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arXiv:2412.01477

Improving Object Detection by Modifying Synthetic Data with Explainable AI

Limited real-world data severely impacts model performance in many computer vision domains, particularly for samples that are underrepresented in training. Synthetically generated images are a promising solution, but 1) it remains unclear how to design synthetic training data to optimally improve model performance (e.g, whether and where to introduce more realism or more abstraction) and 2) the domain expertise, time and effort required from human operators for this design and optimisation process represents a major practical challenge. Here we propose a novel conceptual approach to improve the efficiency of designing synthetic images, by using robust Explainable AI (XAI) techniques to guide a human-in-the-loop process of modifying 3D mesh models used to generate these images. Importantly, this framework allows both modifications that increase and decrease realism in synthetic data, which can both improve model performance. We illustrate this concept using a real-world example where data are sparse; detection of vehicles in infrared imagery. We fine-tune an initial YOLOv8 model on the ATR DSIAC infrared dataset and synthetic images generated from 3D mesh models in the Unity gaming engine, and then use XAI saliency maps to guide modification of our Unity models. We show that synthetic data can improve detection of vehicles in orientations unseen in training by 4.6% (to mAP50 = 94.6%). We further improve performance by an additional 1.5% (to 96.1%) through our new XAI-guided approach, which reduces misclassifications through both increasing and decreasing the realism of different parts of the synthetic data. Our proof-of-concept results pave the way for fine, XAI-controlled curation of synthetic datasets tailored to improve object detection performance, whilst simultaneously reducing the burden on human operators in designing and optimising these datasets.

arXiv:2411.12619

Leveraging Virtual Reality and AI Tutoring for Language Learning: A Case Study of a Virtual Campus Environment with OpenAI GPT Integration with Unity 3D

This paper presents a new approach to multiple language learning, with Hindi the language to be learnt in our case, by using the integration of virtual reality environments and AI enabled tutoring systems using OpenAIs GPT api calls. We have developed a scenario which has a virtual campus environment using Unity which focuses on a detailed representation of our universitys buildings 11th floor, where most of the cultural and technological activities take place. Within this virtual environment that we have created, we have an AI tutor powered by OpenAI's GPT model which was called using an api which moves around with the user. This provided language learning support in Hindi, as GPT is able to take care of language translation. Our approach mainly involves utilising speech to text, text to text conversion and text to speech capabilities to facilitate real time interaction between users and the AI tutor in the presence of internet. This research demonstrates the use of combining VR technology with AI tutoring for immersive language learning experiences and provides interaction.

arXiv:2411.10940

A Monocular SLAM-based Multi-User Positioning System with Image Occlusion in Augmented Reality

In recent years, with the rapid development of augmented reality (AR) technology, there is an increasing demand for multi-user collaborative experiences. Unlike for single-user experiences, ensuring the spatial localization of every user and maintaining synchronization and consistency of positioning and orientation across multiple users is a significant challenge. In this paper, we propose a multi-user localization system based on ORB-SLAM2 using monocular RGB images as a development platform based on the Unity 3D game engine. This system not only performs user localization but also places a common virtual object on a planar surface (such as table) in the environment so that every user holds a proper perspective view of the object. These generated virtual objects serve as reference points for multi-user position synchronization. The positioning information is passed among every user's AR devices via a central server, based on which the relative position and movement of other users in the space of a specific user are presented via virtual avatars all with respect to these virtual objects. In addition, we use deep learning techniques to estimate the depth map of an image from a single RGB image to solve occlusion problems in AR applications, making virtual objects appear more natural in AR scenes.

arXiv:2411.04671

CUIfy the XR: An Open-Source Package to Embed LLM-powered Conversational Agents in XR

Recent developments in computer graphics, machine learning, and sensor technologies enable numerous opportunities for extended reality (XR) setups for everyday life, from skills training to entertainment. With large corporations offering affordable consumer-grade head-mounted displays (HMDs), XR will likely become pervasive, and HMDs will develop as personal devices like smartphones and tablets. However, having intelligent spaces and naturalistic interactions in XR is as important as technological advances so that users grow their engagement in virtual and augmented spaces. To this end, large language model (LLM)--powered non-player characters (NPCs) with speech-to-text (STT) and text-to-speech (TTS) models bring significant advantages over conventional or pre-scripted NPCs for facilitating more natural conversational user interfaces (CUIs) in XR. This paper provides the community with an open-source, customizable, extendable, and privacy-aware Unity package, CUIfy, that facilitates speech-based NPC-user interaction with widely used LLMs, STT, and TTS models. Our package also supports multiple LLM-powered NPCs per environment and minimizes latency between different computational models through streaming to achieve usable interactions between users and NPCs. We publish our source code in the following repository: https://gitlab.lrz.de/hctl/cuify

arXiv:2411.00358

Inference in a Stationary/Nonstationary Autoregressive Time-Varying-Parameter Model

