Miracle-dz/UniFAR-FTUs huggingface dataset:
Temporal Fluctuation of Mood in Gaming Task Modulates Feedback Negativity: EEG Study With Virtual Reality

Feedback outcomes are generally classified into positive and negative feedback. People often predict a feedback outcome with information that is based on both objective facts and uncertain subjective information, such as a mood. For example, if an action leads to good results consecutively, people performing the action overestimate the behavioral result of the next action. In electroencephalogram measurements, negative feedback evokes negative potential, called feedback negativity, and positive feedback evokes positive potential, called reward positivity. The present study investigated the relationship between the degree of the mood caused by the feedback outcome and the error-related brain potentials. We measured the electroencephalogram activity while the participants played a virtual reality shooting game. The experimental task was to shoot down a cannonball flying toward the player using a handgun. The task difficulty was determined from the size and curve of the flying cannonball. These gaming parameters affected the outcome probability of shooting the target in the game. We also implemented configurations in the game, such as the player’s life points and play times. These configurations affected the outcome magnitude of shooting the target in the game. Moreover, we used the temporal accuracy of shooting in the game as the parameter of the mood. We investigated the relationship between these experimental features and the event-related potentials using the single-trial-based linear mixed-effects model analysis. The feedback negativity was observed at an error trial, and its amplitude was modulated with the outcome probability and the mood. Conversely, reward positivity was observed at hit trials, but its amplitude was modulated with the outcome probability and outcome magnitude. This result suggests that feedback negativity is enhanced according to not only the feedback probability but also the mood that was changed depending on the temporal gaming outcome.
Executive Function, Language, and the Toddler’s Discovery of Representational Drawing

Working memory capacity and executive functions play important roles in the early development of drawing and language, but we lack models that specify the relationships among these representational systems and cognitive functions in toddlers. To respond to this need, the present study investigated the relations between drawing and language in very young children, and the role of working memory capacity, inhibition, and shifting in the association between these two representational systems. The participants were 80 children, 25–37 months old. The results revealed that in toddlers (a) all the measures of working memory, inhibition, and shifting loaded on a single factor of general executive functioning; (b) language and drawing are two distinct, but substantially correlated, representational systems; and (c) the development of executive function has a strong impact on language development, which in turn influences the development of drawing.
Red clover (Trifolium pratense L.) honey: volatiles chemical-profiling and unlocking antioxidant and anticorrosion capacity

Headspace solid-phase micro-extraction (HS-SPME) and ultrasonic solvent extraction (USE) were used for red clover honey volatiles extraction. The extracts were analysed using gas chromatography and mass spectrometry (GC-MS). Lilac aldehyde isomers dominated in the headspace (individual range from 7.6 % to 21.4 %) followed by phenylacetaldehyde (10.1–31.2 %) and benzaldehyde (7.0–15.7 %). Higher aliphatic alcohols and hydrocarbons were the predominant constituents of the honey extracts. The honey and its extracts exhibited rather weak anti-radical activity (DPPH assay) and total antioxidant activity (FRAP assay). On the other hand, the honey’s inhibitive properties towards the corrosion of AA 2017A alloy in NaCl solution (potentiodynamic polarisation and potentiostatic pulse measurements) revealed the honey to be a very good anodic inhibitor (efficiency up to 76 %) while the honey extracts (USE) showed better inhibition efficacy.
Evaluation of N Efficiency Using Prilled Urea and Urea Super Granules in T. Aman Rice

An experiment was conducted at the Experimental field of Department of Agronomy, Bangladesh Agricultural University, Mymensingh, during June to December 2007 to evaluate the nitrogen use efficiency of transplant aman rice using prilled urea (PU) and urea super granule (USG). Three rice varieties (BR11, BRRI dhan30 and BRRI dhan39) were compared at three doses of nitrogen, i.e., PU@125 kg N ha -1 , USG @170 kg N ha -1 and USG @ 70 kg N ha -1 in a Randomized Complete Block (RCB) design with three replications. USG each weighing 1 g and 2.6 g were placed manually at the depth of 8-10 cm in the middle of four hills in alternate rows at 12 days after transplanting and PU applied in split applications. The rice var. BR11 at USG @70 kg N ha -1 has produced the maximum grain yield (4.75 t ha -1 ) which was statistically identical to BRRI dhan30 at USG @ 70 kg N ha -1 (1 g pellet -1 ). The highest nitrogen use efficiency, partial factor productivity and marginal rate of return (1966%) were recorded from the treatment of BR11 at USG @ 70 kg N ha -1 . Bangladesh Agron. J. 2015, 18(1): 59-63
MIEHDR CNN: Main Image Enhancement based Ghost-Free High Dynamic Range Imaging using Dual-Lens Systems

