OpenRaiser/Intern-Atlas huggingface dataset:
TransLandSeg: A Transfer Learning Approach for Landslide Semantic Segmentation Based on Vision Foundation Model
Venue: arXiv cs.CV 2024
Year: 2024

Landslides are one of the most destructive natural disasters in the world, posing a serious threat to human life and safety. The development of foundation models has provided a new research paradigm for large-scale landslide detection. The Segment Anything Model (SAM) has garnered widespread attention in the field of image segmentation. However, our experiment found that SAM performed poorly in the task of landslide segmentation. We propose TransLandSeg, which is a transfer learning approach for landslide semantic segmentation based on a vision foundation model (VFM). TransLandSeg outperforms traditional semantic segmentation models on both the Landslide4Sense dataset and the Bijie landslide dataset. Our proposed adaptive transfer learning (ATL) architecture enables the powerful segmentation capability of SAM to be transferred to landslide detection by training only 1.3% of the number of the parameters of SAM, which greatly improves the training efficiency of the model. Finally we also conducted ablation experiments on models with different ATL structures, concluded that the deployment location and residual connection of ATL play an important role in TransLandSeg accuracy improvement.
GGRt: Towards Pose-free Generalizable 3D Gaussian Splatting in Real-time
Venue: arXiv cs.CV 2024
Year: 2024

This paper presents GGRt, a novel approach to generalizable novel view synthesis that alleviates the need for real camera poses, complexity in processing high-resolution images, and lengthy optimization processes, thus facilitating stronger applicability of 3D Gaussian Splatting (3D-GS) in real-world scenarios. Specifically, we design a novel joint learning framework that consists of an Iterative Pose Optimization Network (IPO-Net) and a Generalizable 3D-Gaussians (G-3DG) model. With the joint learning mechanism, the proposed framework can inherently estimate robust relative pose information from the image observations and thus primarily alleviate the requirement of real camera poses. Moreover, we implement a deferred back-propagation mechanism that enables high-resolution training and inference, overcoming the resolution constraints of previous methods. To enhance the speed and efficiency, we further introduce a progressive Gaussian cache module that dynamically adjusts during training and inference. As the first pose-free generalizable 3D-GS framework, GGRt achieves inference at $\ge$ 5 FPS and real-time rendering at $\ge$ 100 FPS. Through extensive experimentation, we demonstrate that our method outperforms existing NeRF-based pose-free techniques in terms of inference speed and effectiveness. It can also approach the real pose-based 3D-GS methods. Our contributions provide a significant leap forward for the integration of computer vision and computer graphics into practical applications, offering state-of-the-art results on LLFF, KITTI, and Waymo Open datasets and enabling real-time rendering for immersive experiences.
Online Policy Learning from Offline Preferences
Venue: arXiv cs.LG 2024
Year: 2024

In preference-based reinforcement learning (PbRL), a reward function is learned from a type of human feedback called preference. To expedite preference collection, recent works have leveraged \emph{offline preferences}, which are preferences collected for some offline data. In this scenario, the learned reward function is fitted on the offline data. If a learning agent exhibits behaviors that do not overlap with the offline data, the learned reward function may encounter generalizability issues. To address this problem, the present study introduces a framework that consolidates offline preferences and \emph{virtual preferences} for PbRL, which are comparisons between the agent's behaviors and the offline data. Critically, the reward function can track the agent's behaviors using the virtual preferences, thereby offering well-aligned guidance to the agent. Through experiments on continuous control tasks, this study demonstrates the effectiveness of incorporating the virtual preferences in PbRL.
Fairness Optimization for Intelligent Reflecting Surface Aided Uplink Rate-Splitting Multiple Access
Venue: arXiv cs.IT 2024
Year: 2024

This paper studies the fair transmission design for an intelligent reflecting surface (IRS) aided rate-splitting multiple access (RSMA). IRS is used to establish a good signal propagation environment and enhance the RSMA transmission performance. The fair rate adaption problem is constructed as a max-min optimization problem. To solve the optimization problem, we adopt an alternative optimization (AO) algorithm to optimize the power allocation, beamforming, and decoding order, respectively. A generalized power iteration (GPI) method is proposed to optimize the receive beamforming, which can improve the minimum rate of devices and reduce the optimization complexity. At the base station (BS), a successive group decoding (SGD) algorithm is proposed to tackle the uplink signal estimation, which trades off the fairness and complexity of decoding. At the same time, we also consider robust communication with imperfect channel state information at the transmitter (CSIT), which studies robust optimization by using lower bound expressions on the expected data rates. Extensive numerical results show that the proposed optimization algorithm can significantly improve the performance of fairness. It also provides reliable results for uplink communication with imperfect CSIT.
A comprehensive study on Frequent Pattern Mining and Clustering categories for topic detection in Persian text stream
Venue: arXiv cs.CL 2024
Year: 2024