This paper considers nonparametric estimation and inference in first-order autoregressive (AR(1)) models with deterministically time-varying parameters. A key feature of the proposed approach is to allow for time-varying stationarity in some time periods, time-varying nonstationarity (i.e., unit root or local-to-unit root behavior) in other periods, and smooth transitions between the two. The estimation of the AR parameter at any time point is based on a local least squares regression method, where the relevant initial condition is endogenous. We obtain limit distributions for the AR parameter estimator and t-statistic at a given point $\tau$ in time when the parameter exhibits unit root, local-to-unity, or stationary/stationary-like behavior at time $\tau$. These results are used to construct confidence intervals and median-unbiased interval estimators for the AR parameter at any specified point in time. The confidence intervals have correct asymptotic coverage probabilities with the coverage holding uniformly over stationary and nonstationary behavior of the observations.

arXiv:2411.02611

Advanced XR-Based 6-DOF Catheter Tracking System for Immersive Cardiac Intervention Training

Extended Reality (XR) technologies are gaining traction as effective tools for medical training and procedural guidance, particularly in complex cardiac interventions. This paper presents a novel system for real-time 3D tracking and visualization of intracardiac echocardiography (ICE) catheters, with precise measurement of the roll angle. A custom 3D-printed setup, featuring orthogonal cameras, captures biplane video of the catheter, while a specialized computer vision algorithm reconstructs its 3D trajectory, localizing the tip with sub-millimeter accuracy and tracking the roll angle in real-time. The system's data is integrated into an interactive Unity-based environment, rendered through the Meta Quest 3 XR headset, combining a dynamically tracked catheter with a patient-specific 3D heart model. This immersive environment allows the testing of the importance of 3D depth perception, in comparison to 2D projections, as a form of visualization in XR. Our experimental study, conducted using the ICE catheter with six participants, suggests that 3D visualization is not necessarily beneficial over 2D views offered by the XR system; although all cardiologists saw its utility for pre-operative training, planning, and intra-operative guidance. The proposed system qualitatively shows great promise in transforming catheter-based interventions, particularly ICE procedures, by improving visualization, interactivity, and skill development.

arXiv:2411.00666

Beyond the Boundaries of Proximal Policy Optimization

Proximal policy optimization (PPO) is a widely-used algorithm for on-policy reinforcement learning. This work offers an alternative perspective of PPO, in which it is decomposed into the inner-loop estimation of update vectors, and the outer-loop application of updates using gradient ascent with unity learning rate. Using this insight we propose outer proximal policy optimization (outer-PPO); a framework wherein these update vectors are applied using an arbitrary gradient-based optimizer. The decoupling of update estimation and update application enabled by outer-PPO highlights several implicit design choices in PPO that we challenge through empirical investigation. In particular we consider non-unity learning rates and momentum applied to the outer loop, and a momentum-bias applied to the inner estimation loop. Methods are evaluated against an aggressively tuned PPO baseline on Brax, Jumanji and MinAtar environments; non-unity learning rates and momentum both achieve statistically significant improvement on Brax and Jumanji, given the same hyperparameter tuning budget.

