111 research outputs found
Dynamic Inference in Probabilistic Graphical Models
Probabilistic graphical models, such as Markov random fields (MRFs), are
useful for describing high-dimensional distributions in terms of local
dependence structures. The probabilistic inference is a fundamental problem
related to graphical models, and sampling is a main approach for the problem.
In this paper, we study probabilistic inference problems when the graphical
model itself is changing dynamically with time. Such dynamic inference problems
arise naturally in today's application, e.g.~multivariate time-series data
analysis and practical learning procedures.
We give a dynamic algorithm for sampling-based probabilistic inferences in
MRFs, where each dynamic update can change the underlying graph and all
parameters of the MRF simultaneously, as long as the total amount of changes is
bounded. More precisely, suppose that the MRF has variables and
polylogarithmic-bounded maximum degree, and independent samples are
sufficient for the inference for a polynomial function . Our
algorithm dynamically maintains an answer to the inference problem using
space cost, and incremental
time cost upon each update to the MRF, as long as the well-known
Dobrushin-Shlosman condition is satisfied by the MRFs. Compared to the static
case, which requires time cost for redrawing all
samples whenever the MRF changes, our dynamic algorithm gives a
-factor speedup. Our approach relies on a
novel dynamic sampling technique, which transforms local Markov chains (a.k.a.
single-site dynamics) to dynamic sampling algorithms, and an "algorithmic
Lipschitz" condition that we establish for sampling from graphical models,
namely, when the MRF changes by a small difference, samples can be modified to
reflect the new distribution, with cost proportional to the difference on MRF
DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery
Despite the enhanced realism and immersion provided by VR headsets, users
frequently encounter adverse effects such as digital eye strain (DES), dry eye,
and potential long-term visual impairment due to excessive eye stimulation from
VR displays and pressure from the mask. Recent VR headsets are increasingly
equipped with eye-oriented monocular cameras to segment ocular feature maps.
Yet, to compute the incident light stimulus and observe periocular condition
alterations, it is imperative to transform these relative measurements into
metric dimensions. To bridge this gap, we propose a lightweight framework
derived from the U-Net 3+ deep learning backbone that we re-optimised, to
estimate measurable periocular depth maps. Compatible with any VR headset
equipped with an eye-oriented monocular camera, our method reconstructs
three-dimensional periocular regions, providing a metric basis for related
light stimulus calculation protocols and medical guidelines. Navigating the
complexities of data collection, we introduce a Dynamic Periocular Data
Generation (DPDG) environment based on UE MetaHuman, which synthesises
thousands of training images from a small quantity of human facial scan data.
Evaluated on a sample of 36 participants, our method exhibited notable efficacy
in the periocular global precision evaluation experiment, and the pupil
diameter measurement
A Re-visit of the Popularity Baseline in Recommender Systems
Popularity is often included in experimental evaluation to provide a
reference performance for a recommendation task. To understand how popularity
baseline is defined and evaluated, we sample 12 papers from top-tier
conferences including KDD, WWW, SIGIR, and RecSys, and 6 open source toolkits.
We note that the widely adopted MostPop baseline simply ranks items based on
the number of interactions in the training data. We argue that the current
evaluation of popularity (i) does not reflect the popular items at the time
when a user interacts with the system, and (ii) may recommend items released
after a user's last interaction with the system. On the widely used MovieLens
dataset, we show that the performance of popularity could be significantly
improved by 70% or more, if we consider the popular items at the time point
when a user interacts with the system. We further show that, on MovieLens
dataset, the users having lower tendencies on movies tend to follow the crowd
and rate more popular movies. Movie lovers who rate a large number of movies,
rate movies based on their own preferences and interests. Through this study,
we call for a re-visit of the popularity baseline in recommender system to
better reflect its effectiveness.Comment: Accepted by SIGIR202
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