Topic detection is a complex process and depends on language because it somehow needs to analyze text. There have been few studies on topic detection in Persian, and the existing algorithms are not remarkable. Therefore, we aimed to study topic detection in Persian. The objectives of this study are: 1) to conduct an extensive study on the best algorithms for topic detection, 2) to identify necessary adaptations to make these algorithms suitable for the Persian language, and 3) to evaluate their performance on Persian social network texts. To achieve these objectives, we have formulated two research questions: First, considering the lack of research in Persian, what modifications should be made to existing frameworks, especially those developed in English, to make them compatible with Persian? Second, how do these algorithms perform, and which one is superior? There are various topic detection methods that can be categorized into different categories. Frequent pattern and clustering are selected for this research, and a hybrid of both is proposed as a new category. Then, ten methods from these three categories are selected. All of them are re-implemented from scratch, changed, and adapted with Persian. These ten methods encompass different types of topic detection methods and have shown good performance in English. The text of Persian social network posts is used as the dataset. Additionally, a new multiclass evaluation criterion, called FS, is used in this paper for the first time in the field of topic detection. Approximately 1.4 billion tokens are processed during experiments. The results indicate that if we are searching for keyword-topics that are easily understandable by humans, the hybrid category is better. However, if the aim is to cluster posts for further analysis, the frequent pattern category is more suitable.
GeoGS3D: Single-view 3D Reconstruction via Geometric-aware Diffusion Model and Gaussian Splatting
Venue: arXiv cs.CV 2024
Year: 2024

We introduce GeoGS3D, a novel two-stage framework for reconstructing detailed 3D objects from single-view images. Inspired by the success of pre-trained 2D diffusion models, our method incorporates an orthogonal plane decomposition mechanism to extract 3D geometric features from the 2D input, facilitating the generation of multi-view consistent images. During the following Gaussian Splatting, these images are fused with epipolar attention, fully utilizing the geometric correlations across views. Moreover, we propose a novel metric, Gaussian Divergence Significance (GDS), to prune unnecessary operations during optimization, significantly accelerating the reconstruction process. Extensive experiments demonstrate that GeoGS3D generates images with high consistency across views and reconstructs high-quality 3D objects, both qualitatively and quantitatively.
Learning Spatiotemporal Inconsistency via Thumbnail Layout for Face Deepfake Detection
Venue: arXiv cs.CV 2024
Year: 2024

The deepfake threats to society and cybersecurity have provoked significant public apprehension, driving intensified efforts within the realm of deepfake video detection. Current video-level methods are mostly based on {3D CNNs} resulting in high computational demands, although have achieved good performance. This paper introduces an elegantly simple yet effective strategy named Thumbnail Layout (TALL), which transforms a video clip into a pre-defined layout to realize the preservation of spatial and temporal dependencies. This transformation process involves sequentially masking frames at the same positions within each frame. These frames are then resized into sub-frames and reorganized into the predetermined layout, forming thumbnails. TALL is model-agnostic and has remarkable simplicity, necessitating only minimal code modifications. Furthermore, we introduce a graph reasoning block (GRB) and semantic consistency (SC) loss to strengthen TALL, culminating in TALL++. GRB enhances interactions between different semantic regions to capture semantic-level inconsistency clues. The semantic consistency loss imposes consistency constraints on semantic features to improve model generalization ability. Extensive experiments on intra-dataset, cross-dataset, diffusion-generated image detection, and deepfake generation method recognition show that TALL++ achieves results surpassing or comparable to the state-of-the-art methods, demonstrating the effectiveness of our approaches for various deepfake detection problems. The code is available at https://github.com/rainy-xu/TALL4Deepfake.
A Conceptual Model for the Analysis of Investigation Elements in Games
Venue: arXiv cs.SE 2024
Year: 2024

This paper presents the 4E conceptual model, developed to formally analyze investigation games from a game design perspective. The model encompasses four components: Exploration, Elicitation, Experimentation, and Evaluation. Grounded Theory was employed as the methodology for constructing the model, allowing for an in-depth understanding of the underlying concepts. The resulting model was then compared to existing literature, and its contributions were thoroughly discussed. Overall, the 4E model presents a comprehensive framework for understanding investigation games elements. It's application in two real-world scenarios demonstrates its practical relevance.
Emotion-Aware Multimodal Fusion for Meme Emotion Detection
Venue: arXiv cs.CY 2024
Year: 2024

