4,876 research outputs found
Elements of Design for Containers and Solutions in the LinBox Library
We describe in this paper new design techniques used in the \cpp exact linear
algebra library \linbox, intended to make the library safer and easier to use,
while keeping it generic and efficient. First, we review the new simplified
structure for containers, based on our \emph{founding scope allocation} model.
We explain design choices and their impact on coding: unification of our matrix
classes, clearer model for matrices and submatrices, \etc Then we present a
variation of the \emph{strategy} design pattern that is comprised of a
controller--plugin system: the controller (solution) chooses among plug-ins
(algorithms) that always call back the controllers for subtasks. We give
examples using the solution \mul. Finally we present a benchmark architecture
that serves two purposes: Providing the user with easier ways to produce
graphs; Creating a framework for automatically tuning the library and
supporting regression testing.Comment: 8 pages, 4th International Congress on Mathematical Software, Seoul :
Korea, Republic Of (2014
Nine Quick Tips for Analyzing Network Data
These tips provide a quick and concentrated guide for beginners in the
analysis of network data
ModDrop: adaptive multi-modal gesture recognition
We present a method for gesture detection and localisation based on
multi-scale and multi-modal deep learning. Each visual modality captures
spatial information at a particular spatial scale (such as motion of the upper
body or a hand), and the whole system operates at three temporal scales. Key to
our technique is a training strategy which exploits: i) careful initialization
of individual modalities; and ii) gradual fusion involving random dropping of
separate channels (dubbed ModDrop) for learning cross-modality correlations
while preserving uniqueness of each modality-specific representation. We
present experiments on the ChaLearn 2014 Looking at People Challenge gesture
recognition track, in which we placed first out of 17 teams. Fusing multiple
modalities at several spatial and temporal scales leads to a significant
increase in recognition rates, allowing the model to compensate for errors of
the individual classifiers as well as noise in the separate channels.
Futhermore, the proposed ModDrop training technique ensures robustness of the
classifier to missing signals in one or several channels to produce meaningful
predictions from any number of available modalities. In addition, we
demonstrate the applicability of the proposed fusion scheme to modalities of
arbitrary nature by experiments on the same dataset augmented with audio.Comment: 14 pages, 7 figure
DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning
We present DRLViz, a visual analytics interface to interpret the internal
memory of an agent (e.g. a robot) trained using deep reinforcement learning.
This memory is composed of large temporal vectors updated when the agent moves
in an environment and is not trivial to understand due to the number of
dimensions, dependencies to past vectors, spatial/temporal correlations, and
co-correlation between dimensions. It is often referred to as a black box as
only inputs (images) and outputs (actions) are intelligible for humans. Using
DRLViz, experts are assisted to interpret decisions using memory reduction
interactions, and to investigate the role of parts of the memory when errors
have been made (e.g. wrong direction). We report on DRLViz applied in the
context of video games simulators (ViZDoom) for a navigation scenario with item
gathering tasks. We also report on experts evaluation using DRLViz, and
applicability of DRLViz to other scenarios and navigation problems beyond
simulation games, as well as its contribution to black box models
interpretability and explainability in the field of visual analytics
The Many Moods of Emotion
This paper presents a novel approach to the facial expression generation
problem. Building upon the assumption of the psychological community that
emotion is intrinsically continuous, we first design our own continuous emotion
representation with a 3-dimensional latent space issued from a neural network
trained on discrete emotion classification. The so-obtained representation can
be used to annotate large in the wild datasets and later used to trained a
Generative Adversarial Network. We first show that our model is able to map
back to discrete emotion classes with a objectively and subjectively better
quality of the images than usual discrete approaches. But also that we are able
to pave the larger space of possible facial expressions, generating the many
moods of emotion. Moreover, two axis in this space may be found to generate
similar expression changes as in traditional continuous representations such as
arousal-valence. Finally we show from visual interpretation, that the third
remaining dimension is highly related to the well-known dominance dimension
from psychology
Point Pair Feature based Object Detection for Random Bin Picking
Point pair features are a popular representation for free form 3D object
detection and pose estimation. In this paper, their performance in an
industrial random bin picking context is investigated. A new method to generate
representative synthetic datasets is proposed. This allows to investigate the
influence of a high degree of clutter and the presence of self similar
features, which are typical to our application. We provide an overview of
solutions proposed in literature and discuss their strengths and weaknesses. A
simple heuristic method to drastically reduce the computational complexity is
introduced, which results in improved robustness, speed and accuracy compared
to the naive approach
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State of the Art of Sports Data Visualization
In this report, we organize and reflect on recent advances and challenges in the field of sports data visualization. The exponentially-growing body of visualization research based on sports data is a prime indication of the importance and timeliness of this report. Sports data visualization research encompasses the breadth of visualization tasks and goals: exploring the design of new visualization techniques; adapting existing visualizations to a novel domain; and conducting design studies and evaluations in close collaboration with experts, including practitioners, enthusiasts, and journalists. Frequently this research has impact beyond sports in both academia and in industry because it is i) grounded in realistic, highly heterogeneous data, ii) applied to real-world problems, and iii) designed in close collaboration with domain experts. In this report, we analyze current research contributions through the lens of three categories of sports data: box score data (data containing statistical summaries of a sport event such as a game), tracking data (data about in-game actions and trajectories), and meta-data (data about the sport and its participants but not necessarily a given game). We conclude this report with a high-level discussion of sports visualization research informed by our analysis—identifying critical research gaps and valuable opportunities for the visualization community. More information is available at the STAR’s website: https://sportsdataviz.github.io/
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