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Screaming-channel attacks enable Electromagnetic (EM) Side-Channel Attacks (SCAs) at larger distances due to higher EM leakage energies than traditional SCAs, relaxing the requirement of close access to the victim. This attack can be mounted on devices integrating Radio Frequency (RF) modules on the same die as digital circuits, where the RF can unintentionally capture, modulate, amplify, and transmit the leakage along with legitimate signals. Leakage results from digital switching activity, so the hypothesis of previous works was that this leakage would appear at multiples of the digital clock frequency, i.e., harmonics. This work demonstrates that compromising signals appear not only at the harmonics and that leakage at non-harmonics can be exploited for successful attacks. Indeed, the transformations undergone by the leaked signal are complex due to propagation effects through the substrate and power and ground planes, so the leakage also appears at other frequencies. We first propose two methodologies to locate frequencies that contain leakage and demonstrate that it appears at non-harmonic frequencies. Then, our experimental results show that screaming-channel attacks at non-harmonic frequencies can be as successful as at harmonics when retrieving a 16-byte AES key. As the RF spectrum is polluted by interfering signals, we run experiments and show successful attacks in a more realistic, noisy environment where harmonic frequencies are contaminated by multi-path fading and interference. These attacks at non-harmonic frequencies increase the attack surface by providing attackers with an increased number of potential frequencies where attacks can succeed.

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Integration:Integration, the VLSI Journal。 Explanation:集成,VLSI雜志。 Publisher:Elsevier。 SIT:

Developing equivariant neural networks for the E(3) group plays an important role in modeling 3D data across real-world applications. Enforcing this equivariance primarily involves the tensor products of irreducible representations (irreps). However, the computational complexity of such operations increases significantly as higher-order tensors are used. In this work, we propose a systematic approach to substantially accelerate the computation of the tensor products of irreps. We mathematically connect the commonly used Clebsch-Gordan coefficients to the Gaunt coefficients, which are integrals of products of three spherical harmonics. Through Gaunt coefficients, the tensor product of irreps becomes equivalent to the multiplication between spherical functions represented by spherical harmonics. This perspective further allows us to change the basis for the equivariant operations from spherical harmonics to a 2D Fourier basis. Consequently, the multiplication between spherical functions represented by a 2D Fourier basis can be efficiently computed via the convolution theorem and Fast Fourier Transforms. This transformation reduces the complexity of full tensor products of irreps from $\mathcal{O}(L^6)$ to $\mathcal{O}(L^3)$, where $L$ is the max degree of irreps. Leveraging this approach, we introduce the Gaunt Tensor Product, which serves as a new method to construct efficient equivariant operations across different model architectures. Our experiments on the Open Catalyst Project and 3BPA datasets demonstrate both the increased efficiency and improved performance of our approach.

Effective tracking and re-identification of players is essential for analyzing soccer videos. But, it is a challenging task due to the non-linear motion of players, the similarity in appearance of players from the same team, and frequent occlusions. Therefore, the ability to extract meaningful embeddings to represent players is crucial in developing an effective tracking and re-identification system. In this paper, a multi-purpose part-based person representation method, called PRTreID, is proposed that performs three tasks of role classification, team affiliation, and re-identification, simultaneously. In contrast to available literature, a single network is trained with multi-task supervision to solve all three tasks, jointly. The proposed joint method is computationally efficient due to the shared backbone. Also, the multi-task learning leads to richer and more discriminative representations, as demonstrated by both quantitative and qualitative results. To demonstrate the effectiveness of PRTreID, it is integrated with a state-of-the-art tracking method, using a part-based post-processing module to handle long-term tracking. The proposed tracking method outperforms all existing tracking methods on the challenging SoccerNet tracking dataset.

Zero-shot voice conversion (VC) converts source speech into the voice of any desired speaker using only one utterance of the speaker without requiring additional model updates. Typical methods use a speaker representation from a pre-trained speaker verification (SV) model or learn speaker representation during VC training to achieve zero-shot VC. However, existing speaker modeling methods overlook the variation of speaker information richness in temporal and frequency channel dimensions of speech. This insufficient speaker modeling hampers the ability of the VC model to accurately represent unseen speakers who are not in the training dataset. In this study, we present a robust zero-shot VC model with multi-level temporal-channel retrieval, referred to as MTCR-VC. Specifically, to flexibly adapt to the dynamic-variant speaker characteristic in the temporal and channel axis of the speech, we propose a novel fine-grained speaker modeling method, called temporal-channel retrieval (TCR), to find out when and where speaker information appears in speech. It retrieves variable-length speaker representation from both temporal and channel dimensions under the guidance of a pre-trained SV model. Besides, inspired by the hierarchical process of human speech production, the MTCR speaker module stacks several TCR blocks to extract speaker representations from multi-granularity levels. Furthermore, to achieve better speech disentanglement and reconstruction, we introduce a cycle-based training strategy to simulate zero-shot inference recurrently. We adopt perpetual constraints on three aspects, including content, style, and speaker, to drive this process. Experiments demonstrate that MTCR-VC is superior to the previous zero-shot VC methods in modeling speaker timbre while maintaining good speech naturalness.

Self-supervised Multi-modal Contrastive Learning (SMCL) remarkably advances modern Vision-Language Pre-training (VLP) models by aligning visual and linguistic modalities. Due to noises in web-harvested text-image pairs, however, scaling up training data volume in SMCL presents considerable obstacles in terms of computational cost and data inefficiency. To improve data efficiency in VLP, we propose Text-aware Image Mixing (TiMix), which integrates mix-based data augmentation techniques into SMCL, yielding significant performance improvements without significantly increasing computational overhead. We provide a theoretical analysis of TiMixfrom a mutual information (MI) perspective, showing that mixed data samples for cross-modal contrastive learning implicitly serve as a regularizer for the contrastive loss. The experimental results demonstrate that TiMix exhibits a comparable performance on downstream tasks, even with a reduced amount of training data and shorter training time, when benchmarked against existing methods. This work empirically and theoretically demonstrates the potential of data mixing for data-efficient and computationally viable VLP, benefiting broader VLP model adoption in practical scenarios.

