39 research outputs found

    Continuous-Source Fuzzy Extractors: Source uncertainty and security

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    Fuzzy extractors (Dodis et al., Eurocrypt 2004) convert repeated noisy readings of a high-entropy source into the same uniformly distributed key. The functionality of a fuzzy extractor outputs the key when provided with a value close to the original reading of the source. A necessary condition for security, called fuzzy min-entropy, is that the probability of every ball of values of the noisy source is small. Many noisy sources are best modeled using continuous metric spaces. To build continuous-source fuzzy extractors, prior work assumes that the system designer has a good model of the distribution (Verbitskiy et al., IEEE TIFS 2010). However, it is impossible to build an accurate model of a high entropy distribution just by sampling from the distribution. Model inaccuracy may be a serious problem. We demonstrate a family of continuous distributions V that is impossible to secure. No fuzzy extractor designed for V extracts a meaningful key from an average element of V. This impossibility result is despite the fact that each element W in V has high fuzzy min-entropy. We show a qualitatively stronger negative result for secure sketches, which are used to construct most fuzzy extractors. Our results are for the Euclidean metric and are information-theoretic in nature. To the best of our knowledge all continuous-source fuzzy extractors argue information-theoretic security. Fuller, Reyzin, and Smith showed comparable negative results for a discrete metric space equipped with the Hamming metric (Asiacrypt 2016). Continuous Euclidean space necessitates new techniques

    When are Fuzzy Extractors Possible?

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    Fuzzy extractors (Dodis et al., SIAM J. Computing 2008) convert repeated noisy readings of a high-entropy secret into the same uniformly distributed key. A minimum condition for the security of the key is the hardness of guessing a value that is similar to the secret, because the fuzzy extractor converts such a guess to the key. We codify this quantify this property in a new notion called fuzzy min-entropy. We ask: is fuzzy min-entropy sufficient to build fuzzy extractors? We provide two answers for different settings. 1) If the algorithms have precise knowledge of the probability distribution WW that defines the noisy source is a sufficient condition for information-theoretic key extraction from WW. 2) A more ambitious goal is to design a single extractor that works for all possible sources. This more ambitious goal is impossible: there is a family of sources with high fuzzy min-entropy for which no single fuzzy extractor is secure. This is true in three settings: a) for standard fuzzy extractors, b) for fuzzy extractors that are allowed to sometimes be wrong, c) and for secure sketches, which are the main ingredient of most fuzzy extractor constructions

    On the role of Computational Logic in Data Science: representing, learning, reasoning, and explaining knowledge

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    In this thesis we discuss in what ways computational logic (CL) and data science (DS) can jointly contribute to the management of knowledge within the scope of modern and future artificial intelligence (AI), and how technically-sound software technologies can be realised along the path. An agent-oriented mindset permeates the whole discussion, by stressing pivotal role of autonomous agents in exploiting both means to reach higher degrees of intelligence. Accordingly, the goals of this thesis are manifold. First, we elicit the analogies and differences among CL and DS, hence looking for possible synergies and complementarities along 4 major knowledge-related dimensions, namely representation, acquisition (a.k.a. learning), inference (a.k.a. reasoning), and explanation. In this regard, we propose a conceptual framework through which bridges these disciplines can be described and designed. We then survey the current state of the art of AI technologies, w.r.t. their capability to support bridging CL and DS in practice. After detecting lacks and opportunities, we propose the notion of logic ecosystem as the new conceptual, architectural, and technological solution supporting the incremental integration of symbolic and sub-symbolic AI. Finally, we discuss how our notion of logic ecosys- tem can be reified into actual software technology and extended towards many DS-related directions

    On construction, performance, and diversification for structured queries on the semantic desktop

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    The Understanding of Human Activities by Computer Vision Techniques

