Deep neural networks have achieved remarkable results across various tasks. However, they are susceptible to adversarial examples, which are generated by adding adversarial perturbations to original data. Adversarial training (AT) is the most effective defense mechanism against adversarial examples and has received significant attention. Recent studies highlight the importance of example exploitation, where the model's learning intensity is altered for specific examples to extend classic AT approaches. However, the analysis methodologies employed by these studies are varied and contradictory, which may lead to confusion in future research. To address this issue, we provide a comprehensive summary of representative strategies focusing on exploiting examples within a unified framework. Furthermore, we investigate the role of examples in AT and find that examples which contribute primarily to accuracy or robustness are distinct. Based on this finding, we propose a novel example-exploitation idea that can further improve the performance of advanced AT methods. This new idea suggests that critical challenges in AT, such as the accuracy-robustness trade-off, robust overfitting, and catastrophic overfitting, can be alleviated simultaneously from an example-exploitation perspective. The code can be found in https://github.com/geyao1995/advancing-example-exploitation-in-adversarial-training.
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Understanding human interactions within diverse media contexts has emerged as a fundamental challenge. The explosive growth of multimedia data not only provides opportunities for human-centirc analysis but also increases the complexity of processing multimodal data. To address this pivotal challenge and explore its multifaceted dimensions, the Fourth International Workshop on Human-Centric Multimedia Analysis is concentrated on the tasks of human-centric analysis with multimedia and multimodal information. By delving into the nuances of human behavior within multimedia, this workshop aims to uncover novel insights, showcase innovative methodologies, and discuss future directions. With a spotlight on cutting-edge research and a focus on real-world applications, the workshop seeks to equip researchers and practitioners with the tools and knowledge to navigate the intricacies of human-centric multimedia analysis.
SUMAC 2023 is the fifth edition of the workshop on analySis, Understanding and proMotion of heritAge Contents. It is held in Ottawa, Canada on November 2, 2023 and is co-located with the 31st ACM International Conference on Multimedia. The workshop's objective is to present and discuss the latest and most significant trends, challenges and advances in the fields of machine learning, signal processing, multimodal techniques and human-machine interaction. The workshop is dedicated to the valorization of cultural heritage, with the emphasis on the unlocking of and access to the big data of the past. A representative scope of Computer Science methodologies dedicated to the processing of multimedia heritage contents and their exploitation is covered by the works presented, with the ambition of advancing and raising awareness about this fully developing research field. The complete SUMAC'23 workshop proceedings are available at: https://dl.acm.org/doi/proceedings/10.1145/3581783.3610949.
Disentangled Representation Learning (DRL) aims to learn a model capable of identifying and disentangling the underlying factors hidden in the observable data in representation form. The process of separating underlying factors of variation into variables with semantic meaning benefits in learning explainable representations of data, which imitates the meaningful understanding process of humans when observing an object or relation. As a general learning strategy, DRL has demonstrated its power in improving the model explainability, controllability, robustness, as well as generalization capacity in a wide range of scenarios such as computer vision, natural language processing, data mining etc. In this tutorial, we comprehensively present DRL from various aspects including motivations, definitions, methodologies, evaluations, applications and model designs for multimedia. We discuss works on DRL based on two well-recognized definitions, i.e., Intuitive Definition and Group Theory Definition. We further categorize the methodologies for DRL into four groups, i.e., Traditional Statistical Approaches, Variational Auto-encoder Based Approaches, Generative Adversarial Networks Based Approaches, Hierarchical Approaches and Other Approaches. We also analyze principles to design different DRL models that may benefit different tasks in practical multimedia applications. Finally, we point out challenges in DRL as well as potential research directions deserving future investigations. We believe this tutorial may provide insights for promoting the DRL research in the multimedia community.
Recently, widespread 3D graphics (e.g., point clouds and meshes) have drawn considerable efforts from academia and industry to assess their perceptual quality by conducting subjective experiments. However, lacking a handy software for 3D subjective experiments complicates the construction of 3D graphics quality assessment datasets, thus hindering the prosperity of relevant fields. In this paper, we develop a powerful platform with which users can flexibly design their 3D subjective methodologies and build high-quality datasets, easing a broad spectrum of 3D graphics subjective quality study. To accurately illustrate the perceptual quality differences of 3D stimuli, our software can simultaneously render the source stimulus and impaired stimulus and allows both stimuli to respond synchronously to viewer interactions. Compared with amateur 3D visualization tool-based or image/video rendering-based schemes, our approach embodies typical 3D applications while minimizing cognitive overload during subjective experiments. We organized a subjective experiment involving 40 participants to verify the validity of the proposed software. Experimental analyses demonstrate that subjective tests on our software can produce reasonable subjective quality scores of 3D models. All resources in this paper can be found at https://openi.pcl.ac.cn/OpenDatasets/3DQA.
