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Art forms such as movies and television (TV) dramas are reflections of the real world, which have attracted much attention from the multimodal learning community recently. However, existing corpora in this domain share three limitations: (1) annotated in a scene-oriented fashion, they ignore the coherence within plots; (2) their text lacks empathy and seldom mentions situational context; (3) their video clips fail to cover long-form relationship due to short duration. To address these fundamental issues, using 1,106 TV drama episodes and 24,875 informative plot-focused sentences written by professionals, with the help of 449 human annotators, we constructed PTVD, the first plot-oriented multimodal dataset in the TV domain. It is also the first non-English dataset of its kind. Additionally, PTVD contains more than 26 million bullet screen comments (BSCs), powering large-scale pre-training. Next, aiming to open-source a strong baseline for follow-up works, we developed the multimodal algorithm that attacks different cinema/TV modelling problems with a unified architecture. Extensive experiments on three cognitive-inspired tasks yielded a number of novel observations (some of them being quite counter-intuition), further validating the value of PTVD in promoting multimodal research. The dataset and codes are released at \url{//ptvd.github.io/}.

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In the telecom domain, precise forecasting of time series patterns, such as cell key performance indicators (KPIs), plays a pivotal role in enhancing service quality and operational efficiency. State-of-the-art forecasting approaches prioritize forecasting accuracy at the expense of computational performance, rendering them less suitable for data-intensive applications encompassing systems with a multitude of time series variables. To address this issue, we introduce QBSD, a live forecasting approach tailored to optimize the trade-off between accuracy and computational complexity. We have evaluated the performance of QBSD against state-of-the-art forecasting approaches on publicly available datasets. We have also extended this investigation to our curated network KPI dataset, now publicly accessible, to showcase the effect of dynamic operating ranges that varies with time. The results demonstrate that the proposed method excels in runtime efficiency compared to the leading algorithms available while maintaining competitive forecast accuracy.

Raw videos have been proven to own considerable feature redundancy where in many cases only a portion of frames can already meet the requirements for accurate recognition. In this paper, we are interested in whether such redundancy can be effectively leveraged to facilitate efficient inference in continuous sign language recognition (CSLR). We propose a novel adaptive model (AdaBrowse) to dynamically select a most informative subsequence from input video sequences by modelling this problem as a sequential decision task. In specific, we first utilize a lightweight network to quickly scan input videos to extract coarse features. Then these features are fed into a policy network to intelligently select a subsequence to process. The corresponding subsequence is finally inferred by a normal CSLR model for sentence prediction. As only a portion of frames are processed in this procedure, the total computations can be considerably saved. Besides temporal redundancy, we are also interested in whether the inherent spatial redundancy can be seamlessly integrated together to achieve further efficiency, i.e., dynamically selecting a lowest input resolution for each sample, whose model is referred to as AdaBrowse+. Extensive experimental results on four large-scale CSLR datasets, i.e., PHOENIX14, PHOENIX14-T, CSL-Daily and CSL, demonstrate the effectiveness of AdaBrowse and AdaBrowse+ by achieving comparable accuracy with state-of-the-art methods with 1.44$\times$ throughput and 2.12$\times$ fewer FLOPs. Comparisons with other commonly-used 2D CNNs and adaptive efficient methods verify the effectiveness of AdaBrowse. Code is available at \url{//github.com/hulianyuyy/AdaBrowse}.

The integration of different modalities, such as audio and visual information, plays a crucial role in human perception of the surrounding environment. Recent research has made significant progress in designing fusion modules for audio-visual speech separation. However, they predominantly focus on multi-modal fusion architectures situated either at the top or bottom positions, rather than comprehensively considering multi-modal fusion at various hierarchical positions within the network. In this paper, we propose a novel model called self- and cross-attention network (SCANet), which leverages the attention mechanism for efficient audio-visual feature fusion. SCANet consists of two types of attention blocks: self-attention (SA) and cross-attention (CA) blocks, where the CA blocks are distributed at the top (TCA), middle (MCA) and bottom (BCA) of SCANet. These blocks maintain the ability to learn modality-specific features and enable the extraction of different semantics from audio-visual features. Comprehensive experiments on three standard audio-visual separation benchmarks (LRS2, LRS3, and VoxCeleb2) demonstrate the effectiveness of SCANet, outperforming existing state-of-the-art (SOTA) methods while maintaining comparable inference time.

We present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis.Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline.We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video.With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field.We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training.More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog.Project page can be found at //qiuyu96.github.io/CoDeF/.

