247,815 research outputs found
An Empirical Study and Analysis of Generalized Zero-Shot Learning for Object Recognition in the Wild
Zero-shot learning (ZSL) methods have been studied in the unrealistic setting
where test data are assumed to come from unseen classes only. In this paper, we
advocate studying the problem of generalized zero-shot learning (GZSL) where
the test data's class memberships are unconstrained. We show empirically that
naively using the classifiers constructed by ZSL approaches does not perform
well in the generalized setting. Motivated by this, we propose a simple but
effective calibration method that can be used to balance two conflicting
forces: recognizing data from seen classes versus those from unseen ones. We
develop a performance metric to characterize such a trade-off and examine the
utility of this metric in evaluating various ZSL approaches. Our analysis
further shows that there is a large gap between the performance of existing
approaches and an upper bound established via idealized semantic embeddings,
suggesting that improving class semantic embeddings is vital to GZSL.Comment: ECCV2016 camera-read
Automatic Curriculum Learning For Deep RL: A Short Survey
Automatic Curriculum Learning (ACL) has become a cornerstone of recent
successes in Deep Reinforcement Learning (DRL).These methods shape the learning
trajectories of agents by challenging them with tasks adapted to their
capacities. In recent years, they have been used to improve sample efficiency
and asymptotic performance, to organize exploration, to encourage
generalization or to solve sparse reward problems, among others. The ambition
of this work is dual: 1) to present a compact and accessible introduction to
the Automatic Curriculum Learning literature and 2) to draw a bigger picture of
the current state of the art in ACL to encourage the cross-breeding of existing
concepts and the emergence of new ideas.Comment: Accepted at IJCAI202
Issues and techniques for collaborative music making on multi-touch surfaces
A range of systems exist for collaborative music making on multi-touch surfaces. Some of them have been highly successful, but currently there is no systematic way of designing them, to maximise collaboration for a particular user group. We are particularly interested in systems that will engage novices and experts. We designed a simple application in an initial attempt to clearly analyse some of the issues. Our application allows groups of users to express themselves in collaborative music making using pre-composed materials. User studies were video recorded and analysed using two techniques derived from Grounded Theory and Content Analysis. A questionnaire was also conducted and evaluated. Findings suggest that the application affords engaging interaction. Enhancements for collaborative music making on multi-touch surfaces are discussed. Finally, future work on the prototype is proposed to maximise engagement
Panoptic Segmentation
We propose and study a task we name panoptic segmentation (PS). Panoptic
segmentation unifies the typically distinct tasks of semantic segmentation
(assign a class label to each pixel) and instance segmentation (detect and
segment each object instance). The proposed task requires generating a coherent
scene segmentation that is rich and complete, an important step toward
real-world vision systems. While early work in computer vision addressed
related image/scene parsing tasks, these are not currently popular, possibly
due to lack of appropriate metrics or associated recognition challenges. To
address this, we propose a novel panoptic quality (PQ) metric that captures
performance for all classes (stuff and things) in an interpretable and unified
manner. Using the proposed metric, we perform a rigorous study of both human
and machine performance for PS on three existing datasets, revealing
interesting insights about the task. The aim of our work is to revive the
interest of the community in a more unified view of image segmentation.Comment: accepted to CVPR 201
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