随着深度学习(DL)的出现,超分辨率(SR)也已成为一个蓬勃发展的研究领域。然而,尽管结果有希望,但该领域仍然面临需要进一步研究的挑战,例如,允许灵活地采样,更有效的损失功能和更好的评估指标。我们根据最近的进步来回顾SR的域,并检查最新模型,例如扩散(DDPM)和基于变压器的SR模型。我们对SR中使用的当代策略进行了批判性讨论,并确定了有前途但未开发的研究方向。我们通过纳入该领域的最新发展,例如不确定性驱动的损失,小波网络,神经体系结构搜索,新颖的归一化方法和最新评估技术来补充先前的调查。我们还为整章中的模型和方法提供了几种可视化,以促进对该领域趋势的全球理解。最终,这篇综述旨在帮助研究人员推动DL应用于SR的界限。
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It is well known that conservative mechanical systems exhibit local oscillatory behaviours due to their elastic and gravitational potentials, which completely characterise these periodic motions together with the inertial properties of the system. The classification of these periodic behaviours and their geometric characterisation are in an on-going secular debate, which recently led to the so-called eigenmanifold theory. The eigenmanifold characterises nonlinear oscillations as a generalisation of linear eigenspaces. With the motivation of performing periodic tasks efficiently, we use tools coming from this theory to construct an optimization problem aimed at inducing desired closed-loop oscillations through a state feedback law. We solve the constructed optimization problem via gradient-descent methods involving neural networks. Extensive simulations show the validity of the approach.
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Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
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Object instance segmentation is a key challenge for indoor robots navigating cluttered environments with many small objects. Limitations in 3D sensing capabilities often make it difficult to detect every possible object. While deep learning approaches may be effective for this problem, manually annotating 3D data for supervised learning is time-consuming. In this work, we explore zero-shot instance segmentation (ZSIS) from RGB-D data to identify unseen objects in a semantic category-agnostic manner. We introduce a zero-shot split for Tabletop Objects Dataset (TOD-Z) to enable this study and present a method that uses annotated objects to learn the ``objectness'' of pixels and generalize to unseen object categories in cluttered indoor environments. Our method, SupeRGB-D, groups pixels into small patches based on geometric cues and learns to merge the patches in a deep agglomerative clustering fashion. SupeRGB-D outperforms existing baselines on unseen objects while achieving similar performance on seen objects. Additionally, it is extremely lightweight (0.4 MB memory requirement) and suitable for mobile and robotic applications. The dataset split and code will be made publicly available upon acceptance.
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Increasingly taking place in online spaces, modern political conversations are typically perceived to be unproductively affirming -- siloed in so called ``echo chambers'' of exclusively like-minded discussants. Yet, to date we lack sufficient means to measure viewpoint diversity in conversations. To this end, in this paper, we operationalize two viewpoint metrics proposed for recommender systems and adapt them to the context of social media conversations. This is the first study to apply these two metrics (Representation and Fragmentation) to real world data and to consider the implications for online conversations specifically. We apply these measures to two topics -- daylight savings time (DST), which serves as a control, and the more politically polarized topic of immigration. We find that the diversity scores for both Fragmentation and Representation are lower for immigration than for DST. Further, we find that while pro-immigrant views receive consistent pushback on the platform, anti-immigrant views largely operate within echo chambers. We observe less severe yet similar patterns for DST. Taken together, Representation and Fragmentation paint a meaningful and important new picture of viewpoint diversity.
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This volume contains revised versions of the papers selected for the third volume of the Online Handbook of Argumentation for AI (OHAAI). Previously, formal theories of argument and argument interaction have been proposed and studied, and this has led to the more recent study of computational models of argument. Argumentation, as a field within artificial intelligence (AI), is highly relevant for researchers interested in symbolic representations of knowledge and defeasible reasoning. The purpose of this handbook is to provide an open access and curated anthology for the argumentation research community. OHAAI is designed to serve as a research hub to keep track of the latest and upcoming PhD-driven research on the theory and application of argumentation in all areas related to AI.
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Evaluating and comparing text-to-image models is a challenging problem. Significant advances in the field have recently been made, piquing interest of various industrial sectors. As a consequence, a gold standard in the field should cover a variety of tasks and application contexts. In this paper a novel evaluation approach is experimented, on the basis of: (i) a curated data set, made by high-quality royalty-free image-text pairs, divided into ten categories; (ii) a quantitative metric, the CLIP-score, (iii) a human evaluation task to distinguish, for a given text, the real and the generated images. The proposed method has been applied to the most recent models, i.e., DALLE2, Latent Diffusion, Stable Diffusion, GLIDE and Craiyon. Early experimental results show that the accuracy of the human judgement is fully coherent with the CLIP-score. The dataset has been made available to the public.
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Real-time monocular 3D reconstruction is a challenging problem that remains unsolved. Although recent end-to-end methods have demonstrated promising results, tiny structures and geometric boundaries are hardly captured due to their insufficient supervision neglecting spatial details and oversimplified feature fusion ignoring temporal cues. To address the problems, we propose an end-to-end 3D reconstruction network SST, which utilizes Sparse estimated points from visual SLAM system as additional Spatial guidance and fuses Temporal features via a novel cross-modal attention mechanism, achieving more detailed reconstruction results. We propose a Local Spatial-Temporal Fusion module to exploit more informative spatial-temporal cues from multi-view color information and sparse priors, as well a Global Spatial-Temporal Fusion module to refine the local TSDF volumes with the world-frame model from coarse to fine. Extensive experiments on ScanNet and 7-Scenes demonstrate that SST outperforms all state-of-the-art competitors, whilst keeping a high inference speed at 59 FPS, enabling real-world applications with real-time requirements.
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Robotics software is pushing the limits of software engineering practice. The 3rd International Workshop on Robotics Software Engineering held a panel on "the best practices for robotic software engineering". This article shares the key takeaways that emerged from the discussion among the panelists and the workshop, ranging from architecting practices at the NASA/Caltech Jet Propulsion Laboratory, model-driven development at Bosch, development and testing of autonomous driving systems at Waymo, and testing of robotics software at XITASO. Researchers and practitioners can build on the contents of this paper to gain a fresh perspective on their activities and focus on the most pressing practices and challenges in developing robotics software today.
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Soft actuators have attracted a great deal of interest in the context of rehabilitative and assistive robots for increasing safety and lowering costs as compared to rigid-body robotic systems. During actuation, soft actuators experience high levels of deformation, which can lead to microscale fractures in their elastomeric structure, which fatigues the system over time and eventually leads to macroscale damages and eventually failure. This paper reports finite element modeling (FEM) of pneu-nets at high angles, along with repetitive experimentation at high deformation rates, in order to study the effect and behavior of fatigue in soft robotic actuators, which would result in deviation from the ideal behavior. Comparing the FEM model and experimental data, we show that FEM can model the performance of the actuator before fatigue to a bending angle of 167 degrees with ~96% accuracy. We also show that the FEM model performance will drop to 80% due to fatigue after repetitive high-angle bending. The results of this paper objectively highlight the emergence of fatigue over cyclic activation of the system and the resulting deviation from the computational FEM model. Such behavior can be considered in future controllers to adapt the system with time-variable and non-autonomous response dynamics of soft robots.
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