The ever-evolving social media discourse has witnessed an overwhelming use of memes to express opinions or dissent. Besides being misused for spreading malcontent, they are mined by corporations and political parties to glean the public's opinion. Therefore, memes predominantly offer affect-enriched insights towards ascertaining the societal psyche. However, the current approaches are yet to model the affective dimensions expressed in memes effectively. They rely extensively on large multimodal datasets for pre-training and do not generalize well due to constrained visual-linguistic grounding. In this paper, we introduce MOOD (Meme emOtiOns Dataset), which embodies six basic emotions. We then present ALFRED (emotion-Aware muLtimodal Fusion foR Emotion Detection), a novel multimodal neural framework that (i) explicitly models emotion-enriched visual cues, and (ii) employs an efficient cross-modal fusion via a gating mechanism. Our investigation establishes ALFRED's superiority over existing baselines by 4.94% F1. Additionally, ALFRED competes strongly with previous best approaches on the challenging Memotion task. We then discuss ALFRED's domain-agnostic generalizability by demonstrating its dominance on two recently-released datasets - HarMeme and Dank Memes, over other baselines. Further, we analyze ALFRED's interpretability using attention maps. Finally, we highlight the inherent challenges posed by the complex interplay of disparate modality-specific cues toward meme analysis.
Offline Goal-Conditioned Reinforcement Learning for Shape Control of Deformable Linear Objects
Venue: arXiv cs.RO 2024
Year: 2024

Deformable objects present several challenges to the field of robotic manipulation. One of the tasks that best encapsulates the difficulties arising due to non-rigid behavior is shape control, which requires driving an object to a desired shape. While shape-servoing methods have been shown successful in contexts with approximately linear behavior, they can fail in tasks with more complex dynamics. We investigate an alternative approach, using offline RL to solve a planar shape control problem of a Deformable Linear Object (DLO). To evaluate the effect of material properties, two DLOs are tested namely a soft rope and an elastic cord. We frame this task as a goal-conditioned offline RL problem, and aim to learn to generalize to unseen goal shapes. Data collection and augmentation procedures are proposed to limit the amount of experimental data which needs to be collected with the real robot. We evaluate the amount of augmentation needed to achieve the best results, and test the effect of regularization through behavior cloning on the TD3+BC algorithm. Finally, we show that the proposed approach is able to outperform a shape-servoing baseline in a curvature inversion experiment.
Designing User-Centered Simulations of Leadership Situations for Cave Automatic Virtual Environments: Development and Usability Study
Venue: arXiv cs.HC 2024
Year: 2024

Given that experience is a pivotal dimension of learning processes in the field of leadership, the ongoing and unresolved issue is how such experiential moments could be provided when developing leadership skills and competencies. Role-plays and business simulations are widely used in this context as they are said to teach relevant social leadership skills, like those required by everyday communication to followers, by decision-making on compensation, evaluating performance, dealing with conflicts, or terminating contracts. However, the effectiveness of simulations can highly vary depending on the counterpart's ability to act in the given scenarios. In our project, we deal with how immersive media could create experiential learning based on simulations for leadership development. In recent years different variations of extended reality got significant technological improvements. Head-mounted displays are an easy and cost-efficient way to present high-resolution virtual environments. For groups of people that are part of an immersive experience, cave automatic virtual environments offer an excellent trade-off between actual exchange with other humans and interaction with virtual content simultaneously. The work presented is based on developing a user-centered simulation of leadership situations for cave automatic virtual environments and includes the results of a first usability study. In the future, the presented results can help to support the development and evaluation of simulated situations for cave automatic virtual environments with an emphasis on leadership-related scenarios.
Towards Non-Adversarial Algorithmic Recourse
Venue: arXiv cs.LG 2024
Year: 2024

The streams of research on adversarial examples and counterfactual explanations have largely been growing independently. This has led to several recent works trying to elucidate their similarities and differences. Most prominently, it has been argued that adversarial examples, as opposed to counterfactual explanations, have a unique characteristic in that they lead to a misclassification compared to the ground truth. However, the computational goals and methodologies employed in existing counterfactual explanation and adversarial example generation methods often lack alignment with this requirement. Using formal definitions of adversarial examples and counterfactual explanations, we introduce non-adversarial algorithmic recourse and outline why in high-stakes situations, it is imperative to obtain counterfactual explanations that do not exhibit adversarial characteristics. We subsequently investigate how different components in the objective functions, e.g., the machine learning model or cost function used to measure distance, determine whether the outcome can be considered an adversarial example or not. Our experiments on common datasets highlight that these design choices are often more critical in deciding whether recourse is non-adversarial than whether recourse or attack algorithms are used. Furthermore, we show that choosing a robust and accurate machine learning model results in less adversarial recourse desired in practice.
Investigating grammatical abstraction in language models using few-shot learning of novel noun gender
Venue: arXiv cs.CL 2024
Year: 2024