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    Esta tesis propone nuevas metodologías para el aprendizaje de actividades humanas y su clasificación en categorías. Aunque este tema ha sido ampliamente estudiado por la comunidad investigadora en visión por computador, aún encontramos importantes dificultades por resolver. En primer lugar hemos encontrado que la literatura sobre técnicas de visión por computador para el aprendizaje de actividades humanas empleando pocas secuencias de entrenamiento es escasa y además presenta resultados pobres [1] [2]. Sin embargo, este aprendizaje es una herramienta crucial en varios escenarios. Por ejemplo, un sistema de reconocimiento recién desplegado necesita mucho tiempo para adquirir nuevas secuencias de entrenamiento así que el entrenamiento con pocos ejemplos puede acelerar la puesta en funcionamiento. También la detección de comportamientos anómalos, ejemplos de los cuales son difíciles de obtener, puede beneficiarse de estas técnicas. Existen soluciones mediante técnicas de cruce dominios o empleando características invariantes, sin embargo estas soluciones omiten información del escenario objetivo la cual reduce el ruido en el sistema mejorando los resultados cuando se tiene en cuenta y ejemplos de actividades anómalas siguen siendo difíciles de obtener. Estos sistemas entrenados con poca información se enfrentan a dos problemas principales: por una parte el sistema de entrenamiento puede sufrir de inestabilidades numéricas en la estimación de los parámetros del modelo, por otra, existe una falta de información representativa proveniente de actividades diversas. Nos hemos enfrentado a estos problemas proponiendo novedosos métodos para el aprendizaje de actividades humanas usando tan solo un ejemplo, lo que se denomina one-shot learning. Nuestras propuestas se basan en sistemas generativos, derivadas de los Modelos Ocultos de Markov[3][4], puesto que cada clase de actividad debe ser aprendida con tan solo un ejemplo. Además, hemos ampliado la diversidad de información en los modelos aplicado una transferencia de información desde fuentes externas al escenario[5]. En esta tesis se explican varias propuestas y se muestra como con ellas hemos conseguidos resultados en el estado del arte en tres bases de datos públicas [6][7][8]. La segunda dificultad a la que nos hemos enfrentado es el reconocimiento de actividades sin restricciones en el escenario. En este caso no tiene por qué coincidir el escenario de entrenamiento y el de evaluación por lo que la reducción de ruido anteriormente expuesta no es aplicable. Esto supone que se pueda emplear cualquier ejemplo etiquetado para entrenamiento independientemente del escenario de origen. Esta libertad nos permite extraer vídeos desde cualquier fuente evitando la restricción en el número de ejemplos de entrenamiento. Teniendo suficientes ejemplos de entrenamiento tanto métodos generativos como discriminativos pueden ser empleados. En el momento de realización de esta tesis encontramos que el estado del arte obtiene los mejores resultados empleando métodos discriminativos, sin embargo, la mayoría de propuestas no suelen considerar la información temporal a largo plazo de las actividades[9]. Esta información puede ser crucial para distinguir entre actividades donde el orden de sub-acciones es determinante, y puede ser una ayuda en otras situaciones[10]. Para ello hemos diseñado un sistema que incluye dicha información en una Máquina de Vectores de Soporte. Además, el sistema permite cierta flexibilidad en la alineación de las secuencias a comparar, característica muy útil si la segmentación de las actividades no es perfecta. Utilizando este sistema hemos obtenido resultados en el estado del arte para cuatro bases de datos complejas sin restricciones en los escenarios[11][12][13][14]. Los trabajos realizados en esta tesis han servido para realizar tres artículos en revistas del primer cuartil [15][16][17], dos ya publicados y otro enviado. Además, se han publicado 8 artículos en congresos internacionales y uno nacional [18][19][20][21][22][23][24][25][26]. [1]Seo, H. J. and Milanfar, P. (2011). Action recognition from one example. IEEE Transactions on Pattern Analysis and Machine Intelligence, 33(5):867–882.(2011) [2]Yang, Y., Saleemi, I., and Shah, M. Discovering motion primitives for unsupervised grouping and one-shot learning of human actions, gestures, and expressions. IEEE Transactions on Pattern Analysis and Machine Intelligence, 35(7):1635–1648. (2013) [3]Rabiner, L. R. A tutorial on hidden markov models and selected applications in speech recognition. Proceedings of the IEEE, 77(2):257–286. (1989) [4]Bishop, C. M. Pattern Recognition and Machine Learning (Information Science and Statistics). Springer-Verlag New York, Inc., Secaucus, NJ, USA. (2006) [5]Cook, D., Feuz, K., and Krishnan, N. Transfer learning for activity recognition: a survey. Knowledge and Information Systems, pages 1–20. (2013) [6]Schuldt, C., Laptev, I., and Caputo, B. Recognizing human actions: a local svm approach. In International Conference on Pattern Recognition (ICPR). (2004) [7]Weinland, D., Ronfard, R., and Boyer, E. Free viewpoint action recognition using motion history volumes. Computer Vision and Image Understanding, 104(2-3):249–257. (2006) [8]Gorelick, L., Blank, M., Shechtman, E., Irani, M., and Basri, R. Actions as space-time shapes. IEEE Transactions on Pattern Analysis and Machine Intelligence, 29(12):2247–2253. (2007) [9]Wang, H. and Schmid, C. Action recognition with improved trajectories. In IEEE International Conference on Computer Vision (ICCV). (2013) [10]Choi, J., Wang, Z., Lee, S.-C., and Jeon, W. J. A spatio-temporal pyramid matching for video retrieval. Computer Vision and Image Understanding, 117(6):660 – 669. (2013) [11]Oh, S., Hoogs, A., Perera, A., Cuntoor, N., Chen, C.-C., Lee, J. T., Mukherjee, S., Aggarwal, J. K., Lee, H., Davis, L., Swears, E., Wang, X., Ji, Q., Reddy, K., Shah, M., Vondrick, C., Pirsiavash, H., Ramanan, D., Yuen, J., Torralba, A., Song, B., Fong, A., Roy-Chowdhury, A., and Desai, M. A large-scale benchmark dataset for event recognition in surveillance video. In IEEE Conference on Computer Vision and Pattern Recognition (CVPR), pages 3153–3160. (2011) [12] Niebles, J. C., Chen, C.