48,933 research outputs found

    Transformer-based Annotation Bias-aware Medical Image Segmentation

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    Manual medical image segmentation is subjective and suffers from annotator-related bias, which can be mimicked or amplified by deep learning methods. Recently, researchers have suggested that such bias is the combination of the annotator preference and stochastic error, which are modeled by convolution blocks located after decoder and pixel-wise independent Gaussian distribution, respectively. It is unlikely that convolution blocks can effectively model the varying degrees of preference at the full resolution level. Additionally, the independent pixel-wise Gaussian distribution disregards pixel correlations, leading to a discontinuous boundary. This paper proposes a Transformer-based Annotation Bias-aware (TAB) medical image segmentation model, which tackles the annotator-related bias via modeling annotator preference and stochastic errors. TAB employs the Transformer with learnable queries to extract the different preference-focused features. This enables TAB to produce segmentation with various preferences simultaneously using a single segmentation head. Moreover, TAB takes the multivariant normal distribution assumption that models pixel correlations, and learns the annotation distribution to disentangle the stochastic error. We evaluated our TAB on an OD/OC segmentation benchmark annotated by six annotators. Our results suggest that TAB outperforms existing medical image segmentation models which take into account the annotator-related bias.Comment: 11 pages, 2 figure

    The CMB Derivatives of Planck's Beam Asymmetry

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    We investigate the anisotropy in cosmic microwave background Planck maps due to the coupling between its beam asymmetry and uneven scanning strategy. Introducing a pixel space estimator based on the temperature gradients, we find a highly significant (~20 \sigma) preference for these to point along ecliptic latitudes. We examine the scale dependence, morphology and foreground sensitivity of this anisotropy, as well as the capability of detailed Planck simulations to reproduce the effect, which is crucial for its removal, as we demonstrate in a search for the weak lensing signature of cosmic defects.Comment: 5 pages, 9 figures Published in MNRA

    Preference-conditioned Pixel-based AI Agent For Game Testing

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    The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games

    Functional Organization of Visual Cortex in the Owl Monkey

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    In this study, we compared the organization of orientation preference in visual areas V1, V2, and V3. Within these visual areas, we also quantified the relationship between orientation preference and cytochrome oxidase (CO) staining patterns. V1 maps of orientation preference contained both pinwheels and linear zones. The location of CO blobs did not relate in a systematic way to maps of orientation; although, as in other primates, there were approximately twice as many pinwheels as CO blobs. V2 contained bands of high and low orientation selectivity. The bands of high orientation selectivity were organized into pinwheels and linear zones, but iso-orientation domains were twice as large as those in V1. Quantitative comparisons between bands containing high or low orientation selectivity and CO dark and light bands suggested that at least four functional compartments exist in V2, CO dense bands with either high or low orientation selectivity, and CO light bands with either high or low selectivity. We also demonstrated that two functional compartments exist in V3, with zones of high orientation selectivity corresponding to CO dense areas and zones of low orientation selectivity corresponding to CO pale areas. Together with previous findings, these results suggest that the modular organization of V1 is similar across primates and indeed across most mammals. V2 organization in owl monkeys also appears similar to that of other simians but different from that of prosimians and other mammals. Finally, V3 of owl monkeys shows a compartmental organization for orientation selectivity that remains to be demonstrated in other primates

    Personalized Cinemagraphs using Semantic Understanding and Collaborative Learning

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    Cinemagraphs are a compelling way to convey dynamic aspects of a scene. In these media, dynamic and still elements are juxtaposed to create an artistic and narrative experience. Creating a high-quality, aesthetically pleasing cinemagraph requires isolating objects in a semantically meaningful way and then selecting good start times and looping periods for those objects to minimize visual artifacts (such a tearing). To achieve this, we present a new technique that uses object recognition and semantic segmentation as part of an optimization method to automatically create cinemagraphs from videos that are both visually appealing and semantically meaningful. Given a scene with multiple objects, there are many cinemagraphs one could create. Our method evaluates these multiple candidates and presents the best one, as determined by a model trained to predict human preferences in a collaborative way. We demonstrate the effectiveness of our approach with multiple results and a user study.Comment: To appear in ICCV 2017. Total 17 pages including the supplementary materia

    A Perceptually Based Comparison of Image Similarity Metrics

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    The assessment of how well one image matches another forms a critical component both of models of human visual processing and of many image analysis systems. Two of the most commonly used norms for quantifying image similarity are L1 and L2, which are specific instances of the Minkowski metric. However, there is often not a principled reason for selecting one norm over the other. One way to address this problem is by examining whether one metric, better than the other, captures the perceptual notion of image similarity. This can be used to derive inferences regarding similarity criteria the human visual system uses, as well as to evaluate and design metrics for use in image-analysis applications. With this goal, we examined perceptual preferences for images retrieved on the basis of the L1 versus the L2 norm. These images were either small fragments without recognizable content, or larger patterns with recognizable content created by vector quantization. In both conditions the participants showed a small but consistent preference for images matched with the L1 metric. These results suggest that, in the domain of natural images of the kind we have used, the L1 metric may better capture human notions of image similarity
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