We present an approach that can reconstruct hands in 3D from monocular input. Our approach for Hand Mesh Recovery, HaMeR, follows a fully transformer-based architecture and can analyze hands with significantly increased accuracy and robustness compared to previous work. The key to HaMeR's success lies in scaling up both the data used for training and the capacity of the deep network for hand reconstruction. For training data, we combine multiple datasets that contain 2D or 3D hand annotations. For the deep model, we use a large scale Vision Transformer architecture. Our final model consistently outperforms the previous baselines on popular 3D hand pose benchmarks. To further evaluate the effect of our design in non-controlled settings, we annotate existing in-the-wild datasets with 2D hand keypoint annotations. On this newly collected dataset of annotations, HInt, we demonstrate significant improvements over existing baselines. We make our code, data and models available on the project website: //geopavlakos.github.io/hamer/.
Electroencephalography (EEG) signals are frequently used for various Brain-Computer Interface (BCI) tasks. While Deep Learning (DL) techniques have shown promising results, they are hindered by the substantial data requirements. By leveraging data from multiple subjects, transfer learning enables more effective training of DL models. A technique that is gaining popularity is Euclidean Alignment (EA) due to its ease of use, low computational complexity, and compatibility with Deep Learning models. However, few studies evaluate its impact on the training performance of shared and individual DL models. In this work, we systematically evaluate the effect of EA combined with DL for decoding BCI signals. We used EA to train shared models with data from multiple subjects and evaluated its transferability to new subjects. Our experimental results show that it improves decoding in the target subject by 4.33% and decreases convergence time by more than 70%. We also trained individual models for each subject to use as a majority-voting ensemble classifier. In this scenario, using EA improved the 3-model ensemble accuracy by 3.7%. However, when compared to the shared model with EA, the ensemble accuracy was 3.62% lower.
Labeled continuous-time Markov chains (CTMCs) describe processes subject to random timing and partial observability. In applications such as runtime monitoring, we must incorporate past observations. The timing of these observations matters but may be uncertain. Thus, we consider a setting in which we are given a sequence of imprecisely timed labels called the evidence. The problem is to compute reachability probabilities, which we condition on this evidence. Our key contribution is a method that solves this problem by unfolding the CTMC states over all possible timings for the evidence. We formalize this unfolding as a Markov decision process (MDP) in which each timing for the evidence is reflected by a scheduler. This MDP has infinitely many states and actions in general, making a direct analysis infeasible. Thus, we abstract the continuous MDP into a finite interval MDP (iMDP) and develop an iterative refinement scheme to upper-bound conditional probabilities in the CTMC. We show the feasibility of our method on several numerical benchmarks and discuss key challenges to further enhance the performance.
Recent initiatives known as Future Internet Architectures (FIAs) seek to redesign the Internet to improve performance, scalability, and security. However, some governments perceive Internet access as a threat to their political standing and engage in widespread network surveillance and censorship. In this paper, we provide an in-depth analysis into the designs of prominent FIAs, to help understand of how FIAs impact surveillance and censorship abilities. Then, we survey the applicability of privacy-enhancing technologies to FIAs. We conclude by providing guidelines for future research into novel FIA-based privacy-enhancing technologies, and recommendations to guide the evaluation of these technologies.
Wireless Sensor Networks (WSNs) play a pivotal role in enabling Internet of Things (IoT) devices with sensing and actuation capabilities. Operating in remote and resource-constrained environments, these IoT devices face challenges related to energy consumption, crucial for network longevity. Clustering protocols have emerged as an effective solution to alleviate energy burdens on IoT devices. This paper introduces Low-Energy Adaptive Clustering Hierarchy with Reinforcement Learning-based Controller (LEACH-RLC), a novel clustering protocol that employs a Mixed Integer Linear Programming (MILP) for strategic selection of cluster heads (CHs) and node-to-cluster assignments. Additionally, it integrates a Reinforcement Learning (RL) agent to minimize control overhead by learning optimal timings for generating new clusters. Addressing key research questions, LEACH-RLC seeks to balance control overhead reduction without compromising overall network performance. Through extensive simulations, this paper investigates the frequency and opportune moments for generating new clustering solutions. Results demonstrate the superior performance of LEACH-RLC over conventional LEACH and LEACH-C, showcasing enhanced network lifetime, reduced average energy consumption, and minimized control overhead. The proposed protocol contributes to advancing the efficiency and adaptability of WSNs, addressing critical challenges in IoT deployments.