-W., and Fei-Fei, L. Modeling temporal structure of decomposable motion segments for activity classification. In European Conference on Computer Vision (ECCV), pages 392–405.(2010) [13]Reddy, K. K. and Shah, M. Recognizing 50 human action categories of web videos. Machine Vision and Applications, 24(5):971–981. (2013) [14]Kuehne, H., Jhuang, H., Garrote, E., Poggio, T., and Serre, T. HMDB: a large video database for human motion recognition. In IEEE International Conference on Computer Vision (ICCV). (2011) [15]Rodriguez, M., Orrite, C., Medrano, C., and Makris, D. One-shot learning of human activity with an map adapted gmm and simplex-hmm. IEEE Transactions on Cybernetics, PP(99):1–12. (2016) [16]Rodriguez, M., Orrite, C., Medrano, C., and Makris, D. A time flexible kernel framework for video-based activity recognition. Image and Vision Computing 48-49:26 – 36. (2016) [17]Rodriguez, M., Orrite, C., Medrano, C., and Makris, D. Extended Study for One-shot Learning of Human Activity by a Simplex-HMM. IEEE Transactions on Cybernetics (Enviado) [18]Orrite, C., Rodriguez, M., Medrano, C. One-shot learning of temporal sequences using a distance dependent Chinese Restaurant Process. In Proceedings of the 23nd International Conference Pattern Recognition ICPR (December 2016) [19]Rodriguez, M., Medrano, C., Herrero, E., and Orrite, C. Spectral Clustering Using Friendship Path Similarity Proceedings of the 7th Iberian Conference, IbPRIA (June 2015) [20]Orrite, C., Soler, J., Rodriguez, M., Herrero, E., and Casas, R. Image-based location recognition and scenario modelling. In Proceedings of the 10th International Conference on Computer Vision Theory and Applications, VISAPP (March 2015) [21]Castán, D., Rodríguez, M., Ortega, A., Orrite, C., and Lleida, E. Vivolab and cvlab - mediaeval 2014: Violent scenes detection affect task. In Working Notes Proceedings of the MediaEval (October 2014) [22]Orrite, C., Rodriguez, M., Herrero, E., Rogez, G., and Velastin, S. A. Automatic segmentation and recognition of human actions in monocular sequences In Proceedings of the 22nd International Conference Pattern Recognition ICPR (August 2014) [23]Rodriguez, M., Medrano, C., Herrero, E., and Orrite, C. Transfer learning of human poses for action recognition. In 4th International Workshop of Human Behavior Unterstanding (HBU). (October 2013) [24]Rodriguez, M., Orrite, C., and Medrano, C. Human action recognition with limited labelled data. In Actas del III Workshop de Reconocimiento de Formas y Analisis de Imagenes, WSRFAI. (September 2013) [25]Orrite, C., Monforte, P., Rodriguez, M., and Herrero, E. Human Action Recognition under Partial Occlusions . Proceedings of the 6th Iberian Conference, IbPRIA (June 2013) [26]Orrite, C., Rodriguez, M., and Montañes, M. One sequence learning of human actions. In 2nd International Workshop of Human Behavior Unterstanding (HBU). (November 2011)This thesis provides some novel frameworks for learning human activities and for further classifying them into categories. This field of research has been largely studied by the computer vision community however there are still many drawbacks to solve. First, we have found few proposals in the literature for learning human activities from limited number of sequences. However, this learning is critical in several scenarios. For instance, in the initial stage after a system installation the capture of activity examples is time expensive and therefore, the learning with limited examples may accelerate the operational launch of the system. Moreover, examples for training abnormal behaviour are hardly obtainable and their learning may benefit from the same techniques. This problem is solved by some approaches, such as cross domain implementations or the use of invariant features, but they do not consider the specific scenario information which is useful for reducing the clutter and improving the results. Systems trained with scarce information face two main problems: on the one hand, the training process may suffer from numerical instabilities while estimating the model parameters; on the other hand, the model lacks of representative information coming from a diverse set of activity classes. We have dealt with these problems providing some novel approaches for learning human activities from one example, what is called a one-shot learning method. To do so, we have proposed generative approaches based on Hidden Markov Models as we need to learn each activity class from only one example. In addition, we have transferred information from external sources in order to introduce diverse information into the model. This thesis explains our proposals and shows how these methods achieve state-of-the-art results in three public datasets. Second, we have studied the recognition of human activities in unconstrained scenarios. In this case, the scenario may or may not be repeated in training and evaluation and therefore the clutter reduction previously mentioned does not happen. On the other hand, we can use any labelled video for training the system independently of the target scenario. This freedom allows the extraction of videos from the Internet dismissing the implicit constrains when training with limited examples. Having plenty of training examples both, generative and discriminative, methods can be used and by the time this thesis has been made the state-of-the-art has been achieved by discriminative ones. However, most of the methods usually fail when taking into consideration long-term information of the activities. This information is critical when comparing activities where the order of sub-actions is important, and may be useful in other comparisons as well. Thus, we have designed a framework that incorporates this information in a discriminative classifier. In addition, this method introduces some flexibility for sequence alignment, useful feature when the activity segmentation is not exact. Using this framework we have obtained state-of-the-art results in four challenging public datasets with unconstrained scenarios