arXiv:2410.23323

Phonology-Guided Speech-to-Speech Translation for African Languages

We present a prosody-guided framework for speech-to-speech translation (S2ST) that aligns and translates speech \emph{without} transcripts by leveraging cross-linguistic pause synchrony. Analyzing a 6{,}000-hour East African news corpus spanning five languages, we show that \emph{within-phylum} language pairs exhibit 30--40\% lower pause variance and over 3$\times$ higher onset/offset correlation compared to cross-phylum pairs. These findings motivate \textbf{SPaDA}, a dynamic-programming alignment algorithm that integrates silence consistency, rate synchrony, and semantic similarity. SPaDA improves alignment $F_1$ by +3--4 points and eliminates up to 38\% of spurious matches relative to greedy VAD baselines. Using SPaDA-aligned segments, we train \textbf{SegUniDiff}, a diffusion-based S2ST model guided by \emph{external gradients} from frozen semantic and speaker encoders. SegUniDiff matches an enhanced cascade in BLEU (30.3 on CVSS-C vs.\ 28.9 for UnitY), reduces speaker error rate (EER) from 12.5\% to 5.3\%, and runs at an RTF of 1.02. To support evaluation in low-resource settings, we also release a three-tier, transcript-free BLEU suite (M1--M3) that correlates strongly with human judgments. Together, our results show that prosodic cues in multilingual speech provide a reliable scaffold for scalable, non-autoregressive S2ST.

arXiv:2410.21403

Unveiling the Role of Expert Guidance: A Comparative Analysis of User-centered Imitation Learning and Traditional Reinforcement Learning

Integration of human feedback plays a key role in improving the learning capabilities of intelligent systems. This comparative study delves into the performance, robustness, and limitations of imitation learning compared to traditional reinforcement learning methods within these systems. Recognizing the value of human-in-the-loop feedback, we investigate the influence of expert guidance and suboptimal demonstrations on the learning process. Through extensive experimentation and evaluations conducted in a pre-existing simulation environment using the Unity platform, we meticulously analyze the effectiveness and limitations of these learning approaches. The insights gained from this study contribute to the advancement of human-centered artificial intelligence by highlighting the benefits and challenges associated with the incorporation of human feedback into the learning process. Ultimately, this research promotes the development of models that can effectively address complex real-world problems.

arXiv:2410.16523

Efficient Neural Network Training via Subset Pretraining

In training neural networks, it is common practice to use partial gradients computed over batches, mostly very small subsets of the training set. This approach is motivated by the argument that such a partial gradient is close to the true one, with precision growing only with the square root of the batch size. A theoretical justification is with the help of stochastic approximation theory. However, the conditions for the validity of this theory are not satisfied in the usual learning rate schedules. Batch processing is also difficult to combine with efficient second-order optimization methods. This proposal is based on another hypothesis: the loss minimum of the training set can be expected to be well-approximated by the minima of its subsets. Such subset minima can be computed in a fraction of the time necessary for optimizing over the whole training set. This hypothesis has been tested with the help of the MNIST, CIFAR-10, and CIFAR-100 image classification benchmarks, optionally extended by training data augmentation. The experiments have confirmed that results equivalent to conventional training can be reached. In summary, even small subsets are representative if the overdetermination ratio for the given model parameter set sufficiently exceeds unity. The computing expense can be reduced to a tenth or less.

arXiv:2410.08602

Achieving multi uav best viewpoint coordination in obstructed environments

Wildfire suppression is a complex task that poses high risks to humans. Using robotic teams for wildfire suppression enhances the safety and efficiency of detecting, monitoring, and extinguishing fires. We propose a control architecture based on task hierarchical control for the autonomous steering of a system of flying robots in wildfire suppression. We incorporate a novel line-of-sight obstacle avoidance method that calculates the best viewpoints and ensures an occlusion-free view for the suppression robot during the mission. Path integral control generates optimal trajectories towards the goals. We conduct an ablation study to assess the effectiveness of our approach by comparing it to scenarios where these key components are excluded, in order to validate the approach in simulations using Matlab and Unity. The results demonstrate significant performance improvements, with 44.0 % increase in effectiveness with the new line-of-sight obstacle avoidance task and up to 39.6 % improvement when using path integral control.

arXiv:2410.08457

Unity is Power: Semi-Asynchronous Collaborative Training of Large-Scale Models with Structured Pruning in Resource-Limited Clients

