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Image harmonization, which involves adjusting the foreground of a composite image to attain a unified visual consistency with the background, can be conceptualized as an image-to-image translation task. Diffusion models have recently promoted the rapid development of image-to-image translation tasks . However, training diffusion models from scratch is computationally intensive. Fine-tuning pre-trained latent diffusion models entails dealing with the reconstruction error induced by the image compression autoencoder, making it unsuitable for image generation tasks that involve pixel-level evaluation metrics. To deal with these issues, in this paper, we first adapt a pre-trained latent diffusion model to the image harmonization task to generate the harmonious but potentially blurry initial images. Then we implement two strategies: utilizing higher-resolution images during inference and incorporating an additional refinement stage, to further enhance the clarity of the initially harmonized images. Extensive experiments on iHarmony4 datasets demonstrate the superiority of our proposed method. The code and model will be made publicly available at //github.com/nicecv/DiffHarmony .

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ACM/IEEE第23屆模型驅動工程語言和系統國際會議,是模型驅動軟件和系統工程的首要會議系列,由ACM-SIGSOFT和IEEE-TCSE支持組織。自1998年以來,模型涵蓋了建模的各個方面,從語言和方法到工具和應用程序。模特的參加者來自不同的背景,包括研究人員、學者、工程師和工業專業人士。MODELS 2019是一個論壇,參與者可以圍繞建模和模型驅動的軟件和系統交流前沿研究成果和創新實踐經驗。今年的版本將為建模社區提供進一步推進建模基礎的機會,并在網絡物理系統、嵌入式系統、社會技術系統、云計算、大數據、機器學習、安全、開源等新興領域提出建模的創新應用以及可持續性。 官網鏈接: · 大語言模型 · 無限 · MoDELS · motivation ·
2024 年 5 月 21 日

As Large Language Models (LLMs) become increasingly prevalent in various domains, their ability to process inputs of any length and maintain a degree of memory becomes essential. However, the one-off input of overly long texts is limited, as studies have shown that when input lengths exceed the LLMs' pre-trained text length, there is a dramatic decline in text generation capabilities. Moreover, simply extending the length of pre-training texts is impractical due to the difficulty in obtaining long text data and the substantial memory consumption costs this would entail for LLMs. Recent efforts have employed streaming inputs to alleviate the pressure of excessively long text inputs, but this approach can significantly impair the model's long-term memory capabilities. Motivated by this challenge, we introduce Streaming Infinite Retentive LLM (SirLLM), which allows LLMs to maintain longer memory during infinite-length dialogues without the need for fine-tuning. SirLLM utilizes the Token Entropy metric and a memory decay mechanism to filter key phrases, endowing LLMs with both long-lasting and flexible memory. We designed three distinct tasks and constructed three datasets to measure the effectiveness of SirLLM from various angles: (1) DailyDialog; (2) Grocery Shopping; (3) Rock-Paper-Scissors. Our experimental results robustly demonstrate that SirLLM can achieve stable and significant improvements across different LLMs and tasks, compellingly proving its effectiveness. When having a coversation, "A sir could forget himself," but SirLLM never does! Our code is publicly available at //github.com/Zoeyyao27/SirLLM

Hoaxes are a recognised form of disinformation created deliberately, with potential serious implications in the credibility of reference knowledge resources such as Wikipedia. What makes detecting Wikipedia hoaxes hard is that they often are written according to the official style guidelines. In this work, we first provide a systematic analysis of the similarities and discrepancies between legitimate and hoax Wikipedia articles, and introduce Hoaxpedia, a collection of 311 Hoax articles (from existing literature as well as official Wikipedia lists) alongside semantically similar real articles. We report results of binary classification experiments in the task of predicting whether a Wikipedia article is real or hoax, and analyze several settings as well as a range of language models. Our results suggest that detecting deceitful content in Wikipedia based on content alone, despite not having been explored much in the past, is a promising direction.

We present cVIL, a class-centric approach to visual interactive labeling, which facilitates human annotation of large and complex image data sets. cVIL uses different property measures to support instance labeling for labeling difficult instances and batch labeling to quickly label easy instances. Simulated experiments reveal that cVIL with batch labeling can outperform traditional labeling approaches based on active learning. In a user study, cVIL led to better accuracy and higher user preference compared to a traditional instance-based visual interactive labeling approach based on 2D scatterplots.

Co-speech gesturing is an important modality in conversation, providing context and social cues. In character animation, appropriate and synchronised gestures add realism, and can make interactive agents more engaging. Historically, methods for automatically generating gestures were predominantly audio-driven, exploiting the prosodic and speech-related content that is encoded in the audio signal. In this paper we instead experiment with using LLM features for gesture generation that are extracted from text using LLAMA2. We compare against audio features, and explore combining the two modalities in both objective tests and a user study. Surprisingly, our results show that LLAMA2 features on their own perform significantly better than audio features and that including both modalities yields no significant difference to using LLAMA2 features in isolation. We demonstrate that the LLAMA2 based model can generate both beat and semantic gestures without any audio input, suggesting LLMs can provide rich encodings that are well suited for gesture generation.