    Contributions to Pen & Touch Human-Computer Interaction

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    [EN] Computers are now present everywhere, but their potential is not fully exploited due to some lack of acceptance. In this thesis, the pen computer paradigm is adopted, whose main idea is to replace all input devices by a pen and/or the fingers, given that the origin of the rejection comes from using unfriendly interaction devices that must be replaced by something easier for the user. This paradigm, that was was proposed several years ago, has been only recently fully implemented in products, such as the smartphones. But computers are actual illiterates that do not understand gestures or handwriting, thus a recognition step is required to "translate" the meaning of these interactions to computer-understandable language. And for this input modality to be actually usable, its recognition accuracy must be high enough. In order to realistically think about the broader deployment of pen computing, it is necessary to improve the accuracy of handwriting and gesture recognizers. This thesis is devoted to study different approaches to improve the recognition accuracy of those systems. First, we will investigate how to take advantage of interaction-derived information to improve the accuracy of the recognizer. In particular, we will focus on interactive transcription of text images. Here the system initially proposes an automatic transcript. If necessary, the user can make some corrections, implicitly validating a correct part of the transcript. Then the system must take into account this validated prefix to suggest a suitable new hypothesis. Given that in such application the user is constantly interacting with the system, it makes sense to adapt this interactive application to be used on a pen computer. User corrections will be provided by means of pen-strokes and therefore it is necessary to introduce a recognizer in charge of decoding this king of nondeterministic user feedback. However, this recognizer performance can be boosted by taking advantage of interaction-derived information, such as the user-validated prefix. Then, this thesis focuses on the study of human movements, in particular, hand movements, from a generation point of view by tapping into the kinematic theory of rapid human movements and the Sigma-Lognormal model. Understanding how the human body generates movements and, particularly understand the origin of the human movement variability, is important in the development of a recognition system. The contribution of this thesis to this topic is important, since a new technique (which improves the previous results) to extract the Sigma-lognormal model parameters is presented. Closely related to the previous work, this thesis study the benefits of using synthetic data as training. The easiest way to train a recognizer is to provide "infinite" data, representing all possible variations. In general, the more the training data, the smaller the error. But usually it is not possible to infinitely increase the size of a training set. Recruiting participants, data collection, labeling, etc., necessary for achieving this goal can be time-consuming and expensive. One way to overcome this problem is to create and use synthetically generated data that looks like the human. We study how to create these synthetic data and explore different approaches on how to use them, both for handwriting and gesture recognition. The different contributions of this thesis have obtained good results, producing several publications in international conferences and journals. Finally, three applications related to the work of this thesis are presented. First, we created Escritorie, a digital desk prototype based on the pen computer paradigm for transcribing handwritten text images. Second, we developed "Gestures à Go Go", a web application for bootstrapping gestures. Finally, we studied another interactive application under the pen computer paradigm. In this case, we study how translation reviewing can be done more ergonomically using a pen.[ES] Hoy en día, los ordenadores están presentes en todas partes pero su potencial no se aprovecha debido al "miedo" que se les tiene. En esta tesis se adopta el paradigma del pen computer, cuya idea fundamental es sustituir todos los dispositivos de entrada por un lápiz electrónico o, directamente, por los dedos. El origen del rechazo a los ordenadores proviene del uso de interfaces poco amigables para el humano. El origen de este paradigma data de hace más de 40 años, pero solo recientemente se ha comenzado a implementar en dispositivos móviles. La lenta y tardía implantación probablemente se deba a que es necesario incluir un reconocedor que "traduzca" los trazos del usuario (texto manuscrito o gestos) a algo entendible por el ordenador. Para pensar de forma realista en la implantación del pen computer, es necesario mejorar la precisión del reconocimiento de texto y gestos. El objetivo de esta tesis es el estudio de diferentes estrategias para mejorar esta precisión. En primer lugar, esta tesis investiga como aprovechar información derivada de la interacción para mejorar el reconocimiento, en concreto, en la transcripción interactiva de imágenes con texto manuscrito. En la transcripción interactiva, el sistema y el usuario trabajan "codo con codo" para generar la transcripción. El usuario valida la salida del sistema proporcionando ciertas correcciones, mediante texto manuscrito, que el sistema debe tener en cuenta para proporcionar una mejor transcripción. Este texto manuscrito debe ser reconocido para ser utilizado. En esta tesis se propone aprovechar información contextual, como por ejemplo, el prefijo validado por el usuario, para mejorar la calidad del reconocimiento de la interacción. Tras esto, la tesis se centra en el estudio del movimiento humano, en particular del movimiento de las manos, utilizando la Teoría Cinemática y su modelo Sigma-Lognormal. Entender como se mueven las manos al escribir, y en particular, entender el origen de la variabilidad de la escritura, es importante para el desarrollo de un sistema de reconocimiento, La contribución de esta tesis a este tópico es importante, dado que se presenta una nueva técnica (que mejora los resultados previos) para extraer el modelo Sigma-Lognormal de trazos manuscritos. De forma muy relacionada con el trabajo anterior, se estudia el beneficio de utilizar datos sintéticos como entrenamiento. La forma más fácil de entrenar un reconocedor es proporcionar un conjunto de datos "infinito" que representen todas las posibles variaciones. En general, cuanto más datos de entrenamiento, menor será el error del reconocedor. No obstante, muchas veces no es posible proporcionar más datos, o hacerlo es muy caro. Por ello, se ha estudiado como crear y usar datos sintéticos que se parezcan a los reales. Las diferentes contribuciones de esta tesis han obtenido buenos resultados, produciendo varias publicaciones en conferencias internacionales y revistas. Finalmente, también se han explorado tres aplicaciones relaciones con el trabajo de esta tesis. En primer lugar, se ha creado Escritorie, un prototipo de mesa digital basada en el paradigma del pen computer para realizar transcripción interactiva de documentos manuscritos. En segundo lugar, se ha desarrollado "Gestures à Go Go", una aplicación web para generar datos sintéticos y empaquetarlos con un reconocedor de forma rápida y sencilla. Por último, se presenta un sistema interactivo real bajo el paradigma del pen computer. En este caso, se estudia como la revisión de traducciones automáticas se puede realizar de forma más ergonómica.[CA] Avui en dia, els ordinadors són presents a tot arreu i es comunament acceptat que la seva utilització proporciona beneficis. No obstant això, moltes vegades el seu potencial no s'aprofita totalment. En aquesta tesi s'adopta el paradigma del pen computer, on la idea fonamental és substituir tots els dispositius d'entrada per un llapis electrònic, o, directament, pels dits. Aquest paradigma postula que l'origen del rebuig als ordinadors prové de l'ús d'interfícies poc amigables per a l'humà, que han de ser substituïdes per alguna cosa més coneguda. Per tant, la interacció amb l'ordinador sota aquest paradigma es realitza per mitjà de text manuscrit i/o gestos. L'origen d'aquest paradigma data de fa més de 40 anys, però només recentment s'ha començat a implementar en dispositius mòbils. La lenta i tardana implantació probablement es degui al fet que és necessari incloure un reconeixedor que "tradueixi" els traços de l'usuari (text manuscrit o gestos) a alguna cosa comprensible per l'ordinador, i el resultat d'aquest reconeixement, actualment, és lluny de ser òptim. Per pensar de forma realista en la implantació del pen computer, cal millorar la precisió del reconeixement de text i gestos. L'objectiu d'aquesta tesi és l'estudi de diferents estratègies per millorar aquesta precisió. En primer lloc, aquesta tesi investiga com aprofitar informació derivada de la interacció per millorar el reconeixement, en concret, en la transcripció interactiva d'imatges amb text manuscrit. En la transcripció interactiva, el sistema i l'usuari treballen "braç a braç" per generar la transcripció. L'usuari valida la sortida del sistema donant certes correccions, que el sistema ha d'usar per millorar la transcripció. En aquesta tesi es proposa utilitzar correccions manuscrites, que el sistema ha de reconèixer primer. La qualitat del reconeixement d'aquesta interacció és millorada, tenint en compte informació contextual, com per exemple, el prefix validat per l'usuari. Després d'això, la tesi se centra en l'estudi del moviment humà en particular del moviment de les mans, des del punt de vista generatiu, utilitzant la Teoria Cinemàtica i el model Sigma-Lognormal. Entendre com es mouen les mans en escriure és important per al desenvolupament d'un sistema de reconeixement, en particular, per entendre l'origen de la variabilitat de l'escriptura. La contribució d'aquesta tesi a aquest tòpic és important, atès que es presenta una nova tècnica (que millora els resultats previs) per extreure el model Sigma- Lognormal de traços manuscrits. De forma molt relacionada amb el treball anterior, s'estudia el benefici d'utilitzar dades sintètiques per a l'entrenament. La forma més fàcil d'entrenar un reconeixedor és proporcionar un conjunt de dades "infinit" que representin totes les possibles variacions. En general, com més dades d'entrenament, menor serà l'error del reconeixedor. No obstant això, moltes vegades no és possible proporcionar més dades, o fer-ho és molt car. Per això, s'ha estudiat com crear i utilitzar dades sintètiques que s'assemblin a les reals. Les diferents contribucions d'aquesta tesi han obtingut bons resultats, produint diverses publicacions en conferències internacionals i revistes. Finalment, també s'han explorat tres aplicacions relacionades amb el treball d'aquesta tesi. En primer lloc, s'ha creat Escritorie, un prototip de taula digital basada en el paradigma del pen computer per realitzar transcripció interactiva de documents manuscrits. En segon lloc, s'ha desenvolupat "Gestures à Go Go", una aplicació web per a generar dades sintètiques i empaquetar-les amb un reconeixedor de forma ràpida i senzilla. Finalment, es presenta un altre sistema inter- actiu sota el paradigma del pen computer. En aquest cas, s'estudia com la revisió de traduccions automàtiques es pot realitzar de forma més ergonòmica.Martín-Albo Simón, D. (2016). Contributions to Pen & Touch Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/68482TESI