This paper presents a new research direction for the Min-cost Perfect Matching with Delays (MPMD) - a problem introduced by Emek et al. (STOC'16). In the original version of this problem, we are given an $n$-point metric space, where requests arrive in an online fashion. The goal is to minimise the matching cost for an even number of requests. However, contrary to traditional online matching problems, a request does not have to be paired immediately at the time of its arrival. Instead, the decision of whether to match a request can be postponed for time $t$ at a delay cost of $t$. For this reason, the goal of the MPMD is to minimise the overall sum of distance and delay costs. Interestingly, for adversarially generated requests, no online algorithm can achieve a competitive ratio better than $O(\log n/\log \log n)$ (Ashlagi et al., APPROX/RANDOM'17). Here, we consider a stochastic version of the MPMD problem where the input requests follow a Poisson arrival process. For such a problem, we show that the above lower bound can be improved by presenting two deterministic online algorithms, which, in expectation, are constant-competitive. The first one is a simple greedy algorithm that matches any two requests once the sum of their delay costs exceeds their connection cost, i.e., the distance between them. The second algorithm builds on the tools used to analyse the first one in order to obtain even better performance guarantees. This result is rather surprising as the greedy approach for the adversarial model achieves a competitive ratio of $\Omega(m^{\log \frac{3}{2}+\varepsilon})$, where $m$ denotes the number of requests served (Azar et al., TOCS'20). Finally, we prove that it is possible to obtain similar results for the general case when the delay cost follows an arbitrary positive and non-decreasing function, as well as for the MPMD variant with penalties to clear pending requests.

Porous media processes involve various physical phenomena such as mechanical deformation, transport, and fluid flow. Accurate simulations must capture the strong couplings between these phenomena. Choosing an efficient solver for the multiphysics problem usually entails the decoupling into subproblems related to separate physical phenomena. Then, the suitable solvers for each subproblem and the iteration scheme must be chosen. The wide range of options for the solver components makes finding the optimum difficult and time-consuming; moreover, solvers come with numerical parameters that need to be optimized. As a further complication, the solver performance may depend on the physical regime of the simulation model, which may vary with time. Switching a solver with respect to the dominant process can be beneficial, but the threshold of when to switch solver is unclear and complicated to analyze. We address this challenge by developing a machine learning framework that automatically searches for the optimal solver for a given multiphysics simulation setup, based on statistical data from previously solved problems. For a series of problems, exemplified by successive time steps in a time-dependent simulation, the framework updates and improves its decision model online during the simulation. We show how it outperforms preselected state-of-the-art solvers for test problem setups. The examples are based on simulations of poromechanics and simulations of flow and transport. For the quasi-static linear Biot model, we demonstrate automated tuning of numerical solver parameters by showing how the L-parameter of the so-called Fixed-Stress preconditioner can be optimized. Motivated by a test example where the main heat transfer mechanism changes between convection and diffusion, we discuss how the solver selector can dynamically switch solvers when the dominant physical phenomenon changes with time.

In Electronic Dance Music (EDM), many artists use DJing techniques in order to perform their own productions live. As a consequence, they do not have access during the performance to the internal structure of their tracks, and specifically to their equivalent of a partition: MIDI files. On the other hand, if an artist attempts to remix or interpret their own production live, the number of tracks that they can simultaneously control is limited without suitable software. This article introduces LiveScaler, a software that allows live control of the harmony and pitch of electronic music. A set of pitch transformations, termed affine transformations, is presented. These transformations are applied to all MIDI streams of a prepared track. A MaxMSP implementation, in conjunction with Ableton Live, is proposed. Special attention is given to control issues, mapping, and practical live experimentation in the context of EDM.

Direction of arrival estimation (DoAE) aims at tracking a sound in azimuth and elevation. Recent advancements include data-driven models with inputs derived from ambisonics intensity vectors or correlations between channels in a microphone array. A spherical intensity map (SIM), or acoustic image, is an alternative input representation that remains underexplored. SIMs benefit from high-resolution microphone arrays, yet most DoAE datasets use low-resolution ones. Therefore, we first propose a super-resolution method to upsample low-resolution microphones. Next, we benchmark DoAE models that use SIMs as input. We arrive to a model that uses SIMs for DoAE estimation and outperforms a baseline and a state-of-the-art model. Our study highlights the relevance of acoustic imaging for DoAE tasks.

We characterize the quotients among lattice path matroids (LPMs) in terms of their diagrams. This characterization allows us to show that ordering LPMs by quotients yields a graded poset, whose rank polynomial has the Narayana numbers as coefficients. Furthermore, we study full lattice path flag matroids and show that -- contrary to arbitrary positroid flag matroids -- they correspond to points in the nonnegative flag variety. At the basis of this result lies an identification of certain intervals of the strong Bruhat order with lattice path flag matroids. A recent conjecture of Mcalmon, Oh, and Xiang states a characterization of quotients of positroids. We use our results to prove this conjecture in the case of LPMs.

Although several methodologies for identifying the genealogy of video game genres and showing their relationships have been proposed in existing research, there have been few attempts to visualize the genealogy of a genre in a quantitative and qualitative manner. In this study, we propose a methodology to identify the scope of a specific game genre and to show how game specifications specific to that genre are related to each other.

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