serves as the reference for the robot's end-effector in teleoperation mode. Hence, the interface offers complete flexibility and adaptability, enabling any user to operate an MCR seamlessly without needing expert knowledge. In this letter, we primarily focus on the new visual feature, and first present a performance evaluation of different VIO-based methods for teleoperation. Next, the interface's usability is analyzed in a home-care application and compared to an alternative designed by a commercial MoCap system. Results show comparable performance in terms of accuracy, completion time, and usability. Nevertheless, the proposed interface is low-cost, poses minimal wearability constraints, and can be used anywhere and anytime without needing external devices or additional equipment, offering a versatile and accessible solution for teleoperation.

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We propose a method of simulating the human process of foreign accentuation using Generative Spoken Language Model (GSLM) only with native speech corpora. When one listens to spoken words of a foreign language and repeats them, the repeated speech is often with the accent of that listener's L1. This is said to be because the spoken words are mentally represented as a sequence of phonological units of the L1, and those units are used for oral reproduction. We simulate this process by inputting speech of language A into GSLM of language B to add B's accent onto the input speech. The process of running ASR of the L1 for foreign input speech and giving the ASR result to TTS of the L1 can be viewed as a naive implementation of this approach. The results of our experiments show that the synthesized accent of the output speech is highly natural, compared to real samples of A generated by speakers whose L1 is B, and that the degree of accentuation is controllable.

In the past few years, large-scale pre-trained vision-language models like CLIP have achieved tremendous success in various fields. Naturally, how to transfer the rich knowledge in such huge pre-trained models to downstream tasks and datasets becomes a hot topic. During downstream adaptation, the most challenging problems are overfitting and catastrophic forgetting, which can cause the model to overly focus on the current data and lose more crucial domain-general knowledge. Existing works use classic regularization techniques to solve the problems. As solutions become increasingly complex, the ever-growing storage and inference costs are also a significant problem that urgently needs to be addressed. While in this paper, we start from an observation that proper random noise can suppress overfitting and catastrophic forgetting. Then we regard quantization error as a kind of noise, and explore quantization for regularizing vision-language model, which is quite efficiency and effective. Furthermore, to improve the model's generalization capability while maintaining its specialization capacity at minimal cost, we deeply analyze the characteristics of the weight distribution in prompts, conclude several principles for quantization module design and follow such principles to create several competitive baselines. The proposed method is significantly efficient due to its inherent lightweight nature, making it possible to adapt on extremely resource-limited devices. Our method can be fruitfully integrated into many existing approaches like MaPLe, enhancing accuracy while reducing storage overhead, making it more powerful yet versatile. Extensive experiments on 11 datasets shows great superiority of our method sufficiently. Code is available at //github.com/beyondhtx/QPrompt.

Retrieval-Augmented Generation (RAG) is a technique that enhances the capabilities of large language models (LLMs) by incorporating external knowledge sources. This method addresses common LLM limitations, including outdated information and the tendency to produce inaccurate "hallucinated" content. However, the evaluation of RAG systems is challenging, as existing benchmarks are limited in scope and diversity. Most of the current benchmarks predominantly assess question-answering applications, overlooking the broader spectrum of situations where RAG could prove advantageous. Moreover, they only evaluate the performance of the LLM component of the RAG pipeline in the experiments, and neglect the influence of the retrieval component and the external knowledge database. To address these issues, this paper constructs a large-scale and more comprehensive benchmark, and evaluates all the components of RAG systems in various RAG application scenarios. Specifically, we have categorized the range of RAG applications into four distinct types-Create, Read, Update, and Delete (CRUD), each representing a unique use case. "Create" refers to scenarios requiring the generation of original, varied content. "Read" involves responding to intricate questions in knowledge-intensive situations. "Update" focuses on revising and rectifying inaccuracies or inconsistencies in pre-existing texts. "Delete" pertains to the task of summarizing extensive texts into more concise forms. For each of these CRUD categories, we have developed comprehensive datasets to evaluate the performance of RAG systems. We also analyze the effects of various components of the RAG system, such as the retriever, the context length, the knowledge base construction, and the LLM. Finally, we provide useful insights for optimizing the RAG technology for different scenarios.

Oblivious transfer (OT) is a fundamental primitive for secure two-party computation. It is well known that OT cannot be implemented with information-theoretic security if the two players only have access to noiseless communication channels, even in the quantum case. As a result, weaker variants of OT have been studied. In this work, we rigorously establish the impossibility of cheat-sensitive OT, where a dishonest party can cheat, but risks being detected. We construct a general attack on any quantum protocol that allows the receiver to compute all inputs of the sender and provide an explicit upper bound on the success probability of this attack. This implies that cheat-sensitive quantum Symmetric Private Information Retrieval cannot be implemented with statistical information-theoretic security. Leveraging the techniques devised for our proofs, we provide entropic bounds on primitives needed for secure function evaluation. They imply impossibility results for protocols where the players have access to OT as a resource. This result significantly improves upon existing bounds and yields tight bounds for reductions of 1-out-of-n OT to a resource primitive. Our results hold in particular for transformations between a finite number of primitives and for any error.