    Computer aided techniques for the attribution of Attic black-figure vase-paintings using the Princeton painter as a model.

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    Thesis (Ph.D.)-University of KwaZulu-Natal, Durban, 2009.Because of their abundance and because of the insight into the ancient world offered by the depictions on their decorated surfaces, Attic painted ceramics are an extremely valuable source of material evidence. Knowing the identities and personalities of the artists who painted them not only helps us understand the paintings, but also helps in the process of dating them and, in the case of sherds, reconstructing them. However, few of the artists signed their wares, and the identities of the artists have to be revealed through a close analysis of the style in a process called attribution. The vast majority of the attributions of archaic Attic vases are due to John Beazley whose monumental works set the stage for the dominance of attribution studies in the scholarship of Greek ceramics for most of the 20th century. However, the number of new scholars trained in this arcane art is dwindling as new avenues of archaeological research have gained ascendency. A computer-aided technique for attribution may preserve the benefits of the art while allowing new scholars to explore previously ignored areas of research. To this end, the present study provides a theoretical framework for computer-aided attribution, and using the corpus of the Princeton Painter - a painter active in the 6th century BCE - demonstrates the principal that, by employing pattern recognition techniques, computers may be trained to serve as an aid in the attribution process. Three different techniques are presented that are capable of distinguishing between paintings of the Princeton Painter and some of his contemporaries with reasonable accuracy. The first uses shape descriptors to distinguish between the methods employed by respective artists to render minor anatomical details. The second shows that the relative positions of cranial features of the male figures on black-figure paintings is an indicator of style and may also be used as part of the attribution process. Finally a novel technique is presented that can distinguish between pots constructed by different potters based on their shape profiles. This technique may offer valuable clues for attribution when artists are known to work mostly with a single potter