We introduce Chronoblox, a system for visualizing dynamic graphs. Chronoblox consists of a chronophotography of a sequence of graph snapshots based on a single embedding space common to all time periods. The goal of Chronoblox is to project all snapshots onto a common visualization space so as to represent both local and global dynamics at a glance. In this short paper, we review both the embedding and spatialization strategies. We then explain the way in which Chronoblox translates micro to meso structural evolution visually. We finally evaluate our approach using a synthetic network before illustrating it on a real world retweet network.

Mainstream poisoning attacks on large language models (LLMs) typically set a fixed trigger in the input instance and specific responses for triggered queries. However, the fixed trigger setting (e.g., unusual words) may be easily detected by human detection, limiting the effectiveness and practicality in real-world scenarios. To enhance the stealthiness of the trigger, we present a poisoning attack against LLMs that is triggered by a generation/output condition-token limitation, which is a commonly adopted strategy by users for reducing costs. The poisoned model performs normally for output without token limitation, while becomes harmful for output with limited tokens. To achieve this objective, we introduce BrieFool, an efficient attack framework. It leverages the characteristics of generation limitation by efficient instruction sampling and poisoning data generation, thereby influencing the behavior of LLMs under target conditions. Our experiments demonstrate that BrieFool is effective across safety domains and knowledge domains. For instance, with only 20 generated poisoning examples against GPT-3.5-turbo, BrieFool achieves a 100% Attack Success Rate (ASR) and a 9.28/10 average Harmfulness Score (HS) under token limitation conditions while maintaining the benign performance.

Augmented sports videos, which combine visualizations and video effects to present data in actual scenes, can communicate insights engagingly and thus have been increasingly popular for sports enthusiasts around the world. Yet, creating augmented sports videos remains a challenging task, requiring considerable time and video editing skills. On the other hand, sports insights are often communicated using natural language, such as in commentaries, oral presentations, and articles, but usually lack visual cues. Thus, this work aims to facilitate the creation of augmented sports videos by enabling analysts to directly create visualizations embedded in videos using insights expressed in natural language. To achieve this goal, we propose a three-step approach - 1) detecting visualizable entities in the text, 2) mapping these entities into visualizations, and 3) scheduling these visualizations to play with the video - and analyzed 155 sports video clips and the accompanying commentaries for accomplishing these steps. Informed by our analysis, we have designed and implemented Sporthesia, a proof-of-concept system that takes racket-based sports videos and textual commentaries as the input and outputs augmented videos. We demonstrate Sporthesia's applicability in two exemplar scenarios, i.e., authoring augmented sports videos using text and augmenting historical sports videos based on auditory comments. A technical evaluation shows that Sporthesia achieves high accuracy (F1-score of 0.9) in detecting visualizable entities in the text. An expert evaluation with eight sports analysts suggests high utility, effectiveness, and satisfaction with our language-driven authoring method and provides insights for future improvement and opportunities.

The past decade has witnessed a plethora of works that leverage the power of visualization (VIS) to interpret machine learning (ML) models. The corresponding research topic, VIS4ML, keeps growing at a fast pace. To better organize the enormous works and shed light on the developing trend of VIS4ML, we provide a systematic review of these works through this survey. Since data quality greatly impacts the performance of ML models, our survey focuses specifically on summarizing VIS4ML works from the data perspective. First, we categorize the common data handled by ML models into five types, explain the unique features of each type, and highlight the corresponding ML models that are good at learning from them. Second, from the large number of VIS4ML works, we tease out six tasks that operate on these types of data (i.e., data-centric tasks) at different stages of the ML pipeline to understand, diagnose, and refine ML models. Lastly, by studying the distribution of 143 surveyed papers across the five data types, six data-centric tasks, and their intersections, we analyze the prospective research directions and envision future research trends.

Generative Adversarial Networks (GANs) can produce images of surprising complexity and realism, but are generally modeled to sample from a single latent source ignoring the explicit spatial interaction between multiple entities that could be present in a scene. Capturing such complex interactions between different objects in the world, including their relative scaling, spatial layout, occlusion, or viewpoint transformation is a challenging problem. In this work, we propose to model object composition in a GAN framework as a self-consistent composition-decomposition network. Our model is conditioned on the object images from their marginal distributions to generate a realistic image from their joint distribution by explicitly learning the possible interactions. We evaluate our model through qualitative experiments and user evaluations in both the scenarios when either paired or unpaired examples for the individual object images and the joint scenes are given during training. Our results reveal that the learned model captures potential interactions between the two object domains given as input to output new instances of composed scene at test time in a reasonable fashion.

Distant supervision can effectively label data for relation extraction, but suffers from the noise labeling problem. Recent works mainly perform soft bag-level noise reduction strategies to find the relatively better samples in a sentence bag, which is suboptimal compared with making a hard decision of false positive samples in sentence level. In this paper, we introduce an adversarial learning framework, which we named DSGAN, to learn a sentence-level true-positive generator. Inspired by Generative Adversarial Networks, we regard the positive samples generated by the generator as the negative samples to train the discriminator. The optimal generator is obtained until the discrimination ability of the discriminator has the greatest decline. We adopt the generator to filter distant supervision training dataset and redistribute the false positive instances into the negative set, in which way to provide a cleaned dataset for relation classification. The experimental results show that the proposed strategy significantly improves the performance of distant supervision relation extraction comparing to state-of-the-art systems.

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