189 research outputs found
Affective Music Information Retrieval
Much of the appeal of music lies in its power to convey emotions/moods and to
evoke them in listeners. In consequence, the past decade witnessed a growing
interest in modeling emotions from musical signals in the music information
retrieval (MIR) community. In this article, we present a novel generative
approach to music emotion modeling, with a specific focus on the
valence-arousal (VA) dimension model of emotion. The presented generative
model, called \emph{acoustic emotion Gaussians} (AEG), better accounts for the
subjectivity of emotion perception by the use of probability distributions.
Specifically, it learns from the emotion annotations of multiple subjects a
Gaussian mixture model in the VA space with prior constraints on the
corresponding acoustic features of the training music pieces. Such a
computational framework is technically sound, capable of learning in an online
fashion, and thus applicable to a variety of applications, including
user-independent (general) and user-dependent (personalized) emotion
recognition and emotion-based music retrieval. We report evaluations of the
aforementioned applications of AEG on a larger-scale emotion-annotated corpora,
AMG1608, to demonstrate the effectiveness of AEG and to showcase how
evaluations are conducted for research on emotion-based MIR. Directions of
future work are also discussed.Comment: 40 pages, 18 figures, 5 tables, author versio
Flow-based Intrinsic Curiosity Module
In this paper, we focus on a prediction-based novelty estimation strategy
upon the deep reinforcement learning (DRL) framework, and present a flow-based
intrinsic curiosity module (FICM) to exploit the prediction errors from optical
flow estimation as exploration bonuses. We propose the concept of leveraging
motion features captured between consecutive observations to evaluate the
novelty of observations in an environment. FICM encourages a DRL agent to
explore observations with unfamiliar motion features, and requires only two
consecutive frames to obtain sufficient information when estimating the
novelty. We evaluate our method and compare it with a number of existing
methods on multiple benchmark environments, including Atari games, Super Mario
Bros., and ViZDoom. We demonstrate that FICM is favorable to tasks or
environments featuring moving objects, which allow FICM to utilize the motion
features between consecutive observations. We further ablatively analyze the
encoding efficiency of FICM, and discuss its applicable domains
comprehensively.Comment: The SOLE copyright holder is IJCAI (International Joint Conferences
on Artificial Intelligence), all rights reserved. The link is provided as
follows: https://www.ijcai.org/Proceedings/2020/28
Virtual Guidance as a Mid-level Representation for Navigation
In the context of autonomous navigation, effectively conveying abstract
navigational cues to agents in dynamic environments poses challenges,
particularly when the navigation information is multimodal. To address this
issue, the paper introduces a novel technique termed "Virtual Guidance," which
is designed to visually represent non-visual instructional signals. These
visual cues, rendered as colored paths or spheres, are overlaid onto the
agent's camera view, serving as easily comprehensible navigational
instructions. We evaluate our proposed method through experiments in both
simulated and real-world settings. In the simulated environments, our virtual
guidance outperforms baseline hybrid approaches in several metrics, including
adherence to planned routes and obstacle avoidance. Furthermore, we extend the
concept of virtual guidance to transform text-prompt-based instructions into a
visually intuitive format for real-world experiments. Our results validate the
adaptability of virtual guidance and its efficacy in enabling policy transfer
from simulated scenarios to real-world ones.Comment: Tsung-Chih Chiang, Ting-Ru Liu, Chun-Wei Huang, and Jou-Min Liu
contributed equally to this work; This work has been submitted to the IEEE
for possible publication. Copyright may be transferred without notice, after
which this version may no longer be accessibl
A HRNet-based Rehabilitation Monitoring System
The rehabilitation treatment helps to heal minor sports and occupational
injuries. In a traditional rehabilitation process, a therapist will assign
certain actions to a patient to perform in between hospital visits, and it will
rely on the patient to remember actions correctly and the schedule to perform
them. Unfortunately, many patients forget to perform actions or fail to recall
actions in detail. As a consequence, the rehabilitation treatment is hampered
or, in the worst case, the patient may suffer from additional injury caused by
performing incorrect actions. To resolve these issues, we propose a HRNet-based
rehabilitation monitoring system, which can remind a patient when to perform
the actions and display the actions for the patient to follow via the patient's
smartphone. In addition, it helps the therapist to monitor the progress of the
rehabilitation for the patient. Our system consists of an iOS app and several
components at the server side. The app is in charge of displaying and
collecting action videos. The server computes the similarity score between the
therapist's actions and the patient's in the videos to keep track of the number
of repetitions of each action. Theses stats will be shown to both of the
patient and therapist. The extensive experiments show that the F1-Score of the
similarity calculation is as high as 0.9 and the soft accuracy of the number of
repetitions is higher than 90%
Admissions to intensive care unit of HIV-infected patients in the era of highly active antiretroviral therapy: etiology and prognostic factors
Low-cell-number, single-tube amplification (STA) of total RNA revealed transcriptome changes from pluripotency to endothelium
Polyol Process Synthesis of Copper Particles onto Bamboo Charcoal and the Composite’s Thermal Conductivity Characteristics
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