We study the High Dynamic Range (HDR) imaging problem using two Low Dynamic Range (LDR) images that are shot from dual-lens systems in a single shot time with different exposures. In most of the related HDR imaging methods, the problem is usually solved by Multiple Images Merging, i.e. the final HDR image is fused from pixels of all the input LDR images. However, ghost artifacts can be hardly avoided using this strategy. Instead of directly merging the multiple LDR inputs, we use an indirect way which enhances the main image, i.e. the short exposure image IS, using the long exposure image IL serving as guidance. In detail, we propose a new model, named MIEHDR CNN model, which consists of three subnets, i.e. Soft Warp CNN, 3D Guided Denoising CNN and Fusion CNN. The Soft Warp CNN aligns IL to get the aligned result ILA using the soft exposed result of IS as reference. The 3D Guided Denoising CNN denoises the soft exposed result of IS using ILA as guidance, whose result are fed into the Fusion CNN with IS to get the HDR result. The MIEHDR CNN model is implemented by MindSpore and experimental results show that we can outperform related methods largely and avoid ghost artifacts.
SMT-based Safety Checking of Parameterized Multi-Agent Systems

We study the problem of verifying whether a given parameterized multi-agent system (PMAS) is safe, namely whether none of its possible executions can lead to bad states. These are captured by a state formula existentially quantifying over agents. As the MAS is parameterized, it only describes the finite set of possible agent templates, while the actual number of concrete agent instances that will be present at runtime, for each template, is unbounded and cannot be foreseen. We solve this problem via infinite-state model checking based on satisfiability modulo theories (SMT), relying on the theory of array-based systems. We formally characterize the soundness, completeness and termination guarantees of our approach under specific assumptions. This gives us a technique that is implementable on top of third-party, SMT-based model checkers. Finally, we discuss how this approach lends itself to richer parameterized and data-aware MAS settings beyond the state-of-the-art solutions in the literature.
From Behavioral Theories to Econometrics: Inferring Preferences of Human Agents from Data on Repeated Interactions

We consider the problem of estimating preferences of human agents from data of strategic systems where the agents repeatedly interact. Recently, it was demonstrated that a new estimation method called "quantal regret" produces more accurate estimates for human agents than the classic approach that assumes that agents are rational and reach a Nash equilibrium; however, this method has not been compared to methods that take into account behavioral aspects of human play. In this paper we leverage equilibrium concepts from behavioral economics for this purpose and ask how well they perform compared to the quantal regret and Nash equilibrium methods. We develop four estimation methods based on established behavioral equilibrium models to infer the utilities of human agents from observed data of normal-form games. The equilibrium models we study are quantal-response equilibrium, action-sampling equilibrium, payoff-sampling equilibrium, and impulse-balance equilibrium. We show that in some of these concepts the inference is achieved analytically via closed formulas, while in the others the inference is achieved only algorithmically. We use experimental data of 2x2 games to evaluate the estimation success of these behavioral equilibrium methods. The results show that the estimates they produce are more accurate than the estimates of the Nash equilibrium. The comparison with the quantal-regret method shows that the behavioral methods have better hit rates, but the quantal-regret method performs better in terms of the overall mean squared error, and we discuss the differences between the methods.
Scalable Verification of Quantized Neural Networks (Technical Report)

Formal verification of neural networks is an active topic of research, and recent advances have significantly increased the size of the networks that verification tools can handle. However, most methods are designed for verification of an idealized model of the actual network which works over real arithmetic and ignores rounding imprecisions. This idealization is in stark contrast to network quantization, which is a technique that trades numerical precision for computational efficiency and is, therefore, often applied in practice. Neglecting rounding errors of such low-bit quantized neural networks has been shown to lead to wrong conclusions about the network's correctness. Thus, the desired approach for verifying quantized neural networks would be one that takes these rounding errors into account. In this paper, we show that verifying the bit-exact implementation of quantized neural networks with bit-vector specifications is PSPACE-hard, even though verifying idealized real-valued networks and satisfiability of bit-vector specifications alone are each in NP. Furthermore, we explore several practical heuristics toward closing the complexity gap between idealized and bit-exact verification. In particular, we propose three techniques for making SMT-based verification of quantized neural networks more scalable. Our experiments demonstrate that our proposed methods allow a speedup of up to three orders of magnitude over existing approaches.
Ranking of optimal stock portfolios determined on the basis of expected utility maximization criterion

