Deep Learning
An Intelligent Passive Food Intake Assessment System with Egocentric Cameras
Lo, Frank Po Wen, Jobarteh, Modou L, Sun, Yingnan, Qiu, Jianing, Jiang, Shuo, Frost, Gary, Lo, Benny
Malnutrition is a major public health concern in low-and-middle-income countries (LMICs). Understanding food and nutrient intake across communities, households and individuals is critical to the development of health policies and interventions. To ease the procedure in conducting large-scale dietary assessments, we propose to implement an intelligent passive food intake assessment system via egocentric cameras particular for households in Ghana and Uganda. Algorithms are first designed to remove redundant images for minimising the storage memory. At run time, deep learning-based semantic segmentation is applied to recognise multi-food types and newly-designed handcrafted features are extracted for further consumed food weight monitoring. Comprehensive experiments are conducted to validate our methods on an in-the-wild dataset captured under the settings which simulate the unique LMIC conditions with participants of Ghanaian and Kenyan origin eating common Ghanaian/Kenyan dishes. To demonstrate the efficacy, experienced dietitians are involved in this research to perform the visual portion size estimation, and their predictions are compared to our proposed method. The promising results have shown that our method is able to reliably monitor food intake and give feedback on users' eating behaviour which provides guidance for dietitians in regular dietary assessment.
AI in (and for) Games
Karpouzis, Kostas, Tsatiris, George
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human affective activity, player behaviour (i.e. actions within the game world), commercial behaviour, interaction with graphical user interface elements or messaging with other players, while games can utilise intelligent algorithms to automate testing of game levels, generate content, develop intelligent and responsive non-player characters (NPCs) or predict and respond player behaviour across a wide variety of player cultures. In this work, we discuss some of the most common and widely accepted uses of AI/ML in games and how intelligent systems can benefit from those, elaborating on estimating player experience based on expressivity and performance, and on generating proper and interesting content for a language learning game.
A Survey of Data Augmentation Approaches for NLP
Feng, Steven Y., Gangal, Varun, Wei, Jason, Chandar, Sarath, Vosoughi, Soroush, Mitamura, Teruko, Hovy, Eduard
Data augmentation has recently seen increased interest in NLP due to more work in low-resource domains, new tasks, and the popularity of large-scale neural networks that require large amounts of training data. Despite this recent upsurge, this area is still relatively underexplored, perhaps due to the challenges posed by the discrete nature of language data. In this paper, we present a comprehensive and unifying survey of data augmentation for NLP by summarizing the literature in a structured manner. We first introduce and motivate data augmentation for NLP, and then discuss major methodologically representative approaches. Next, we highlight techniques that are used for popular NLP applications and tasks. We conclude by outlining current challenges and directions for future research. Overall, our paper aims to clarify the landscape of existing literature in data augmentation for NLP and motivate additional work in this area.
DeepRF: Deep Reinforcement Learning Designed RadioFrequency Waveform in MRI
Shin, Dongmyung, Kim, Younghoon, Oh, Chungseok, An, Hongjun, Park, Juhyung, Kim, Jiye, Lee, Jongho
A carefully engineered radiofrequency (RF) pulse plays a key role in a number of systems such as mobile phone, radar, and magnetic resonance imaging (MRI). The design of an RF waveform, however, is often posed as an inverse problem that has no general solution. As a result, various design methods each with a specific purpose have been developed based on the intuition of human experts. In this work, we propose an artificial intelligence-powered RF pulse design framework, DeepRF, which utilizes the self-learning characteristics of deep reinforcement learning (DRL) to generate a novel RF beyond human intuition. Additionally, the method can design various types of RF pulses via customized reward functions. The algorithm of DeepRF consists of two modules: the RF generation module, which utilizes DRL to explore new RF pulses, and the RF refinement module, which optimizes the seed RF pulses from the generation module via gradient ascent. The effectiveness of DeepRF is demonstrated using four exemplary RF pulses, slice-selective excitation pulse, slice-selective inversion pulse, B1-insensitive volume inversion pulse, and B1-insensitive selective inversion pulse, that are commonly used in MRI. The results show that the DeepRF-designed pulses successfully satisfy the design criteria while improving specific absorption rates when compared to those of the conventional RF pulses. Further analyses suggest that the DeepRF-designed pulses utilize new mechanisms of magnetization manipulation that are difficult to be explained by conventional theory, suggesting the potentials of DeepRF in discovering unseen design dimensions beyond human intuition. This work may lay the foundation for an emerging field of AI-driven RF waveform design.
