178,884 research outputs found
Generating Video Descriptions with Topic Guidance
Generating video descriptions in natural language (a.k.a. video captioning)
is a more challenging task than image captioning as the videos are
intrinsically more complicated than images in two aspects. First, videos cover
a broader range of topics, such as news, music, sports and so on. Second,
multiple topics could coexist in the same video. In this paper, we propose a
novel caption model, topic-guided model (TGM), to generate topic-oriented
descriptions for videos in the wild via exploiting topic information. In
addition to predefined topics, i.e., category tags crawled from the web, we
also mine topics in a data-driven way based on training captions by an
unsupervised topic mining model. We show that data-driven topics reflect a
better topic schema than the predefined topics. As for testing video topic
prediction, we treat the topic mining model as teacher to train the student,
the topic prediction model, by utilizing the full multi-modalities in the video
especially the speech modality. We propose a series of caption models to
exploit topic guidance, including implicitly using the topics as input features
to generate words related to the topic and explicitly modifying the weights in
the decoder with topics to function as an ensemble of topic-aware language
decoders. Our comprehensive experimental results on the current largest video
caption dataset MSR-VTT prove the effectiveness of our topic-guided model,
which significantly surpasses the winning performance in the 2016 MSR video to
language challenge.Comment: Appeared at ICMR 201
Combining Target-independent Analysis with Dynamic Profiling to Build the Performance Model of a DSP
Fast and accurate performance estimation is a key aspect of heterogeneous embedded systems design flow, since cycle-accurate simulators, when exist, are usually too slow to be used during design space exploration. Performance estimation techniques are usually based on combination of estimation of the single processing elements which compose the system. Architectural characteristics of Digital Signal Processors (DSP), such as the presence of Single Instruction Multiple Data operations or of special hardware units to control loop executions, introduce peculiar aspects in the performance estimation problem. In this paper we present a methodology to estimate the performance of a function on a given dataset on a DSP. Estimation is performed combining the host profiling data with the function GNU GCC GIMPLE representation. Starting from the results of this analysis, we build a performance model of a DSP by exploiting the Linear Regression Technique. Use of GIMPLE representation allows to take directly into account the target-independent optimizations performed by the DSP compiler. We validate our approach by building a performance model of the MagicV DSP and by testing the model on a set of significative benchmarks
On the Automated Synthesis of Enterprise Integration Patterns to Adapt Choreography-based Distributed Systems
The Future Internet is becoming a reality, providing a large-scale computing
environments where a virtually infinite number of available services can be
composed so to fit users' needs. Modern service-oriented applications will be
more and more often built by reusing and assembling distributed services. A key
enabler for this vision is then the ability to automatically compose and
dynamically coordinate software services. Service choreographies are an
emergent Service Engineering (SE) approach to compose together and coordinate
services in a distributed way. When mismatching third-party services are to be
composed, obtaining the distributed coordination and adaptation logic required
to suitably realize a choreography is a non-trivial and error prone task.
Automatic support is then needed. In this direction, this paper leverages
previous work on the automatic synthesis of choreography-based systems, and
describes our preliminary steps towards exploiting Enterprise Integration
Patterns to deal with a form of choreography adaptation.Comment: In Proceedings FOCLASA 2015, arXiv:1512.0694
Living City, A Collaborative Browser-Based Massively Multiplayer Online Game
This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections
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