Abstract Aim/purpose – The aim of the paper is to rank the optimal portfolios of shares of companies listed on the Warsaw Stock Exchange, taking into account the investor’s propensity to risk. Design/methodology/approach – Investment portfolios consisting of varied number of companies selected from WIG 20 index were built. Next, the weights of equity holdings of these companies in the entire portfolio were determined, maximizing portfolio’s expected (square) utility function, and then the obtained structures were compared between investors with various levels of risk propensity. Using Hellwig’s taxonomic development measure, a ranking of optimum stock portfolios depending on the investor’s risk propensity was prepared. The research analyzed quotations from 248 trading sessions. Findings – The findings indicated that whilst there are differences in the weight structures of equity holdings in the entire portfolio between the investor characterized by aversion to risk at the level of γ = 10 and the investor characterized by aversion to risk at the level of γ = 100, the rankings of the constructed optimum portfolios demonstrate strong similarity. The study validated, in conformity with the literature, that with the increase in the number of equity holdings in the portfolio, the portfolio risk initially decreases and then becomes stable at a certain level. Research implications/limitations – The study used data from the past as for which there is no guarantee that they will be adequate for the future. There is sensitivity to the selection of the period from which the historic data come. When changing the period of the analyzed historic data by a small time unit it may prove that the portfolio composition will become totally different. Originality/value/contribution – The paper compares the composition of optimum stock portfolios depending on the investor’s propensity to risk. Their ranking was created using the taxonomic method for this purpose. Taking advantage of this method also additional variables can be taken into account, which describe and differentiate the portfolio and they can be assigned relevant significance depending on the investor’s preferences.
NeuralAC: Learning Cooperation and Competition Effects for Match Outcome Prediction

Match outcome prediction in group comparison setting is a challenging but important task. Existing works mainly focus on learning individual effects or mining limited interactions between teammates, which is not sufficient for capturing complex interactions between teammates as well as between opponents. Besides, the importance of interacting with different characters is still largely underexplored. To this end, we propose a novel Neural Attentional Cooperation-competition model (NeuralAC), which incorporates weighted-cooperation effects (i.e., intra-team interactions) and weighted-competition effects (i.e., inter-team interactions) for predicting match outcomes. Specifically, we first project individuals to latent vectors and learn complex interactions through deep neural networks. Then, we design two novel attention-based mechanisms to capture the importance of intra-team and inter-team interactions, which enhance NeuralAC with both accuracy and interpretability. Furthermore, we demonstrate NeuralAC can generalize several previous works. To evaluate the performances of NeuralAC, we conduct extensive experiments on four E-sports datasets. The experimental results clearly verify the effectiveness of NeuralAC compared with several state-of-the-art methods.
Toward Realistic Virtual Try-on Through Landmark Guided Shape Matching

Image-based virtual try-on aims to synthesize the customer image with an in-shop clothes image to acquire seamless and natural try-on results, which have attracted increasing attentions. The main procedures of image-based virtual try-on usually consist of clothes image generation and try-on image synthesis, whereas prior arts cannot guarantee satisfying clothes results when facing large geometric changes and complex clothes patterns, which further deteriorates the afterwards try-on results. To address this issue, we propose a novel virtual try-on network based on landmark-guided shape matching (LM-VTON). Specifically, the clothes image generation progressively learns the warped clothes and refined clothes in an end-to-end manner, where we introduce a landmark-based constraint in Thin-Plate Spline (TPS) warping to inject finer deformation constraints around the clothes. The try-on process synthesizes the warped clothes with personal characteristics via a semantic indicator. Qualitative and quantitative experiments on two public datasets validate the superiority of the proposed method, especially for challenging cases such as large geometric changes and complex clothes patterns. Code will be available at https://github.com/lgqfhwy/LM-VTON.
The Complexity of Object Association in Multiple Object Tracking

Object association, i.e., the identification of which observations correspond to the same object, is a central task for the area of multiple object tracking. Two prominent models capturing this task have been introduced in the literature: the Lifted Multicut model and the more recent Lifted Paths model. Here, we carry out a detailed complexity-theoretic study of the problems arising from these two models that is aimed at complementing previous empirical work on object association. We obtain a comprehensive complexity map for both models that takes into account natural restrictions to instances such as possible bounds on the number of frames, number of tracked objects and branching degree, as well as less explicit structural restrictions such as having bounded treewidth. Our results include new fixed-parameter and XP algorithms for the problems as well as hardness proofs which altogether indicate that the Lifted Paths problem exhibits a more favorable complexity behavior than Lifted Multicut.
Oral-3D: Reconstructing the 3D Structure of Oral Cavity from Panoramic X-ray