GM-MLIC: Graph Matching based Multi-Label Image Classification
Wu, Yanan, Liu, He, Feng, Songhe, Jin, Yi, Lyu, Gengyu, Wu, Zizhang
Multi-Label Image Classification (MLIC) aims to predict a set of labels that present in an image. The key to deal with such problem is to mine the associations between image contents and labels, and further obtain the correct assignments between images and their labels. In this paper, we treat each image as a bag of instances, and reformulate the task of MLIC as an instance-label matching selection problem. To model such problem, we propose a novel deep learning framework named Graph Matching based Multi-Label Image Classification (GM-MLIC), where Graph Matching (GM) scheme is introduced owing to its excellent capability of excavating the instance and label relationship. Specifically, we first construct an instance spatial graph and a label semantic graph respectively, and then incorporate them into a constructed assignment graph by connecting each instance to all labels. Subsequently, the graph network block is adopted to aggregate and update all nodes and edges state on the assignment graph to form structured representations for each instance and label. Our network finally derives a prediction score for each instance-label correspondence and optimizes such correspondence with a weighted cross-entropy loss. Extensive experiments conducted on various image datasets demonstrate the superiority of our proposed method.
Watershed of Artificial Intelligence: Human Intelligence, Machine Intelligence, and Biological Intelligence
Weigang, Li, Enamoto, Liriam, Li, Denise Leyi, Filho, Geraldo Pereira Rocha
This article reviews the "Once learning" mechanism that was proposed 23 years ago and the subsequent successes of "One-shot learning" in image classification and "You Only Look Once - YOLO" in objective detection. Analyzing the current development of Artificial Intelligence (AI), the proposal is that AI should be clearly divided into the following categories: Artificial Human Intelligence (AHI), Artificial Machine Intelligence (AMI), and Artificial Biological Intelligence (ABI), which will also be the main directions of theory and application development for AI. As a watershed for the branches of AI, some classification standards and methods are discussed: 1) Human-oriented, machine-oriented, and biological-oriented AI R&D; 2) Information input processed by Dimensionality-up or Dimensionality-reduction; 3) The use of one/few or large samples for knowledge learning.
Sharpening Its Edge: U.S. Postal Service Opens AI Apps on Edge Network
In 2019, the U.S. Postal Service had a need to identify and track items in its torrent of more than 100 million pieces of daily mail. A USPS AI architect had an idea. Ryan Simpson wanted to expand an image analysis system a postal team was developing into something much broader that could tackle this needle-in-a-haystack problem. With edge AI servers strategically located at its processing centers, he believed USPS could analyze the billions of images each center generated. The resulting insights, expressed in a few key data points, could be shared quickly over the network.
All The Machine Learning Libraries Open-Sourced By Facebook Ever
Today, corporations like Google, Facebook and Microsoft have been dominating tools and deep learning frameworks that AI researchers use globally. Many of their open-source libraries are now gaining popularity on GitHub, which is helping budding AI developers across the world build flexible and scalable machine learning models. From conversational chatbot, self-driving cars to the weather forecast and recommendation systems, AI developers are experimenting with various neural network architectures, hyperparameters, and other features to fit the hardware constraints of edge platforms. Some of the popular deep learning frameworks include Google's TensorFlow and Facebook's Caffe2, PyTorch, Torchcraft AI and Hydra, etc. According to Statista, AI business operations global revenue is expected to touch $10.8 billion by 2023, and the natural language processing (NLP) market size globally is expected to reach $43.3 billion by 2025. With the rise of AI adoption across businesses, the need for open-source libraries and architecture will only increase in the coming months.