South America
Reasons behind the Limited Use of Artificial Intelligence in Latin American Media
Journalists are automating processes and using systems that mimic human behavior to design tasks related to news gathering, content creation, distribution, marketing, and subscriptions in Latin America. FREMONT, CA: Artificial intelligence (AI) has stopped merely being a science fiction component and has become a reality in recent years. Automation of processes and the creation of systems that mimic human behavior have reached journalism and are being used to design tasks of news gathering, content creation, distribution, marketing, and subscriptions. Automating processes and creating systems that mimic human behavior have reached journalism. The use of AI is currently somewhat limited, despite its enormous potential, and the region is ravenous for information regarding the subject.
Fast and Robust Video-Based Exercise Classification via Body Pose Tracking and Scalable Multivariate Time Series Classifiers
Singh, Ashish, Bevilacqua, Antonio, Nguyen, Thach Le, Hu, Feiyan, McGuinness, Kevin, OReilly, Martin, Whelan, Darragh, Caulfield, Brian, Ifrim, Georgiana
Technological advancements have spurred the usage of machine learning based applications in sports science. Physiotherapists, sports coaches and athletes actively look to incorporate the latest technologies in order to further improve performance and avoid injuries. While wearable sensors are very popular, their use is hindered by constraints on battery power and sensor calibration, especially for use cases which require multiple sensors to be placed on the body. Hence, there is renewed interest in video-based data capture and analysis for sports science. In this paper, we present the application of classifying S\&C exercises using video. We focus on the popular Military Press exercise, where the execution is captured with a video-camera using a mobile device, such as a mobile phone, and the goal is to classify the execution into different types. Since video recordings need a lot of storage and computation, this use case requires data reduction, while preserving the classification accuracy and enabling fast prediction. To this end, we propose an approach named BodyMTS to turn video into time series by employing body pose tracking, followed by training and prediction using multivariate time series classifiers. We analyze the accuracy and robustness of BodyMTS and show that it is robust to different types of noise caused by either video quality or pose estimation factors. We compare BodyMTS to state-of-the-art deep learning methods which classify human activity directly from videos and show that BodyMTS achieves similar accuracy, but with reduced running time and model engineering effort. Finally, we discuss some of the practical aspects of employing BodyMTS in this application in terms of accuracy and robustness under reduced data quality and size. We show that BodyMTS achieves an average accuracy of 87\%, which is significantly higher than the accuracy of human domain experts.
Boosting Heterogeneous Catalyst Discovery by Structurally Constrained Deep Learning Models
Korovin, Alexey N., Humonen, Innokentiy S., Samtsevich, Artem I., Eremin, Roman A., Vasilyev, Artem I., Lazarev, Vladimir D., Budennyy, Semen A.
The discovery of new catalysts is one of the significant topics of computational chemistry as it has the potential to accelerate the adoption of renewable energy sources. Recently developed deep learning approaches such as graph neural networks (GNNs) open new opportunity to significantly extend scope for modelling novel high-performance catalysts. Nevertheless, the graph representation of particular crystal structure is not a straightforward task due to the ambiguous connectivity schemes and numerous embeddings of nodes and edges. Here we present embedding improvement for GNN that has been modified by Voronoi tesselation and is able to predict the energy of catalytic systems within Open Catalyst Project dataset. Enrichment of the graph was calculated via Voronoi tessellation and the corresponding contact solid angles and types (direct or indirect) were considered as features of edges and Voronoi volumes were used as node characteristics. The auxiliary approach was enriching node representation by intrinsic atomic properties (electronegativity, period and group position). Proposed modifications allowed us to improve the mean absolute error of the original model and the final error equals to 651 meV per atom on the Open Catalyst Project dataset and 6 meV per atom on the intermetallics dataset. Also, by consideration of additional dataset, we show that a sensible choice of data can decrease the error to values above physically-based 20 meV per atom threshold.
Approximate Computing and the Efficient Machine Learning Expedition
Henkel, Jörg, Li, Hai, Raghunathan, Anand, Tahoori, Mehdi B., Venkataramani, Swagath, Yang, Xiaoxuan, Zervakis, Georgios
Approximate computing Approximate computing (AxC) has been long accepted as a design refers to techniques that exploit the inherent error resilience alternative for efficient system implementation at the cost of relaxed of several applications to achieve improvements in efficiency (e.g., accuracy requirements. Despite the AxC research activities energy and performance) at all layers of the computing stack [60]. in various application domains, AxC thrived the past decade when For example, prior analysis on a benchmark suite of 12 recognition, it was applied in Machine Learning (ML). The by definition approximate mining and search applications showed that 83% of the runtime is notion of ML models but also the increased computational spent in tasks that are amenable to approximation [15, 60]. The origins overheads associated with ML applications-that were effectively of approximate computing (AxC) can be traced back to various mitigated by corresponding approximations-led to a perfect matching fields including computer arithmetic (floating point representation) and a fruitful synergy. AxC for AI/ML has transcended beyond [63], arithmetic units (adders [54] and multipliers [80]), digital academic prototypes. In this work, we enlighten the synergistic signal processing (filter design) [27], algorithms (approximation nature of AxC and ML and elucidate the impact of AxC in designing algorithms) [62], and networking (best-effort packet delivery) [9].