Panoramic X-ray (PX) provides a 2D picture of the patient's mouth in a panoramic view to help dentists observe the invisible disease inside the gum. However, it provides limited 2D information compared with cone-beam computed tomography (CBCT), another dental imaging method that generates a 3D picture of the oral cavity but with more radiation dose and a higher price. Consequently, it is of great interest to reconstruct the 3D structure from a 2D X-ray image, which can greatly explore the application of X-ray imaging in dental surgeries. In this paper, we propose a framework, named Oral-3D, to reconstruct the 3D oral cavity from a single PX image and prior information of the dental arch. Specifically, we first train a generative model to learn the cross-dimension transformation from 2D to 3D. Then we restore the shape of the oral cavity with a deformation module with the dental arch curve, which can be obtained simply by taking a photo of the patient's mouth. To be noted, Oral-3D can restore both the density of bony tissues and the curved mandible surface. Experimental results show that Oral-3D can efficiently and effectively reconstruct the 3D oral structure and show critical information in clinical applications, e.g., tooth pulling and dental implants. To the best of our knowledge, we are the first to explore this domain transformation problem between these two imaging methods.
Hierarchical Graph Convolution Network for Traffic Forecasting

Traffic forecasting is attracting considerable interest due to its widespread application in intelligent transportation systems. Given the complex and dynamic traffic data, many methods focus on how to establish a spatial-temporal model to express the non-stationary traffic patterns. Recently, the latest Graph Convolution Network (GCN) has been introduced to learn spatial features while the time neural networks are used to learn temporal features. These GCN based methods obtain state-of-the-art performance. However, the current GCN based methods ignore the natural hierarchical structure of traffic systems which is composed of the micro layers of road networks and the macro layers of region networks, in which the nodes are obtained through pooling method and could include some hot traffic regions such as downtown and CBD etc., while the current GCN is only applied on the micro graph of road networks. In this paper, we propose a novel Hierarchical Graph Convolution Networks (HGCN) for traffic forecasting by operating on both the micro and macro traffic graphs. The proposed method is evaluated on two complex city traffic speed datasets. Compared to the latest GCN based methods like Graph WaveNet, the proposed HGCN gets higher traffic forecasting precision with lower computational cost.The website of the code is https://github.com/guokan987/HGCN.git.
Enhancing Audio-Visual Association with Self-Supervised Curriculum Learning

The recent success of audio-visual representations learning can be largely attributed to their pervasive concurrency property, which can be used as a self-supervision signal and extract correlation information. While most recent works focus on capturing the shared associations between the audio and visual modalities, they rarely consider multiple audio and video pairs at once and pay little attention to exploiting the valuable information within each modality. To tackle this problem, we propose a novel audio-visual representation learning method dubbed self-supervised curriculum learning (SSCL) under the teacher-student learning manner. Specifically, taking advantage of contrastive learning, a two-stage scheme is exploited, which transfers the cross-modal information between teacher and student model as a phased process. The proposed SSCL approach regards the pervasive property of audiovisual concurrency as latent supervision and mutually distills the structure knowledge of visual to audio data. Notably, the SSCL method can learn discriminative audio and visual representations for various downstream applications. Extensive experiments conducted on both action video recognition and audio sound recognition tasks show the remarkably improved performance of the SSCL method compared with the state-of-the-art self-supervised audio-visual representation learning methods.
Proposal-Free Video Grounding with Contextual Pyramid Network

The challenge of video grounding - localizing activities in an untrimmed video via a natural language query - is to tackle the semantics of vision and language consistently along the temporal dimension. Most existing proposal-based methods are trapped by computational cost with extensive candidate proposals. In this paper, we propose a novel proposal-free framework named Contextual Pyramid Network (CPNet) to investigate multi-scale temporal correlation in the video. Specifically, we propose a pyramid network to extract 2D contextual correlation maps at different temporal scales (T*T, T/2*T/2, T/4*T/4), where the 2D correlation map (past to current & future to current) is designed to model all the relations of any two moments in the video. In other words, CPNet progressively replenishes the temporal contexts and refines the location of queried activity by enlarging the temporal receptive fields. Finally, we implement a temporal self-attentive regression (i.e., proposal-free regression) to predict the activity boundary from the above hierarchical context-aware 2D correlation maps. Extensive experiments on ActivityNet Captions, Charades-STA, and TACoS datasets demonstrate that our approach outperforms state-of-the-art methods.
Attentive Neural Point Processes for Event Forecasting

Event sequence, where each event is associated with a marker and a timestamp, is increasingly ubiquitous in various applications. Accordingly, event forecasting emerges to be a crucial problem, which aims to predict the next event based on the historical sequence. In this paper, we propose ANPP, an Attentive Neural Point Processes framework to solve this problem. In comparison with state-of-the-art methods like recurrent marked temporal point processes, ANPP leverages the time-aware self-attention mechanism to explicitly model the influence between every pair of historical events, resulting in more accurate predictions of events and better interpretation ability. Extensive experiments on one synthetic and four real-world datasets demonstrate that ANPP can achieve significant performance gains against state-of-the-art methods for predictions of both timings and markers. To facilitate future research, we release the codes and datasets at https://github.com/guyulongcs/AAAI2021\_ANPP.