语音助手等对话用户界面非常受欢迎。然而,它们被设计为默认情况下是单语的,缺乏对双语对话体验的支持或敏感性。在此挑衅论文中,我们强调了双语用户VA互动中面临的语言生产挑战。我们认为,通过促进双语互动中看到的现象,例如代码转换,我们可以为双语用户提供更具包容性和改进的用户体验。我们还通过支持多种语言识别,并对语音输出中代码转换的偏好敏感,探索可以实现这一目标的方法。
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主题之间的转换是人类对话的自然组成部分。虽然已经在对话中研究了几十年来的主题过渡,但只有少数基于基础的研究,以调查主题过渡的微妙之处。因此,本研究注释了来自交换机语料库的215对话,并调查参与者和转弯/主题的主题转换,主题转换的多数,主题转换序列的变量如何相关。这项工作提出了对交换机语料库中的主题过渡的实证研究,然后在域内(ID)测试集的精度为83%的精度建模转换,10个Out-Domain}(OOD)测试集82%。设想,这项工作将有助于在开放域对话系统中模拟人类的像语如主题转换。
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神经语言建模在不同下游自然语言处理(NLP)任务中取得了最先进的。一个这样的区域是开放域对话框建模,基于GPT-2的神经对话模型,例如DialogPT在单转对话中显示了有希望的性能。然而,这种(神经)对话模型被批评用于产生响应,尽管可能与先前的人类反应有关,但往往会迅速消散人类兴趣并下降进入微不足道的谈话。这种表现的一个原因是人机对话中缺乏明确的谈话策略。人类使用一系列的谈话策略,同时参与谈话,其中一种关键的社会策略是自披露(SD)。揭示一个对他人的信息的现象。社会渗透理论(SPT)提出,由于这种关系主要通过自披露,两个人之间的沟通从浅水区移动到更深层次的水平。披露有助于在参与谈话的参与者之间创造融洽关系。在本文中,在神经对话模型的推理阶段期间利用自泄露主题模型(SDTM)来重新排名响应候选,以重新排名响应候选,从而引入自泄露增强架构(SDTM)以从来自模型。
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The recent increase in public and academic interest in preserving biodiversity has led to the growth of the field of conservation technology. This field involves designing and constructing tools that utilize technology to aid in the conservation of wildlife. In this article, we will use case studies to demonstrate the importance of designing conservation tools with human-wildlife interaction in mind and provide a framework for creating successful tools. These case studies include a range of complexities, from simple cat collars to machine learning and game theory methodologies. Our goal is to introduce and inform current and future researchers in the field of conservation technology and provide references for educating the next generation of conservation technologists. Conservation technology not only has the potential to benefit biodiversity but also has broader impacts on fields such as sustainability and environmental protection. By using innovative technologies to address conservation challenges, we can find more effective and efficient solutions to protect and preserve our planet's resources.
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We address the problem of extracting key steps from unlabeled procedural videos, motivated by the potential of Augmented Reality (AR) headsets to revolutionize job training and performance. We decompose the problem into two steps: representation learning and key steps extraction. We employ self-supervised representation learning via a training strategy that adapts off-the-shelf video features using a temporal module. Training implements self-supervised learning losses involving multiple cues such as appearance, motion and pose trajectories extracted from videos to learn generalizable representations. Our method extracts key steps via a tunable algorithm that clusters the representations extracted from procedural videos. We quantitatively evaluate our approach with key step localization and also demonstrate the effectiveness of the extracted representations on related downstream tasks like phase classification. Qualitative results demonstrate that the extracted key steps are meaningful to succinctly represent the procedural tasks.