Humans can learn a new word and infer its grammatical properties from very few examples. They have an abstract notion of linguistic properties like grammatical gender and agreement rules that can be applied to novel syntactic contexts and words. Drawing inspiration from psycholinguistics, we conduct a noun learning experiment to assess whether an LSTM and a decoder-only transformer can achieve human-like abstraction of grammatical gender in French. Language models were tasked with learning the gender of a novel noun embedding from a few examples in one grammatical agreement context and predicting agreement in another, unseen context. We find that both language models effectively generalise novel noun gender from one to two learning examples and apply the learnt gender across agreement contexts, albeit with a bias for the masculine gender category. Importantly, the few-shot updates were only applied to the embedding layers, demonstrating that models encode sufficient gender information within the word embedding space. While the generalisation behaviour of models suggests that they represent grammatical gender as an abstract category, like humans, further work is needed to explore the details of how exactly this is implemented. For a comparative perspective with human behaviour, we conducted an analogous one-shot novel noun gender learning experiment, which revealed that native French speakers, like language models, also exhibited a masculine gender bias and are not excellent one-shot learners either.
Open Stamped Parts Dataset
Venue: arXiv cs.CV 2024
Year: 2024

We present the Open Stamped Parts Dataset (OSPD), featuring synthetic and real images of stamped metal sheets for auto manufacturing. The real part images, captured from 7 cameras, consist of 7,980 unlabeled images and 1,680 labeled images. In addition, we have compiled a defect dataset by overlaying synthetically generated masks on 10\% of the holes. The synthetic dataset replicates the real manufacturing environment in terms of lighting and part placement relative to the cameras. The synthetic data includes 7,980 training images, 1,680 validation images and 1,680 test images, each with bounding box and segmentation mask annotations around all holes. 10\% of the holes in the synthetic data mimic defects generated in the real image dataset. We trained a hole-detection model on the synthetic-OSPD, achieving a modified recall score of 67.2\% and a precision of 94.4\% . We anticipate researchers in auto manufacturing use OSPD to advance the state of the art in defect detection of stamped holes in the metal-sheet stamping process. The dataset is available for download at: https://tinyurl.com/hm6xatd7.
Subgame Optimal and Prior-Independent Online Algorithms
Venue: arXiv cs.GT 2024
Year: 2024

This paper takes a game theoretic approach to the design and analysis of online algorithms and illustrates the approach on the finite-horizon ski-rental problem. This approach allows beyond worst-case analysis of online algorithms. First, we define "subgame optimality" which is stronger than worst case optimality in that it requires the algorithm to take advantage of an adversary not playing a worst case input. Algorithms only focusing on the worst case can be far from subgame optimal. Second, we consider prior-independent design and analysis of online algorithms, where rather than choosing a worst case input, the adversary chooses a worst case independent and identical distribution over inputs. Prior-independent online algorithms are generally analytically intractable; instead we give a fully polynomial time approximation scheme to compute them. Highlighting the potential improvement from these paradigms for the finite-horizon ski-rental problem, we empirically compare worst-case, subgame optimal, and prior-independent algorithms in the prior-independent framework.
VISREAS: Complex Visual Reasoning with Unanswerable Questions
Venue: arXiv cs.CV 2024
Year: 2024

Verifying a question's validity before answering is crucial in real-world applications, where users may provide imperfect instructions. In this scenario, an ideal model should address the discrepancies in the query and convey them to the users rather than generating the best possible answer. Addressing this requirement, we introduce a new compositional visual question-answering dataset, VISREAS, that consists of answerable and unanswerable visual queries formulated by traversing and perturbing commonalities and differences among objects, attributes, and relations. VISREAS contains 2.07M semantically diverse queries generated automatically using Visual Genome scene graphs. The unique feature of this task, validating question answerability with respect to an image before answering, and the poor performance of state-of-the-art models inspired the design of a new modular baseline, LOGIC2VISION that reasons by producing and executing pseudocode without any external modules to generate the answer. LOGIC2VISION outperforms generative models in VISREAS (+4.82% over LLaVA-1.5; +12.23% over InstructBLIP) and achieves a significant gain in performance against the classification models.