In this work, we study to release the potential of massive heterogeneous weak computing power to collaboratively train large-scale models on dispersed datasets. In order to improve both efficiency and accuracy in resource-adaptive collaborative learning, we take the first step to consider the \textit{unstructured pruning}, \textit{varying submodel architectures}, \textit{knowledge loss}, and \textit{straggler} challenges simultaneously. We propose a novel semi-asynchronous collaborative training framework, namely ${Co\text{-}S}^2{P}$, with data distribution-aware structured pruning and cross-block knowledge transfer mechanism to address the above concerns. Furthermore, we provide theoretical proof that ${Co\text{-}S}^2{P}$ can achieve asymptotic optimal convergence rate of $O(1/\sqrt{N^*EQ})$. Finally, we conduct extensive experiments on a real-world hardware testbed, in which 16 heterogeneous Jetson devices can be united to train large-scale models with parameters up to 0.11 billion. The experimental results demonstrate that $Co\text{-}S^2P$ improves accuracy by up to 8.8\% and resource utilization by up to 1.2$\times$ compared to state-of-the-art methods, while reducing memory consumption by approximately 22\% and training time by about 24\% on all resource-limited devices.

arXiv:2410.06308

Quantifying Training Difficulty and Accelerating Convergence in Neural Network-Based PDE Solvers

Neural network-based methods have emerged as powerful tools for solving partial differential equations (PDEs) in scientific and engineering applications, particularly when handling complex domains or incorporating empirical data. These methods leverage neural networks as basis functions to approximate PDE solutions. However, training such networks can be challenging, often resulting in limited accuracy. In this paper, we investigate the training dynamics of neural network-based PDE solvers with a focus on the impact of initialization techniques. We assess training difficulty by analyzing the eigenvalue distribution of the kernel and apply the concept of effective rank to quantify this difficulty, where a larger effective rank correlates with faster convergence of the training error. Building upon this, we discover through theoretical analysis and numerical experiments that two initialization techniques, partition of unity (PoU) and variance scaling (VS), enhance the effective rank, thereby accelerating the convergence of training error. Furthermore, comprehensive experiments using popular PDE-solving frameworks, such as PINN, Deep Ritz, and the operator learning framework DeepOnet, confirm that these initialization techniques consistently speed up convergence, in line with our theoretical findings.

arXiv:2410.02857

Reconstructing Galaxy Cluster Mass Maps using Score-based Generative Modeling

We present a novel approach to reconstruct gas and dark matter projected density maps of galaxy clusters using score-based generative modeling. Our diffusion model takes in mock SZ and X-ray images as conditional observations, and generates realizations of corresponding gas and dark matter maps by sampling from a learned data posterior. We train and validate the performance of our model by using mock data from a hydrodynamical cosmological simulation. The model accurately reconstructs both the mean and spread of the radial density profiles in the spatial domain to within 5\%, indicating that the model is able to distinguish between clusters of different sizes. In the spectral domain, the model achieves close-to-unity values for the bias and cross-correlation coefficients, indicating that the model can accurately probe cluster structures on both large and small scales. Our experiments demonstrate the ability of score models to learn a strong, nonlinear, and unbiased mapping between input observables and fundamental density distributions of galaxy clusters. These diffusion models can be further fine-tuned and generalized to not only take in additional observables as inputs, but also real observations and predict unknown density distributions of galaxy clusters.

arXiv:2410.00257

The age of spiritual machines: Language quietus induces synthetic altered states of consciousness in artificial intelligence

How is language related to consciousness? Language functions to categorise perceptual experiences (e.g., labelling interoceptive states as 'happy') and higher-level constructs (e.g., using 'I' to represent the narrative self). Psychedelic use and meditation might be described as altered states that impair or intentionally modify the capacity for linguistic categorisation. For example, psychedelic phenomenology is often characterised by 'oceanic boundlessness' or 'unity' and 'ego dissolution', which might be expected of a system unburdened by entrenched language categories. If language breakdown plays a role in producing such altered behaviour, multimodal artificial intelligence might align more with these phenomenological descriptions when attention is shifted away from language. We tested this hypothesis by comparing the semantic embedding spaces from simulated altered states after manipulating attentional weights in CLIP and FLAVA models to embedding spaces from altered states questionnaires before manipulation. Compared to random text and various other altered states including anxiety, models were more aligned with disembodied, ego-less, spiritual, and unitive states, as well as minimal phenomenal experiences, with decreased attention to language and vision. Reduced attention to language was associated with distinct linguistic patterns and blurred embeddings within and, especially, across semantic categories (e.g., 'giraffes' become more like 'bananas'). These results lend support to the role of language categorisation in the phenomenology of altered states of consciousness, like those experienced with high doses of psychedelics or concentration meditation, states that often lead to improved mental health and wellbeing.