We revisit the sample average approximation (SAA) approach for non-convex stochastic programming. We show that applying the SAA approach to problems with expected value equality constraints does not necessarily result in asymptotic optimality guarantees as the sample size increases. To address this issue, we relax the equality constraints. Then, we prove the asymptotic optimality of the modified SAA approach under mild smoothness and boundedness conditions on the equality constraint functions. Our analysis uses random set theory and concentration inequalities to characterize the approximation error from the sampling procedure. We apply our approach and analysis to the problem of stochastic optimal control for nonlinear dynamical systems under external disturbances modeled by a Wiener process. Numerical results on relevant stochastic programs show the reliability of the proposed approach. Results on a rocket-powered descent problem show that our computed solutions allow for significant uncertainty reduction compared to a deterministic baseline.

Recent advances in Deep Neural Networks (DNNs) and sensor technologies are enabling autonomous driving systems (ADSs) with an ever-increasing level of autonomy. However, assessing their dependability remains a critical concern. State-of-the-art ADS testing approaches modify the controllable attributes of a simulated driving environment until the ADS misbehaves. In such approaches, environment instances in which the ADS is successful are discarded, despite the possibility that they could contain hidden driving conditions in which the ADS may misbehave. In this paper, we present GENBO (GENerator of BOundary state pairs), a novel test generator for ADS testing. GENBO mutates the driving conditions of the ego vehicle (position, velocity and orientation), collected in a failure-free environment instance, and efficiently generates challenging driving conditions at the behavior boundary (i.e., where the model starts to misbehave) in the same environment instance. We use such boundary conditions to augment the initial training dataset and retrain the DNN model under test. Our evaluation results show that the retrained model has, on average, up to 3x higher success rate on a separate set of evaluation tracks with respect to the original DNN model.

Pre-trained Language Models (PLMs) which are trained on large text corpus via self-supervised learning method, have yielded promising performance on various tasks in Natural Language Processing (NLP). However, though PLMs with huge parameters can effectively possess rich knowledge learned from massive training text and benefit downstream tasks at the fine-tuning stage, they still have some limitations such as poor reasoning ability due to the lack of external knowledge. Research has been dedicated to incorporating knowledge into PLMs to tackle these issues. In this paper, we present a comprehensive review of Knowledge-Enhanced Pre-trained Language Models (KE-PLMs) to provide a clear insight into this thriving field. We introduce appropriate taxonomies respectively for Natural Language Understanding (NLU) and Natural Language Generation (NLG) to highlight these two main tasks of NLP. For NLU, we divide the types of knowledge into four categories: linguistic knowledge, text knowledge, knowledge graph (KG), and rule knowledge. The KE-PLMs for NLG are categorized into KG-based and retrieval-based methods. Finally, we point out some promising future directions of KE-PLMs.

Graph Neural Networks (GNNs) have shown promising results on a broad spectrum of applications. Most empirical studies of GNNs directly take the observed graph as input, assuming the observed structure perfectly depicts the accurate and complete relations between nodes. However, graphs in the real world are inevitably noisy or incomplete, which could even exacerbate the quality of graph representations. In this work, we propose a novel Variational Information Bottleneck guided Graph Structure Learning framework, namely VIB-GSL, in the perspective of information theory. VIB-GSL advances the Information Bottleneck (IB) principle for graph structure learning, providing a more elegant and universal framework for mining underlying task-relevant relations. VIB-GSL learns an informative and compressive graph structure to distill the actionable information for specific downstream tasks. VIB-GSL deduces a variational approximation for irregular graph data to form a tractable IB objective function, which facilitates training stability. Extensive experimental results demonstrate that the superior effectiveness and robustness of VIB-GSL.

In this paper, we propose a novel Feature Decomposition and Reconstruction Learning (FDRL) method for effective facial expression recognition. We view the expression information as the combination of the shared information (expression similarities) across different expressions and the unique information (expression-specific variations) for each expression. More specifically, FDRL mainly consists of two crucial networks: a Feature Decomposition Network (FDN) and a Feature Reconstruction Network (FRN). In particular, FDN first decomposes the basic features extracted from a backbone network into a set of facial action-aware latent features to model expression similarities. Then, FRN captures the intra-feature and inter-feature relationships for latent features to characterize expression-specific variations, and reconstructs the expression feature. To this end, two modules including an intra-feature relation modeling module and an inter-feature relation modeling module are developed in FRN. Experimental results on both the in-the-lab databases (including CK+, MMI, and Oulu-CASIA) and the in-the-wild databases (including RAF-DB and SFEW) show that the proposed FDRL method consistently achieves higher recognition accuracy than several state-of-the-art methods. This clearly highlights the benefit of feature decomposition and reconstruction for classifying expressions.

Answering questions that require reading texts in an image is challenging for current models. One key difficulty of this task is that rare, polysemous, and ambiguous words frequently appear in images, e.g., names of places, products, and sports teams. To overcome this difficulty, only resorting to pre-trained word embedding models is far from enough. A desired model should utilize the rich information in multiple modalities of the image to help understand the meaning of scene texts, e.g., the prominent text on a bottle is most likely to be the brand. Following this idea, we propose a novel VQA approach, Multi-Modal Graph Neural Network (MM-GNN). It first represents an image as a graph consisting of three sub-graphs, depicting visual, semantic, and numeric modalities respectively. Then, we introduce three aggregators which guide the message passing from one graph to another to utilize the contexts in various modalities, so as to refine the features of nodes. The updated nodes have better features for the downstream question answering module. Experimental evaluations show that our MM-GNN represents the scene texts better and obviously facilitates the performances on two VQA tasks that require reading scene texts.

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