609 research outputs found
Semi-Supervised End-To-End Contrastive Learning For Time Series Classification
Time series classification is a critical task in various domains, such as
finance, healthcare, and sensor data analysis. Unsupervised contrastive
learning has garnered significant interest in learning effective
representations from time series data with limited labels. The prevalent
approach in existing contrastive learning methods consists of two separate
stages: pre-training the encoder on unlabeled datasets and fine-tuning the
well-trained model on a small-scale labeled dataset. However, such two-stage
approaches suffer from several shortcomings, such as the inability of
unsupervised pre-training contrastive loss to directly affect downstream
fine-tuning classifiers, and the lack of exploiting the classification loss
which is guided by valuable ground truth. In this paper, we propose an
end-to-end model called SLOTS (Semi-supervised Learning fOr Time
clasSification). SLOTS receives semi-labeled datasets, comprising a large
number of unlabeled samples and a small proportion of labeled samples, and maps
them to an embedding space through an encoder. We calculate not only the
unsupervised contrastive loss but also measure the supervised contrastive loss
on the samples with ground truth. The learned embeddings are fed into a
classifier, and the classification loss is calculated using the available true
labels. The unsupervised, supervised contrastive losses and classification loss
are jointly used to optimize the encoder and classifier. We evaluate SLOTS by
comparing it with ten state-of-the-art methods across five datasets. The
results demonstrate that SLOTS is a simple yet effective framework. When
compared to the two-stage framework, our end-to-end SLOTS utilizes the same
input data, consumes a similar computational cost, but delivers significantly
improved performance. We release code and datasets at
https://anonymous.4open.science/r/SLOTS-242E.Comment: Submitted to NeurIPS 202
Optimizing Filter Size in Convolutional Neural Networks for Facial Action Unit Recognition
Recognizing facial action units (AUs) during spontaneous facial displays is a
challenging problem. Most recently, Convolutional Neural Networks (CNNs) have
shown promise for facial AU recognition, where predefined and fixed convolution
filter sizes are employed. In order to achieve the best performance, the
optimal filter size is often empirically found by conducting extensive
experimental validation. Such a training process suffers from expensive
training cost, especially as the network becomes deeper.
This paper proposes a novel Optimized Filter Size CNN (OFS-CNN), where the
filter sizes and weights of all convolutional layers are learned simultaneously
from the training data along with learning convolution filters. Specifically,
the filter size is defined as a continuous variable, which is optimized by
minimizing the training loss. Experimental results on two AU-coded spontaneous
databases have shown that the proposed OFS-CNN is capable of estimating optimal
filter size for varying image resolution and outperforms traditional CNNs with
the best filter size obtained by exhaustive search. The OFS-CNN also beats the
CNN using multiple filter sizes and more importantly, is much more efficient
during testing with the proposed forward-backward propagation algorithm
Research on the Impact of Game Users’ Perceived Value on Satisfaction and Loyalty - Based on the Perspectives of Hedonic Value and Utilitarian Value
As Chinese game market growing mature, cultivating loyal game users has become the new goals for game companies. Based on the theory of game users experience, this paper constructs the structural model of customer with the variables of perceived value, customer satisfaction and customer loyalty and studies the relationship between the game users’ hedonic/utilitarian value and customer satisfaction/customer loyalty from the perspective of the game user utilitarian value and hedonic value. The study finds that the game users’ perceived value has a positive effect on customer satisfaction and customer loyalty; while hedonic value has a more significant effect on customer satisfaction than utilitarian value, the latter one has a greater significant effect on customer loyalty than the former one; customer satisfaction has a positive effect on customer loyalty; hedonic value and utilitarian value interact and influence with each other. Implication and recommendation of this research is that enhancing the hedonic and utilitarian value of game users by game companies which is one of the effective ways to improve game users’ satisfaction and loyalty
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