    Cryptographic techniques for hardware security

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    Traditionally, cryptographic algorithms are designed under the so-called black-box model, which considers adversaries that receive black-box access to the hardware implementation. Although a "black-box" treatment covers a wide range of attacks, it fails to capture reality adequately, as real-world adversaries can exploit physical properties of the implementation, mounting attacks that enable unexpected, non-black-box access, to the components of the cryptographic system. This type of attacks is widely known as physical attacks, and has proven to be a significant threat to the real-world security of cryptographic systems. The present dissertation is (partially) dealing with the problem of protecting cryptographic memory against physical attacks, via the use of non-malleable codes, which is a notion introduced in a preceding work, aiming to provide privacy of the encoded data, in the presence of adversarial faults. In the present thesis we improve the current state-of-the-art on non-malleable codes and we provide practical solutions for protecting real-world cryptographic implementations against physical attacks. Our study is primarily focusing on the following adversarial models: (i) the extensively studied split-state model, which assumes that private memory splits into two parts, and the adversary tampers with each part, independently, and (ii) the model of partial functions, which is introduced by the current thesis, and models adversaries that access arbitrary subsets of codeword locations, with bounded cardinality. Our study is comprehensive, covering one-time and continuous, attacks, while for the case of partial functions, we manage to achieve a stronger notion of security, that we call non-malleability with manipulation detection, that in addition to privacy, it also guarantees integrity of the private data. It should be noted that, our techniques are also useful for the problem of establishing, private, keyless communication, over adversarial communication channels. Besides physical attacks, another important concern related to cryptographic hardware security, is that the hardware fabrication process is assumed to be trusted. In reality though, when aiming to minimize the production costs, or whenever access to leading-edge manufacturing facilities is required, the fabrication process requires the involvement of several, potentially malicious, facilities. Consequently, cryptographic hardware is susceptible to the so-called hardware Trojans, which are hardware components that are maliciously implanted to the original circuitry, having as a purpose to alter the device's functionality, while remaining undetected. Part of the present dissertation, deals with the problem of protecting cryptographic hardware against Trojan injection attacks, by (i) proposing a formal model for assessing the security of cryptographic hardware, whose production has been partially outsourced to a set of untrusted, and possibly malicious, manufacturers, and (ii) by proposing a compiler that transforms any cryptographic circuit, into another, that can be securely outsourced