DARTFormer: Finding The Best Type Of Attention
Brown, Jason Ross, Zhao, Yiren, Shumailov, Ilia, Mullins, Robert D
Given the wide and ever growing range of different efficient Transformer attention mechanisms, it is important to identify which attention is most effective when given a task. In this work, we are also interested in combining different attention types to build heterogeneous Transformers. We first propose a DARTS-like Neural Architecture Search (NAS) method to find the best attention for a given task, in this setup, all heads use the same attention (homogeneous models). Our results suggest that NAS is highly effective on this task, and it identifies the best attention mechanisms for IMDb byte level text classification and Listops. We then extend our framework to search for and build Transformers with multiple different attention types, and call them heterogeneous Transformers. We show that whilst these heterogeneous Transformers are better than the average homogeneous models, they cannot outperform the best. We explore the reasons why heterogeneous attention makes sense, and why it ultimately fails.
Computer Vision - Richard Szeliski
As humans, we perceive the three-dimensional structure of the world around us with apparent ease. Think of how vivid the three-dimensional percept is when you look at a vase of flowers sitting on the table next to you. You can tell the shape and translucency of each petal through the subtle patterns of light and shading that play across its surface and effortlessly segment each flower from the background of the scene (Figure 1.1). Looking at a framed group por- trait, you can easily count (and name) all of the people in the picture and even guess at their emotions from their facial appearance. Perceptual psychologists have spent decades trying to understand how the visual system works and, even though they can devise optical illusions1 to tease apart some of its principles (Figure 1.3), a complete solution to this puzzle remains elusive (Marr 1982; Palmer 1999; Livingstone 2008).
Website uses Artificial Intelligence to turn characters into Pokémon - Play Crazy Game
Pokémon are unique little monsters, but often inspired by real-life animals or even some objects. And thinking about this freedom of diversity, a new model of Artificial Intelligence manages to transform any known character into a unique and unique Pokémon version. A website reveals a new Artificial Intelligence software that is capable of transforming a phrase or a character into a Pokémon in a matter of seconds, with beautiful and well-made images, which have been catching the public's attention. The application in question was developed by programmer Justin Pinkney, and called text-to-Pokemon. It allows you to put the name of any celebrity or character on the site to have access to a version of him in the world of skillful little monsters.
A Comparison of Transformer, Convolutional, and Recurrent Neural Networks on Phoneme Recognition
Phoneme recognition is a very important part of speech recognition that requires the ability to extract phonetic features from multiple frames. In this paper, we compare and analyze CNN, RNN, Transformer, and Conformer models using phoneme recognition. For CNN, the ContextNet model is used for the experiments. First, we compare the accuracy of various architectures under different constraints, such as the receptive field length, parameter size, and layer depth. Second, we interpret the performance difference of these models, especially when the observable sequence length varies. Our analyses show that Transformer and Conformer models benefit from the long-range accessibility of self-attention through input frames.
Dynamics of Mobile Manipulators using Dual Quaternion Algebra
Silva, Frederico F. A., Quiroz-Omaña, Juan J., Adorno, Bruno V.
Email: bruno.adorno@manchester.ac.uk ABSTRACT This paper presents two approaches to obtain the dynamical equations of mobile manipulators using dual quaternion algebra. The first one is based on a general recursive Newton-Euler formulation and uses twists and wrenches, which are propagated through high-level algebraic operations and works for any type of joints and arbitrary parameterizations. The second approach is based on Gauss's Principle of Least Constraint (GPLC) and includes arbitrary equality constraints. In addition to showing the connections of GPLC with Gibbs-Appell and Kane's equations, we use it to model a nonholonomic mobile manipulator. Our current formulations are more general than their counterparts in the state of the art, although GPLC is more computationally expensive, and simulation results show that they are as accurate as the classic recursive Newton-Euler algorithm. Keywords: Mobile Manipulator Dynamics, Dual Quaternion Algebra, Newton-Euler Model, Gauss's Principle of Least Constraint, Euler-Lagrange Equations, Gibbs-Appell Equations, Kane's Equations. 1 INTRODUCTION In the last thirty years, there have been an expressive amount of papers dealing with different representations for robot modeling. Notorious examples can be found in the works of Feather-stone [1-3], McCarthy [4-6], Selig [7,8], and Bayro-Corrochano [9], among many others. One of the reasons for such investigations is that the complexity of a robotic system goes far beyond the complexity of the mechanism itself. A typical robotic system involves motion/force/impedance control, path planning, task planning, and many more higher-level layers. Therefore, representations that are very useful for robot modeling, such as homogeneous transformation matrices, not necessarily are easy to use when performing pose control or impedance control, for example [10].
Fine-tuning Wav2vec for Vocal-burst Emotion Recognition
Nguyen, Dang-Khanh, Pant, Sudarshan, Ho, Ngoc-Huynh, Lee, Guee-Sang, Kim, Soo-Huyng, Yang, Hyung-Jeong
The ACII Affective Vocal Bursts (A-VB) competition introduces a new topic in affective computing, which is understanding emotional expression using the non-verbal sound of humans. We are familiar with emotion recognition via verbal vocal or facial expression. However, the vocal bursts such as laughs, cries, and signs, are not exploited even though they are very informative for behavior analysis. The A-VB competition comprises four tasks that explore non-verbal information in different spaces. This technical report describes the method and the result of SclabCNU Team for the tasks of the challenge. We achieved promising results compared to the baseline model provided by the organizers.