607 research outputs found
Generative and Discriminative Voxel Modeling with Convolutional Neural Networks
When working with three-dimensional data, choice of representation is key. We
explore voxel-based models, and present evidence for the viability of
voxellated representations in applications including shape modeling and object
classification. Our key contributions are methods for training voxel-based
variational autoencoders, a user interface for exploring the latent space
learned by the autoencoder, and a deep convolutional neural network
architecture for object classification. We address challenges unique to
voxel-based representations, and empirically evaluate our models on the
ModelNet benchmark, where we demonstrate a 51.5% relative improvement in the
state of the art for object classification.Comment: 9 pages, 5 figures, 2 table
SMASH: One-Shot Model Architecture Search through HyperNetworks
Designing architectures for deep neural networks requires expert knowledge
and substantial computation time. We propose a technique to accelerate
architecture selection by learning an auxiliary HyperNet that generates the
weights of a main model conditioned on that model's architecture. By comparing
the relative validation performance of networks with HyperNet-generated
weights, we can effectively search over a wide range of architectures at the
cost of a single training run. To facilitate this search, we develop a flexible
mechanism based on memory read-writes that allows us to define a wide range of
network connectivity patterns, with ResNet, DenseNet, and FractalNet blocks as
special cases. We validate our method (SMASH) on CIFAR-10 and CIFAR-100,
STL-10, ModelNet10, and Imagenet32x32, achieving competitive performance with
similarly-sized hand-designed networks. Our code is available at
https://github.com/ajbrock/SMAS
FreezeOut: Accelerate Training by Progressively Freezing Layers
The early layers of a deep neural net have the fewest parameters, but take up
the most computation. In this extended abstract, we propose to only train the
hidden layers for a set portion of the training run, freezing them out
one-by-one and excluding them from the backward pass. Through experiments on
CIFAR, we empirically demonstrate that FreezeOut yields savings of up to 20%
wall-clock time during training with 3% loss in accuracy for DenseNets, a 20%
speedup without loss of accuracy for ResNets, and no improvement for VGG
networks. Our code is publicly available at
https://github.com/ajbrock/FreezeOutComment: Extended Abstrac
Raising Revenue With Raffles: Evidence from a Laboratory Experiment
Lottery and raffle mechanisms have a long history as economic institutions for raising funds. In a series of laboratory experiments we find that total spending in raffles is much higher than Nash equilibrium predicts. Moreover, this overspending is persistent as the number of participants in the raffle increases. Subjects as a group do not strategically reduce spending as group sizes increase, in contrast to the comparative statics theory provides. The lack of strategic response cannot be explained by learning direction theory or level- reasoning models, although quantal response equilibrium can fit the observed distribution of choices. Much of the observed spending levels in the larger groups cannot be explained by financial incentives.
Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements
Virtual assembly rapid prototyping of near net shapes
Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel non-layered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper
Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum
Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced
The use of non-intrusive user logging to capture engineering rationale, knowledge and intent during the product life cycle
Within the context of Life Cycle Engineering it is important that structured engineering information and knowledge are captured at all phases of the product life cycle for future reference. This is especially the case for long life cycle projects which see a large number of engineering decisions made at the early to mid-stages of a product's life cycle that are needed to inform engineering decisions later on in the process. A key aspect of technology management will be the capturing of knowledge through out the product life cycle. Numerous attempts have been made to apply knowledge capture techniques to formalise engineering decision rationale and processes; however, these tend to be associated with substantial overheads on the engineer and the company through cognitive process interruptions and additional costs/time. Indeed, when life cycle deadlines come closer these capturing techniques are abandoned due the need to produce a final solution. This paper describes work carried out for non-intrusively capturing and formalising product life cycle knowledge by demonstrating the automated capture of engineering processes/rationale using user logging via an immersive virtual reality system for cable harness design and assembly planning. Associated post-experimental analyses are described which demonstrate the formalisation of structured design processes and decision representations in the form of IDEF diagrams and structured engineering change information. Potential future research directions involving more thorough logging of users are also outlined
Virtual bloXing - assembly rapid prototyping for near net shapes
Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel nonlayered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper
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