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We introduce Argoverse 2 (AV2) - a collection of three datasets for perception and forecasting research in the self-driving domain. The annotated Sensor Dataset contains 1,000 sequences of multimodal data, encompassing high-resolution imagery from seven ring cameras, and two stereo cameras in addition to lidar point clouds, and 6-DOF map-aligned pose. Sequences contain 3D cuboid annotations for 26 object categories, all of which are sufficiently-sampled to support training and evaluation of 3D perception models. The Lidar Dataset contains 20,000 sequences of unlabeled lidar point clouds and map-aligned pose. This dataset is the largest ever collection of lidar sensor data and supports self-supervised learning and the emerging task of point cloud forecasting. Finally, the Motion Forecasting Dataset contains 250,000 scenarios mined for interesting and challenging interactions between the autonomous vehicle and other actors in each local scene. Models are tasked with the prediction of future motion for "scored actors" in each scenario and are provided with track histories that capture object location, heading, velocity, and category. In all three datasets, each scenario contains its own HD Map with 3D lane and crosswalk geometry - sourced from data captured in six distinct cities. We believe these datasets will support new and existing machine learning research problems in ways that existing datasets do not. All datasets are released under the CC BY-NC-SA 4.0 license.
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In training neural networks, batch normalization has many benefits, not all of them entirely understood. But it also has some drawbacks. Foremost is arguably memory consumption, as computing the batch statistics requires all instances within the batch to be processed simultaneously, whereas without batch normalization it would be possible to process them one by one while accumulating the weight gradients. Another drawback is that that distribution parameters (mean and standard deviation) are unlike all other model parameters in that they are not trained using gradient descent but require special treatment, complicating implementation. In this paper, I show a simple and straightforward way to address these issues. The idea, in short, is to add terms to the loss that, for each activation, cause the minimization of the negative log likelihood of a Gaussian distribution that is used to normalize the activation. Among other benefits, this will hopefully contribute to the democratization of AI research by means of lowering the hardware requirements for training larger models.
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In this paper, we introduce neural texture learning for 6D object pose estimation from synthetic data and a few unlabelled real images. Our major contribution is a novel learning scheme which removes the drawbacks of previous works, namely the strong dependency on co-modalities or additional refinement. These have been previously necessary to provide training signals for convergence. We formulate such a scheme as two sub-optimisation problems on texture learning and pose learning. We separately learn to predict realistic texture of objects from real image collections and learn pose estimation from pixel-perfect synthetic data. Combining these two capabilities allows then to synthesise photorealistic novel views to supervise the pose estimator with accurate geometry. To alleviate pose noise and segmentation imperfection present during the texture learning phase, we propose a surfel-based adversarial training loss together with texture regularisation from synthetic data. We demonstrate that the proposed approach significantly outperforms the recent state-of-the-art methods without ground-truth pose annotations and demonstrates substantial generalisation improvements towards unseen scenes. Remarkably, our scheme improves the adopted pose estimators substantially even when initialised with much inferior performance.
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Prevailing methods for assessing and comparing generative AIs incentivize responses that serve a hypothetical representative individual. Evaluating models in these terms presumes homogeneous preferences across the population and engenders selection of agglomerative AIs, which fail to represent the diverse range of interests across individuals. We propose an alternative evaluation method that instead prioritizes inclusive AIs, which provably retain the requisite knowledge not only for subsequent response customization to particular segments of the population but also for utility-maximizing decisions.
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We designed and constructed an A-sized base autonomous underwater vehicle (AUV), augmented with a stack of modular and extendable hardware and software, including autonomy, navigation, control and high fidelity simulation capabilities (A-size stands for the standard sonobuoy form factor, with a maximum diameter of 124 mm). Subsequently, we extended this base vehicle with a novel tuna-inspired morphing fin payload module (referred to as the Morpheus AUV), to achieve good directional stability and exceptional maneuverability; properties that are highly desirable for rigid hull AUVs, but are presently difficult to achieve because they impose contradictory requirements. The morphing fin payload allows the base AUV to dynamically change its stability-maneuverability qualities by using morphing fins, which can be deployed, deflected and retracted, as needed. The base vehicle and Morpheus AUV were both extensively field tested in-water in the Charles river, Massachusetts, USA; by conducting hundreds of hours of operations over a period of two years. The maneuvering capability of the Morpheus AUV was evaluated with and without the use of morphing fins to quantify the performance improvement. The Morpheus AUV was able to showcase an exceptional turning rate of around 25-35 deg/s. A maximum turn rate improvement of around 35% - 50% was gained through the use of morphing fins.
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