    MANIFOLD REPRESENTATIONS OF MUSICAL SIGNALS AND GENERATIVE SPACES

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    Tra i diversi campi di ricerca nell\u2019ambito dell\u2019informatica musicale, la sintesi e la generazione di segnali audio incarna la pluridisciplinalita\u300 di questo settore, nutrendo insieme le pratiche scientifiche e musicale dalla sua creazione. Inerente all\u2019informatica dalla sua creazione, la generazione audio ha ispirato numerosi approcci, evolvendo colle pratiche musicale e gli progressi tecnologici e scientifici. Inoltre, alcuni processi di sintesi permettono anche il processo inverso, denominato analisi, in modo che i parametri di sintesi possono anche essere parzialmente o totalmente estratti dai suoni, dando una rappresentazione alternativa ai segnali analizzati. Per di piu\u300, la recente ascesa dei algoritmi di l\u2019apprendimento automatico ha vivamente interrogato il settore della ricerca scientifica, fornendo potenti data-centered metodi che sollevavano diversi epistemologici interrogativi, nonostante i sui efficacia. Particolarmente, un tipo di metodi di apprendimento automatico, denominati modelli generativi, si concentrano sulla generazione di contenuto originale usando le caratteristiche che hanno estratti dei dati analizzati. In tal caso, questi modelli non hanno soltanto interrogato i precedenti metodi di generazione, ma anche sul modo di integrare questi algoritmi nelle pratiche artistiche. Mentre questi metodi sono progressivamente introdotti nel settore del trattamento delle immagini, la loro applicazione per la sintesi di segnali audio e ancora molto marginale. In questo lavoro, il nostro obiettivo e di proporre un nuovo metodo di audio sintesi basato su questi nuovi tipi di generativi modelli, rafforazti dalle nuove avanzati dell\u2019apprendimento automatico. Al primo posto, facciamo una revisione dei approcci esistenti nei settori dei sistemi generativi e di sintesi sonore, focalizzando sul posto di nostro lavoro rispetto a questi disciplini e che cosa possiamo aspettare di questa collazione. In seguito, studiamo in maniera piu\u300 precisa i modelli generativi, e come possiamo utilizzare questi recenti avanzati per l\u2019apprendimento di complesse distribuzione di suoni, in un modo che sia flessibile e nel flusso creativo del utente. Quindi proponiamo un processo di inferenza / generazione, il quale rifletta i processi di analisi/sintesi che sono molto usati nel settore del trattamento del segnale audio, usando modelli latenti, che sono basati sull\u2019utilizzazione di un spazio continuato di alto livello, che usiamo per controllare la generazione. Studiamo dapprima i risultati preliminari ottenuti con informazione spettrale estratte da diversi tipi di dati, che valutiamo qualitativamente e quantitativamente. Successiva- mente, studiamo come fare per rendere questi metodi piu\u300 adattati ai segnali audio, fronteggiando tre diversi aspetti. Primo, proponiamo due diversi metodi di regolarizzazione di questo generativo spazio che sono specificamente sviluppati per l\u2019audio : una strategia basata sulla traduzione segnali / simboli, e una basata su vincoli percettivi. Poi, proponiamo diversi metodi per fronteggiare il aspetto temporale dei segnali audio, basati sull\u2019estrazione di rappresentazioni multiscala e sulla predizione, che permettono ai generativi spazi ottenuti di anche modellare l\u2019aspetto dinamico di questi segnali. Per finire, cambiamo il nostro approccio scientifico per un punto di visto piu\u301 ispirato dall\u2019idea di ricerca e creazione. Primo, descriviamo l\u2019architettura e il design della nostra libreria open-source, vsacids, sviluppata per permettere a esperti o non-esperti musicisti di provare questi nuovi metodi di sintesi. Poi, proponiamo una prima utilizzazione del nostro modello con la creazione di una performance in real- time, chiamata \ue6go, basata insieme sulla nostra libreria vsacids e sull\u2019uso di une agente di esplorazione, imparando con rinforzo nel corso della composizione. Finalmente, tramo dal lavoro presentato alcuni conclusioni sui diversi modi di migliorare e rinforzare il metodo di sintesi proposto, nonche\u301 eventuale applicazione artistiche.Among the diverse research fields within computer music, synthesis and generation of audio signals epitomize the cross-disciplinarity of this domain, jointly nourishing both scientific and artistic practices since its creation. Inherent in computer music since its genesis, audio generation has inspired numerous approaches, evolving both with musical practices and scientific/technical advances. Moreover, some syn- thesis processes also naturally handle the reverse process, named analysis, such that synthesis parameters can also be partially or totally extracted from actual sounds, and providing an alternative representation of the analyzed audio signals. On top of that, the recent rise of machine learning algorithms earnestly questioned the field of scientific research, bringing powerful data-centred methods that raised several epistemological questions amongst researchers, in spite of their efficiency. Especially, a family of machine learning methods, called generative models, are focused on the generation of original content using features extracted from an existing dataset. In that case, such methods not only questioned previous approaches in generation, but also the way of integrating this methods into existing creative processes. While these new generative frameworks are progressively introduced in the domain of image generation, the application of such generative techniques in audio synthesis is still marginal. In this work, we aim to propose a new audio analysis-synthesis framework based on these modern generative models, enhanced by recent advances in machine learning. We first review existing approaches, both in sound synthesis and in generative machine learning, and focus on how our work inserts itself in both practices and what can be expected from their collation. Subsequently, we focus a little more on generative models, and how modern advances in the domain can be exploited to allow us learning complex sound distributions, while being sufficiently flexible to be integrated in the creative flow of the user. We then propose an inference / generation process, mirroring analysis/synthesis paradigms that are natural in the audio processing domain, using latent models that are based on a continuous higher-level space, that we use to control the generation. We first provide preliminary results of our method applied on spectral information, extracted from several datasets, and evaluate both qualitatively and