Volumetric video emerges as a new attractive video paradigm in recent years since it provides an immersive and interactive 3D viewing experience with six degree-of-freedom (DoF). Unlike traditional 2D or panoramic videos, volumetric videos require dense point clouds, voxels, meshes, or huge neural models to depict volumetric scenes, which results in a prohibitively high bandwidth burden for video delivery. Users' behavior analysis, especially the viewport and gaze analysis, then plays a significant role in prioritizing the content streaming within users' viewport and degrading the remaining content to maximize user QoE with limited bandwidth. Although understanding user behavior is crucial, to the best of our best knowledge, there are no available 3D volumetric video viewing datasets containing fine-grained user interactivity features, not to mention further analysis and behavior prediction. In this paper, we for the first time release a volumetric video viewing behavior dataset, with a large scale, multiple dimensions, and diverse conditions. We conduct an in-depth analysis to understand user behaviors when viewing volumetric videos. Interesting findings on user viewport, gaze, and motion preference related to different videos and users are revealed. We finally design a transformer-based viewport prediction model that fuses the features of both gaze and motion, which is able to achieve high accuracy at various conditions. Our prediction model is expected to further benefit volumetric video streaming optimization. Our dataset, along with the corresponding visualization tools is accessible at //cuhksz-inml.github.io/user-behavior-in-vv-watching/

Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of balance diverge across industry, academia and players, and different understandings of designing balance can lead to worse player experiences than actual imbalances. This work accumulates concepts of balancing video games from industry and academia and introduces a player-driven approach to optimize player experience and satisfaction. Using survey data from 680 participants and empirically recorded data of over 4 million in-game fights of Guild Wars 2, we aggregate player opinions and requirements, contrast them to the status quo and approach a democratized quantitative technique to approximate closer configurations of balance. We contribute a strategy of refining balancing notions, a methodology of tailoring balance to the actual player base and point to an exemplary artifact that realizes this process.

Recent advancements in 3D hand pose estimation have shown promising results, but its effectiveness has primarily relied on the availability of large-scale annotated datasets, the creation of which is a laborious and costly process. To alleviate the label-hungry limitation, we propose a self-supervised learning framework, HaMuCo, that learns a single-view hand pose estimator from multi-view pseudo 2D labels. However, one of the main challenges of self-supervised learning is the presence of noisy labels and the ``groupthink'' effect from multiple views. To overcome these issues, we introduce a cross-view interaction network that distills the single-view estimator by utilizing the cross-view correlated features and enforcing multi-view consistency to achieve collaborative learning. Both the single-view estimator and the cross-view interaction network are trained jointly in an end-to-end manner. Extensive experiments show that our method can achieve state-of-the-art performance on multi-view self-supervised hand pose estimation. Furthermore, the proposed cross-view interaction network can also be applied to hand pose estimation from multi-view input and outperforms previous methods under the same settings.

When telling a data story, an author has an intention they seek to convey to an audience. This intention can be of many forms such as to persuade, to educate, to inform, or even to entertain. In addition to expressing their intention, the story plot must balance being consumable and enjoyable while preserving scientific integrity. In data stories, numerous methods have been identified for constructing and presenting a plot. However, there is an opportunity to expand how we think and create the visual elements that present the story. Stories are brought to life by characters; often they are what make a story captivating, enjoyable, memorable, and facilitate following the plot until the end. Through the analysis of 160 existing data stories, we systematically investigate and identify distinguishable features of characters in data stories, and we illustrate how they feed into the broader concept of "character-oriented design". We identify the roles and visual representations data characters assume as well as the types of relationships these roles have with one another. We identify characteristics of antagonists as well as define conflict in data stories. We find the need for an identifiable central character that the audience latches on to in order to follow the narrative and identify their visual representations. We then illustrate "character-oriented design" by showing how to develop data characters with common data story plots. With this work, we present a framework for data characters derived from our analysis; we then offer our extension to the data storytelling process using character-oriented design. To access our supplemental materials please visit //chaorientdesignds.github.io/

Multiple object tracking (MOT) has been successfully investigated in computer vision. However, MOT for the videos captured by unmanned aerial vehicles (UAV) is still challenging due to small object size, blurred object appearance, and very large and/or irregular motion in both ground objects and UAV platforms. In this paper, we propose FOLT to mitigate these problems and reach fast and accurate MOT in UAV view. Aiming at speed-accuracy trade-off, FOLT adopts a modern detector and light-weight optical flow extractor to extract object detection features and motion features at a minimum cost. Given the extracted flow, the flow-guided feature augmentation is designed to augment the object detection feature based on its optical flow, which improves the detection of small objects. Then the flow-guided motion prediction is also proposed to predict the object's position in the next frame, which improves the tracking performance of objects with very large displacements between adjacent frames. Finally, the tracker matches the detected objects and predicted objects using a spatially matching scheme to generate tracks for every object. Experiments on Visdrone and UAVDT datasets show that our proposed model can successfully track small objects with large and irregular motion and outperform existing state-of-the-art methods in UAV-MOT tasks.

Entity linking (EL) for the rapidly growing short text (e.g. search queries and news titles) is critical to industrial applications. Most existing approaches relying on adequate context for long text EL are not effective for the concise and sparse short text. In this paper, we propose a novel framework called Multi-turn Multiple-choice Machine reading comprehension (M3}) to solve the short text EL from a new perspective: a query is generated for each ambiguous mention exploiting its surrounding context, and an option selection module is employed to identify the golden entity from candidates using the query. In this way, M3 framework sufficiently interacts limited context with candidate entities during the encoding process, as well as implicitly considers the dissimilarities inside the candidate bunch in the selection stage. In addition, we design a two-stage verifier incorporated into M3 to address the commonly existed unlinkable problem in short text. To further consider the topical coherence and interdependence among referred entities, M3 leverages a multi-turn fashion to deal with mentions in a sequence manner by retrospecting historical cues. Evaluation shows that our M3 framework achieves the state-of-the-art performance on five Chinese and English datasets for the real-world short text EL.

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