arXiv:2409.09988

DNN-based ensemble singing voice synthesis with interactions between singers

We propose a singing voice synthesis (SVS) method for a more unified ensemble singing voice by modeling interactions between singers. Most existing SVS methods aim to synthesize a solo voice, and do not consider interactions between singers, i.e., adjusting one's own voice to the others' voices. Since the production of ensemble voices from solo singing voices ignores the interactions, it can degrade the unity of the vocal ensemble. Therefore, we propose a SVS that reproduces the interactions. It is based on an architecture that uses musical scores of multiple voice parts, and loss functions that simulate the interactions' effect to acoustic features. Experimental results show that our methods improve the unity of the vocal ensemble.

arXiv:2408.06051공식 코드 · Papers with Code

Perceptual Similarity for Measuring Decision-Making Style and Policy Diversity in Games

Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles poses a challenge. Building on Playstyle Distance, the first unsupervised metric to measure playstyle similarity based on game screens and raw actions, we introduce three enhancements to increase accuracy: multiscale analysis with varied state granularity, a perceptual kernel rooted in psychology, and the utilization of the intersection-over-union method for efficient evaluation. These innovations not only advance measurement precision but also offer insights into human cognition of similarity. Across two racing games and seven Atari games, our techniques significantly improve the precision of zero-shot playstyle classification, achieving an accuracy exceeding 90 percent with fewer than 512 observation-action pairs, which is less than half an episode of these games. Furthermore, our experiments with 2048 and Go demonstrate the potential of discrete playstyle measures in puzzle and board games. We also develop an algorithm for assessing decision-making diversity using these measures. Our findings improve the measurement of end-to-end game analysis and the evolution of artificial intelligence for diverse playstyles.

arXiv:2408.05102공식 코드 · Papers with Code

How Well Do LLMs Identify Cultural Unity in Diversity?

Much work on the cultural awareness of large language models (LLMs) focuses on the models' sensitivity to geo-cultural diversity. However, in addition to cross-cultural differences, there also exists common ground across cultures. For instance, a bridal veil in the United States plays a similar cultural-relevant role as a honggaitou in China. In this study, we introduce a benchmark dataset CUNIT for evaluating decoder-only LLMs in understanding the cultural unity of concepts. Specifically, CUNIT consists of 1,425 evaluation examples building upon 285 traditional cultural-specific concepts across 10 countries. Based on a systematic manual annotation of cultural-relevant features per concept, we calculate the cultural association between any pair of cross-cultural concepts. Built upon this dataset, we design a contrastive matching task to evaluate the LLMs' capability to identify highly associated cross-cultural concept pairs. We evaluate 3 strong LLMs, using 3 popular prompting strategies, under the settings of either giving all extracted concept features or no features at all on CUNIT Interestingly, we find that cultural associations across countries regarding clothing concepts largely differ from food. Our analysis shows that LLMs are still limited to capturing cross-cultural associations between concepts compared to humans. Moreover, geo-cultural proximity shows a weak influence on model performance in capturing cross-cultural associations.

arXiv:2408.04567

Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.

arXiv:2408.01579공식 코드 · Papers with Code

THOR2: Topological Analysis for 3D Shape and Color-Based Human-Inspired Object Recognition in Unseen Environments

Visual object recognition in unseen and cluttered indoor environments is a challenging problem for mobile robots. This study presents a 3D shape and color-based descriptor, TOPS2, for point clouds generated from RGB-D images and an accompanying recognition framework, THOR2. The TOPS2 descriptor embodies object unity, a human cognition mechanism, by retaining the slicing-based topological representation of 3D shape from the TOPS descriptor while capturing object color information through slicing-based color embeddings computed using a network of coarse color regions. These color regions, analogous to the MacAdam ellipses identified in human color perception, are obtained using the Mapper algorithm, a topological soft-clustering technique. THOR2, trained using synthetic data, demonstrates markedly improved recognition accuracy compared to THOR, its 3D shape-based predecessor, on two benchmark real-world datasets: the OCID dataset capturing cluttered scenes from different viewpoints and the UW-IS Occluded dataset reflecting different environmental conditions and degrees of object occlusion recorded using commodity hardware. THOR2 also outperforms baseline deep learning networks, and a widely-used Vision Transformer (ViT) adapted for RGB-D inputs trained using synthetic and limited real-world data on both the datasets. Therefore, THOR2 is a promising step toward achieving robust recognition in low-cost robots.