450 research outputs found

    The Effective Spreading of Soft Power in Chinese Culture

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    The cultural soft power is the core of power which determines the existence of a national legality and rationality. To form the incommensurability and dialogicality between a country’s culture and other civilizations, we must strengthen the ability to spread culture effectively. The core of spreading cultural soft power is to achieve the identity of extrinsic and intrinsic collective culture. At present ,the spreading of Chinese culture still remains, to a certain degree, in a state of dislocation. In order to achieve cultural identity, certain power and value identity should be achieved first. This paper aims at exploring the above issue based on the analysis of the current situation of Chinese culture spreading and its soft power.Key words: Cultural soft power; Cultural transmission; Value identit

    Clark-Ocone Formula for Generalized Functionals of Discrete-Time Normal Noises

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    The Clark-Ocone formula in the theory of discrete-time chaotic calculus holds only for square integrable functionals of discrete-time normal noises. In this paper, we aim at extending this formula to generalized functionals of discrete-time normal noises. Let ZZ be a discrete-time normal noise that has the chaotic representation property. We first prove a result concerning the regularity of generalized functionals of ZZ. Then, we use the Fock transform to define some fundamental operators on generalized functionals of ZZ, and apply the above mentioned regularity result to prove the continuity of these operators. Finally, we establish the Clark-Ocone formula for generalized functionals of ZZ, and show its application results, which include the covariant identity result and the variant upper bound result for generalized functionals of ZZ

    Springback analysis of AA5754 after hot stamping: experiments and FE modelling

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    In this paper, the springback of the aluminium alloy AA5754 under hot stamping conditions was characterised under stretch and pure bending conditions. It was found that elevated temperature stamping was beneficial for springback reduction, particularly when using hot dies. Using cold dies, the flange springback angle decreased by 9.7 % when the blank temperature was increased from 20 to 450 °C, compared to the 44.1 % springback reduction when hot dies were used. Various other forming conditions were also tested, the results of which were used to verify finite element (FE) simulations of the processes in order to consolidate the knowledge of springback. By analysing the tangential stress distributions along the formed part in the FE models, it was found that the springback angle is a linear function of the average through-thickness stress gradient, regardless of the forming conditions used

    One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer

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    Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.Comment: Accepted to CVPR2023; Top-1 on AGORA SMPLX benchmark; Project Page: https://osx-ubody.github.io

    Human-Art: A Versatile Human-Centric Dataset Bridging Natural and Artificial Scenes

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    Humans have long been recorded in a variety of forms since antiquity. For example, sculptures and paintings were the primary media for depicting human beings before the invention of cameras. However, most current human-centric computer vision tasks like human pose estimation and human image generation focus exclusively on natural images in the real world. Artificial humans, such as those in sculptures, paintings, and cartoons, are commonly neglected, making existing models fail in these scenarios. As an abstraction of life, art incorporates humans in both natural and artificial scenes. We take advantage of it and introduce the Human-Art dataset to bridge related tasks in natural and artificial scenarios. Specifically, Human-Art contains 50k high-quality images with over 123k person instances from 5 natural and 15 artificial scenarios, which are annotated with bounding boxes, keypoints, self-contact points, and text information for humans represented in both 2D and 3D. It is, therefore, comprehensive and versatile for various downstream tasks. We also provide a rich set of baseline results and detailed analyses for related tasks, including human detection, 2D and 3D human pose estimation, image generation, and motion transfer. As a challenging dataset, we hope Human-Art can provide insights for relevant research and open up new research questions.Comment: CVPR202

    HumanSD: A Native Skeleton-Guided Diffusion Model for Human Image Generation

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    Controllable human image generation (HIG) has numerous real-life applications. State-of-the-art solutions, such as ControlNet and T2I-Adapter, introduce an additional learnable branch on top of the frozen pre-trained stable diffusion (SD) model, which can enforce various conditions, including skeleton guidance of HIG. While such a plug-and-play approach is appealing, the inevitable and uncertain conflicts between the original images produced from the frozen SD branch and the given condition incur significant challenges for the learnable branch, which essentially conducts image feature editing for condition enforcement. In this work, we propose a native skeleton-guided diffusion model for controllable HIG called HumanSD. Instead of performing image editing with dual-branch diffusion, we fine-tune the original SD model using a novel heatmap-guided denoising loss. This strategy effectively and efficiently strengthens the given skeleton condition during model training while mitigating the catastrophic forgetting effects. HumanSD is fine-tuned on the assembly of three large-scale human-centric datasets with text-image-pose information, two of which are established in this work. As shown in Figure 1, HumanSD outperforms ControlNet in terms of accurate pose control and image quality, particularly when the given skeleton guidance is sophisticated

    Decelerated non-relativistic expansion in a tidal disruption event with a potential neutrino association

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    A tidal disruption event (TDE) involves the tidal shredding of a star in the vicinity of a dormant supermassive black hole. The nearby (≈\approx230 mega-parsec) radio-quiet (radio luminosity of 4×10384 \times 10^{38} erg s−1^{-1}) AT2019dsg is the first TDE potentially associated with a neutrino event. The origin of the non-thermal emission in AT2019dsg remains inconclusive; possibilities include a relativistic jet or a sub-relativistic outflow. Distinguishing between them can address neutrino production mechanisms. High resolution very long baseline interferometry monitoring provides uniquely constraining flux densities and proper motion of the ejecta. A non-relativistic (outflow velocity of ≈\approx0.1 cc) decelerated expansion in a relatively dense environment is found to produce the radio emission. Neutrino production may be related to the acceleration of protons by the outflow. The present study thus helps exclude jet-related origins for the non-thermal emission and neutrino production, and constrains non-jetted scenarios.Comment: 40 pages, 3 figures, 2 tables. Submitted after revisio

    PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction

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    Humans interact with objects all the time. Enabling a humanoid to learn human-object interaction (HOI) is a key step for future smart animation and intelligent robotics systems. However, recent progress in physics-based HOI requires carefully designed task-specific rewards, making the system unscalable and labor-intensive. This work focuses on dynamic HOI imitation: teaching humanoid dynamic interaction skills through imitating kinematic HOI demonstrations. It is quite challenging because of the complexity of the interaction between body parts and objects and the lack of dynamic HOI data. To handle the above issues, we present PhysHOI, the first physics-based whole-body HOI imitation approach without task-specific reward designs. Except for the kinematic HOI representations of humans and objects, we introduce the contact graph to model the contact relations between body parts and objects explicitly. A contact graph reward is also designed, which proved to be critical for precise HOI imitation. Based on the key designs, PhysHOI can imitate diverse HOI tasks simply yet effectively without prior knowledge. To make up for the lack of dynamic HOI scenarios in this area, we introduce the BallPlay dataset that contains eight whole-body basketball skills. We validate PhysHOI on diverse HOI tasks, including whole-body grasping and basketball skills

    Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset

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    In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 15.6M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 81.1K motion sequences from massive scenes. Besides, Motion-X provides 15.6M frame-level whole-body pose descriptions and 81.1K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.Comment: Accepted by NeurIPS 2023; A large-scale 3D whole-body human motion-text dataset; GitHub: https://github.com/IDEA-Research/Motion-
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