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Granular jamming is a popular soft robotics technology that has seen recent widespread applications including industrial gripping, surgical robotics and haptics. However, to date the field has not fully exploited the fundamental science of the jamming phase transition, which has been rigorously studied in the field of statistical and condensed matter physics. This work introduces vibration as a means to improve the properties of granular jamming grippers through vibratory fluidisation and the exploitation of resonant modes within the granular material. We show that vibration in soft jamming grippers can improve holding strength, reduce the downwards force needed for the gripping action, and lead to a simplified setup where the second air pump, generally used for unjamming, could be removed. In a series of studies, we show that frequency and amplitude of the waveforms are key determinants to performance, and that jamming performance is also dependent on temporal properties of the induced waveform. We hope to encourage further study in transitioning fundamental jamming mechanisms into a soft robotics context to improve performance and increase diversity of applications for granular jamming grippers.

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Computational fluctuating hydrodynamics aims at understanding the impact of thermal fluctuations on fluid motions at small scales through numerical exploration. These fluctuations are modeled as stochastic flux terms and incorporated into the classical Navier-Stokes equations, which need to be solved numerically. In this paper, we present a novel projection-based method for solving the incompressible fluctuating hydrodynamics equations. By analyzing the equilibrium structure factor spectrum of the velocity field, we investigate how the inherent splitting errors affect the numerical solution of the stochastic partial differential equations in the presence of non-periodic boundary conditions, and how iterative corrections can reduce these errors. Our computational examples demonstrate both the capability of our approach to reproduce correctly stochastic properties of fluids at small scales as well as its potential use in the simulations of multi-physics problems.

We consider the Cahn-Hilliard equation with standard double-well potential. We employ a prototypical class of first order in time semi-implicit methods with implicit treatment of the linear dissipation term and explicit extrapolation of the nonlinear term. When the dissipation coefficient is held small, a conventional wisdom is to add a judiciously chosen stabilization term in order to afford relatively large time stepping and speed up the simulation. In practical numerical implementations it has been long observed that the resulting system exhibits remarkable stability properties in the regime where the stabilization parameter is $\mathcal O(1)$, the dissipation coefficient is vanishingly small and the size of the time step is moderately large. In this work we develop a new stability theory to address this perplexing phenomenon.

Mastering robotic manipulation skills through reinforcement learning (RL) typically requires the design of shaped reward functions. Recent developments in this area have demonstrated that using sparse rewards, i.e. rewarding the agent only when the task has been successfully completed, can lead to better policies. However, state-action space exploration is more difficult in this case. Recent RL approaches to learning with sparse rewards have leveraged high-quality human demonstrations for the task, but these can be costly, time consuming or even impossible to obtain. In this paper, we propose a novel and effective approach that does not require human demonstrations. We observe that every robotic manipulation task could be seen as involving a locomotion task from the perspective of the object being manipulated, i.e. the object could learn how to reach a target state on its own. In order to exploit this idea, we introduce a framework whereby an object locomotion policy is initially obtained using a realistic physics simulator. This policy is then used to generate auxiliary rewards, called simulated locomotion demonstration rewards (SLDRs), which enable us to learn the robot manipulation policy. The proposed approach has been evaluated on 13 tasks of increasing complexity, and can achieve higher success rate and faster learning rates compared to alternative algorithms. SLDRs are especially beneficial for tasks like multi-object stacking and non-rigid object manipulation.

Widespread application of insecticide remains the primary form of control for Chagas disease in Central America, despite only temporarily reducing domestic levels of the endemic vector Triatoma dimidiata and having little long-term impact. Recently, an approach emphasizing community feedback and housing improvements has been shown to yield lasting results. However, the additional resources and personnel required by such an intervention likely hinders its widespread adoption. One solution to this problem would be to target only a subset of houses in a community while still eliminating enough infestations to interrupt disease transfer. Here we develop a sequential sampling framework that adapts to information specific to a community as more houses are visited, thereby allowing us to efficiently find homes with domiciliary vectors while minimizing sampling bias. The method fits Bayesian geostatistical models to make spatially informed predictions, while gradually transitioning from prioritizing houses based on prediction uncertainty to targeting houses with a high risk of infestation. A key feature of the method is the use of a single exploration parameter, $\alpha$, to control the rate of transition between these two design targets. In a simulation study using empirical data from five villages in southeastern Guatemala, we test our method using a range of values for $\alpha$, and find it can consistently select fewer homes than random sampling, while still bringing the village infestation rate below a given threshold. We further find that when additional socioeconomic information is available, much larger savings are possible, but that meeting the target infestation rate is less consistent, particularly among the less exploratory strategies. Our results suggest new options for implementing long-term T. dimidiata control.