quantitatively the obtained results. Subsequently, we study how to make these methods more suitable for learning audio data, tackling successively three different aspects. First, we propose two different latent regularization strategies specifically designed for audio, based on and signal / symbol translation and perceptual constraints. Then, we propose different methods to address the inner temporality of musical signals, based on the extraction of multi-scale representations and on prediction, that allow the obtained generative spaces that also model the dynamics of the signal. As a last chapter, we swap our scientific approach to a more research & creation-oriented point of view: first, we describe the architecture and the design of our open-source library, vsacids, aiming to be used by expert and non-expert music makers as an integrated creation tool. Then, we propose an first musical use of our system by the creation of a real-time performance, called aego, based jointly on our framework vsacids and an explorative agent using reinforcement learning to be trained during the performance. Finally, we draw some conclusions on the different manners to improve and reinforce the proposed generation method, as well as possible further creative applications.A\u300 travers les diffe\u301rents domaines de recherche de la musique computationnelle, l\u2019analysie et la ge\u301ne\u301ration de signaux audio sont l\u2019exemple parfait de la trans-disciplinarite\u301 de ce domaine, nourrissant simultane\u301ment les pratiques scientifiques et artistiques depuis leur cre\u301ation. Inte\u301gre\u301e a\u300 la musique computationnelle depuis sa cre\u301ation, la synthe\u300se sonore a inspire\u301 de nombreuses approches musicales et scientifiques, e\u301voluant de pair avec les pratiques musicales et les avance\u301es technologiques et scientifiques de son temps. De plus, certaines me\u301thodes de synthe\u300se sonore permettent aussi le processus inverse, appele\u301 analyse, de sorte que les parame\u300tres de synthe\u300se d\u2019un certain ge\u301ne\u301rateur peuvent e\u302tre en partie ou entie\u300rement obtenus a\u300 partir de sons donne\u301s, pouvant ainsi e\u302tre conside\u301re\u301s comme une repre\u301sentation alternative des signaux analyse\u301s. Paralle\u300lement, l\u2019inte\u301re\u302t croissant souleve\u301 par les algorithmes d\u2019apprentissage automatique a vivement questionne\u301 le monde scientifique, apportant de puissantes me\u301thodes d\u2019analyse de donne\u301es suscitant de nombreux questionnements e\u301piste\u301mologiques chez les chercheurs, en de\u301pit de leur effectivite\u301 pratique. En particulier, une famille de me\u301thodes d\u2019apprentissage automatique, nomme\u301e mode\u300les ge\u301ne\u301ratifs, s\u2019inte\u301ressent a\u300 la ge\u301ne\u301ration de contenus originaux a\u300 partir de caracte\u301ristiques extraites directement des donne\u301es analyse\u301es. Ces me\u301thodes n\u2019interrogent pas seulement les approches pre\u301ce\u301dentes, mais aussi sur l\u2019inte\u301gration de ces nouvelles me\u301thodes dans les processus cre\u301atifs existants. Pourtant, alors que ces nouveaux processus ge\u301ne\u301ratifs sont progressivement inte\u301gre\u301s dans le domaine la ge\u301ne\u301ration d\u2019image, l\u2019application de ces techniques en synthe\u300se audio reste marginale. Dans cette the\u300se, nous proposons une nouvelle me\u301thode d\u2019analyse-synthe\u300se base\u301s sur ces derniers mode\u300les ge\u301ne\u301ratifs, depuis renforce\u301s par les avance\u301es modernes dans le domaine de l\u2019apprentissage automatique. Dans un premier temps, nous examinerons les approches existantes dans le domaine des syste\u300mes ge\u301ne\u301ratifs, sur comment notre travail peut s\u2019inse\u301rer dans les pratiques de synthe\u300se sonore existantes, et que peut-on espe\u301rer de l\u2019hybridation de ces deux approches. Ensuite, nous nous focaliserons plus pre\u301cise\u301ment sur comment les re\u301centes avance\u301es accomplies dans ce domaine dans ce domaine peuvent e\u302tre exploite\u301es pour l\u2019apprentissage de distributions sonores complexes, tout en e\u301tant suffisamment flexibles pour e\u302tre inte\u301gre\u301es dans le processus cre\u301atif de l\u2019utilisateur. Nous proposons donc un processus d\u2019infe\u301rence / g\ue9n\ue9ration, refle\u301tant les paradigmes d\u2019analyse-synthe\u300se existant dans le domaine de ge\u301ne\u301ration audio, base\u301 sur l\u2019usage de mode\u300les latents continus que l\u2019on peut utiliser pour contro\u302ler la ge\u301ne\u301ration. Pour ce faire, nous e\u301tudierons de\u301ja\u300 les re\u301sultats pre\u301liminaires obtenus par cette me\u301thode sur l\u2019apprentissage de distributions spectrales, prises d\u2019ensembles de donne\u301es diversifie\u301s, en adoptant une approche a\u300 la fois quantitative et qualitative. Ensuite, nous proposerons d\u2019ame\u301liorer ces me\u301thodes de manie\u300re spe\u301cifique a\u300 l\u2019audio sur trois aspects distincts. D\u2019abord, nous proposons deux strate\u301gies de re\u301gularisation diffe\u301rentes pour l\u2019analyse de signaux audio : une base\u301e sur la traduction signal/ symbole, ainsi qu\u2019une autre base\u301e sur des contraintes perceptives. Nous passerons par la suite a\u300 la dimension temporelle de ces signaux audio, proposant de nouvelles me\u301thodes base\u301es sur l\u2019extraction de repre\u301sentations temporelles multi-e\u301chelle et sur une ta\u302che supple\u301mentaire de pre\u301diction, permettant la mode\u301lisation de caracte\u301ristiques dynamiques par les espaces ge\u301ne\u301ratifs obtenus. En dernier lieu, nous passerons d\u2019une approche scientifique a\u300 une approche plus oriente\u301e vers un point de vue recherche & cre\u301ation. Premie\u300rement, nous pre\u301senterons notre librairie open-source, vsacids, visant a\u300 e\u302tre employe\u301e par des cre\u301ateurs experts et non-experts comme un outil inte\u301gre\u301. Ensuite, nous proposons une premie\u300re utilisation musicale de notre syste\u300me par la cre\u301ation d\u2019une performance temps re\u301el, nomme\u301e \ue6go, base\u301e a\u300 la fois sur notre librarie et sur un agent d\u2019exploration appris dynamiquement par renforcement au cours de la performance. Enfin, nous tirons les conclusions du travail accompli jusqu\u2019a\u300 maintenant, concernant les possibles ame\u301liorations et de\u301veloppements de la me\u301thode de synthe\u300se propose\u301e, ainsi que sur de possibles applications cre\u301atives
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