As an indispensable personalized service within Location-Based Social Networks (LBSNs), the Point-of-Interest (POI) recommendation aims to assist individuals in discovering attractive and engaging places. However, the accurate recommendation capability relies on the powerful server collecting a vast amount of users' historical check-in data, posing significant risks of privacy breaches. Although several collaborative learning (CL) frameworks for POI recommendation enhance recommendation resilience and allow users to keep personal data on-device, they still share personal knowledge to improve recommendation performance, thus leaving vulnerabilities for potential attackers. Given this, we design a new Physical Trajectory Inference Attack (PTIA) to expose users' historical trajectories. Specifically, for each user, we identify the set of interacted POIs by analyzing the aggregated information from the target POIs and their correlated POIs. We evaluate the effectiveness of PTIA on two real-world datasets across two types of decentralized CL frameworks for POI recommendation. Empirical results demonstrate that PTIA poses a significant threat to users' historical trajectories. Furthermore, Local Differential Privacy (LDP), the traditional privacy-preserving method for CL frameworks, has also been proven ineffective against PTIA. In light of this, we propose a novel defense mechanism (AGD) against PTIA based on an adversarial game to eliminate sensitive POIs and their information in correlated POIs. After conducting intensive experiments, AGD has been proven precise and practical, with minimal impact on recommendation performance.
Highly automated theorem provers like Dafny allow users to prove simple properties with little effort, making it easy to quickly sketch proofs. The drawback is that such provers leave users with little control about the proof search, meaning that the small changes inherent to the iterative process of writing a proof often lead to unpredictable variations in verification time, and eventually hard-to-diagnose proof failures. This sometimes turns the boon of high automation into a curse, as instead of breaking early and showing unsolved goals to the user like in Coq, proofs tend to gradually become unstable until their verification time explodes. At this point, the absence of a proof context to investigate often leaves the user to a painful debugging session. In this paper, we show how to use Dafny modules to encode Coq-like induction principles to dramatically improve the stability and maintainability of proofs about inductive data structures.
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.
Recommender systems have been widely applied in different real-life scenarios to help us find useful information. Recently, Reinforcement Learning (RL) based recommender systems have become an emerging research topic. It often surpasses traditional recommendation models even most deep learning-based methods, owing to its interactive nature and autonomous learning ability. Nevertheless, there are various challenges of RL when applying in recommender systems. Toward this end, we firstly provide a thorough overview, comparisons, and summarization of RL approaches for five typical recommendation scenarios, following three main categories of RL: value-function, policy search, and Actor-Critic. Then, we systematically analyze the challenges and relevant solutions on the basis of existing literature. Finally, under discussion for open issues of RL and its limitations of recommendation, we highlight some potential research directions in this field.
Graph Neural Networks (GNNs) have proven to be useful for many different practical applications. However, many existing GNN models have implicitly assumed homophily among the nodes connected in the graph, and therefore have largely overlooked the important setting of heterophily, where most connected nodes are from different classes. In this work, we propose a novel framework called CPGNN that generalizes GNNs for graphs with either homophily or heterophily. The proposed framework incorporates an interpretable compatibility matrix for modeling the heterophily or homophily level in the graph, which can be learned in an end-to-end fashion, enabling it to go beyond the assumption of strong homophily. Theoretically, we show that replacing the compatibility matrix in our framework with the identity (which represents pure homophily) reduces to GCN. Our extensive experiments demonstrate the effectiveness of our approach in more realistic and challenging experimental settings with significantly less training data compared to previous works: CPGNN variants achieve state-of-the-art results in heterophily settings with or without contextual node features, while maintaining comparable performance in homophily settings.
Manually labeling objects by tracing their boundaries is a laborious process. In Polygon-RNN++ the authors proposed Polygon-RNN that produces polygonal annotations in a recurrent manner using a CNN-RNN architecture, allowing interactive correction via humans-in-the-loop. We propose a new framework that alleviates the sequential nature of Polygon-RNN, by predicting all vertices simultaneously using a Graph Convolutional Network (GCN). Our model is trained end-to-end. It supports object annotation by either polygons or splines, facilitating labeling efficiency for both line-based and curved objects. We show that Curve-GCN outperforms all existing approaches in automatic mode, including the powerful PSP-DeepLab and is significantly more efficient in interactive mode than Polygon-RNN++. Our model runs at 29.3ms in automatic, and 2.6ms in interactive mode, making it 10x and 100x faster than Polygon-RNN++.