Connecting Vision and Language plays an essential role in Generative Intelligence. For this reason, in the last few years, a large research effort has been devoted to image captioning, i.e. the task of describing images with syntactically and semantically meaningful sentences. Starting from 2015 the task has generally been addressed with pipelines composed of a visual encoding step and a language model for text generation. During these years, both components have evolved considerably through the exploitation of object regions, attributes, and relationships and the introduction of multi-modal connections, fully-attentive approaches, and BERT-like early-fusion strategies. However, regardless of the impressive results obtained, research in image captioning has not reached a conclusive answer yet. This work aims at providing a comprehensive overview and categorization of image captioning approaches, from visual encoding and text generation to training strategies, used datasets, and evaluation metrics. In this respect, we quantitatively compare many relevant state-of-the-art approaches to identify the most impactful technical innovations in image captioning architectures and training strategies. Moreover, many variants of the problem and its open challenges are analyzed and discussed. The final goal of this work is to serve as a tool for understanding the existing state-of-the-art and highlighting the future directions for an area of research where Computer Vision and Natural Language Processing can find an optimal synergy.

Image-to-image translation (I2I) aims to transfer images from a source domain to a target domain while preserving the content representations. I2I has drawn increasing attention and made tremendous progress in recent years because of its wide range of applications in many computer vision and image processing problems, such as image synthesis, segmentation, style transfer, restoration, and pose estimation. In this paper, we provide an overview of the I2I works developed in recent years. We will analyze the key techniques of the existing I2I works and clarify the main progress the community has made. Additionally, we will elaborate on the effect of I2I on the research and industry community and point out remaining challenges in related fields.

The problem of Approximate Nearest Neighbor (ANN) search is fundamental in computer science and has benefited from significant progress in the past couple of decades. However, most work has been devoted to pointsets whereas complex shapes have not been sufficiently treated. Here, we focus on distance functions between discretized curves in Euclidean space: they appear in a wide range of applications, from road segments to time-series in general dimension. For $\ell_p$-products of Euclidean metrics, for any $p$, we design simple and efficient data structures for ANN, based on randomized projections, which are of independent interest. They serve to solve proximity problems under a notion of distance between discretized curves, which generalizes both discrete Fr\'echet and Dynamic Time Warping distances. These are the most popular and practical approaches to comparing such curves. We offer the first data structures and query algorithms for ANN with arbitrarily good approximation factor, at the expense of increasing space usage and preprocessing time over existing methods. Query time complexity is comparable or significantly improved by our algorithms, our algorithm is especially efficient when the length of the curves is bounded.

Generating realistic images from scene graphs asks neural networks to be able to reason about object relationships and compositionality. As a relatively new task, how to properly ensure the generated images comply with scene graphs or how to measure task performance remains an open question. In this paper, we propose to harness scene graph context to improve image generation from scene graphs. We introduce a scene graph context network that pools features generated by a graph convolutional neural network that are then provided to both the image generation network and the adversarial loss. With the context network, our model is trained to not only generate realistic looking images, but also to better preserve non-spatial object relationships. We also define two novel evaluation metrics, the relation score and the mean opinion relation score, for this task that directly evaluate scene graph compliance. We use both quantitative and qualitative studies to demonstrate that our pro-posed model outperforms the state-of-the-art on this challenging task.

Sentiment analysis, also called opinion mining, is the field of study that analyzes people's opinions,sentiments, attitudes and emotions. Songs are important to sentiment analysis since the songs and mood are mutually dependent on each other. Based on the selected song it becomes easy to find the mood of the listener, in future it can be used for recommendation. The song lyric is a rich source of datasets containing words that are helpful in analysis and classification of sentiments generated from it. Now a days we observe a lot of inter-sentential and intra-sentential code-mixing in songs which has a varying impact on audience. To study this impact we created a Telugu songs dataset which contained both Telugu-English code-mixed and pure Telugu songs. In this paper, we classify the songs based on its arousal as exciting or non-exciting. We develop a language identification tool and introduce code-mixing features obtained from it as additional features. Our system with these additional features attains 4-5% accuracy greater than traditional approaches on our dataset.

A recent research trend has emerged to identify developers' emotions, by applying sentiment analysis to the content of communication traces left in collaborative development environments. Trying to overcome the limitations posed by using off-the-shelf sentiment analysis tools, researchers recently started to develop their own tools for the software engineering domain. In this paper, we report a benchmark study to assess the performance and reliability of three sentiment analysis tools specifically customized for software engineering. Furthermore, we offer a reflection on the open challenges, as they emerge from a qualitative analysis of misclassified texts.

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