Recent years have witnessed the profound influence of AI technologies on computer gaming. While grandmaster-level AI robots have largely come true for complex games based on heavy back-end support, in practice many game developers crave for participant AI robots (PARs) that behave like average-level humans with inexpensive infrastructures. Unfortunately, to date there has not been a satisfactory solution that registers large-scale use. In this work, we attempt to develop practical PARs (dubbed ParliRobo) showing acceptably humanoid behaviors with well affordable infrastructures under a challenging scenario-a 3D-FPS (first-person shooter) mobile MMOG with real-time interaction requirements. Based on comprehensive real-world explorations, we eventually enable our attempt through a novel ?transform and polish" methodology. It achieves ultralight implementations of the core system components by non-intuitive yet principled approaches, and meanwhile carefully fixes the probable side effect incurred on user perceptions. Evaluation results from large-scale deployment indicate the close resemblance (96% on average) in biofidelity metrics between ParliRobo and human players; moreover, in 73% mini Turing tests ParliRobo cannot be distinguished from human players.
On the Performance of Subjective Visual Quality Assessment Protocols for Nearly Visually Lossless Image Compression
PDF ↗The past decades have witnessed rapid growth in imaging as a major form of communication between individuals. Due to recent advances in capture, storage, delivery and display technologies, consumers demand improved perceptual quality while requiring reduced storage. In this context, research and innovation in lossy image compression have steered towards methods capable of achieving high compression ratios without compromising the perceived visual quality of images, and in some cases even enhancing the latter. Subjective visual quality assessment of images plays a fundamental role in defining quality as perceived by human observers. Although the field of image compression is constantly evolving towards efficient solutions for higher visual qualities, standardized subjective visual quality assessment protocols are still limited to those proposed in ITU-R Recommendation BT.500 and JPEG AIC standards. The number of comprehensive and in-depth studies where different protocols are compared is still insufficient. Moreover, previous works have not investigated the effectiveness of these methods on higher quality ranges, using recent image compression methods. In this paper, subjective visual scores collected from three subjective image quality assessment protocols, namely the Double Stimulus Continuous Quality Scale (DSCQS) and two test methods described in the JPEG AIC Part 2 standard, are compared between different laboratories under similar controlled conditions. The analysis of the experimental results has revealed that the DSCQS protocol is highly influenced by the quality of the reference images and experience of the subjects, while the JPEG AIC Part 2 specifications produce more stable results but are expensive and only suitable for a limited range of qualities. These emphasize the need for new robust subjective image quality assessment methodologies able to discriminate in the range of qualities generally demanded by consumers, i.e. from high to nearly visually lossless.
Subjective image quality assessment studies are used in many scenarios, such as the evaluation of compression, super-resolution, and denoising solutions. Among the available subjective test methodologies, pair comparison is attracting popularity due to its simplicity, reliability, and robustness to changes in the test conditions, e.g. display resolutions. The main problem that impairs its wide acceptance is that the number of pairs to compare by subjects grows quadratically with the number of stimuli that must be considered. Usually, the paired comparison data obtained is fed into an aggregation model to obtain a final score for each degraded image and thus, not every comparison contributes equally to the final quality score. In the past years, several solutions that sample pairs (from all possible combinations) have been proposed, from random sampling to active sampling based on the past subjects' decisions. This paper introduces a novel sampling solution called Predictive Sampling for Pairwise Comparison (PS-PC) which exploits the characteristics of the input data to make a prediction of which pairs should be evaluated by subjects. The proposed solution exploits popular machine learning techniques to select the most informative pairs for subjects to evaluate, while for the other remaining pairs, it predicts the subjects' preferences. The experimental results show that PS-PC is the best choice among the available sampling algorithms with higher performance for the same number of pairs. Moreover, since the choice of the pairs is done a priori before the subjective test starts, the algorithm is not required to run during the test and thus much more simple to deploy in online crowdsourcing subjective tests.
The problem of unpaired infrared-to-visible image translation has gained significant attention due to its ability to generate visible images with color information from low-detail grayscale infrared inputs. However, current methodologies often depend on conventional style transfer techniques, which constrain the spatial resolution of the visible output to be equivalent to that of the input infrared image. The fixed generation pattern results in blurry generated results when translating low-resolution infrared inputs, and utilizing high-resolution infrared inputs as a solution necessitates greater computational resources. This spurs us to investigate the challenging unpaired image translation from low-resolution infrared inputs to high-resolution visible outputs, with the ultimate goal of enhancing image details while reducing computational costs. Therefore, we propose a unified framework that integrates the super-resolution process into our unpaired infrared-to-visible image transfer, yielding realistic and high-resolution results. Specifically, we propose the Detail Consistency Loss to establish a connection between the two aforementioned modules, thereby enhancing the quality of visual detail in style transfer results through the super-resolution module. Furthermore, our Texture Perceptual Loss is designed to ensure that the generator generates high-quality visual details accurately and reliably. Experimental results indicate that our method outperforms other comparative approaches when utilizing low-resolution infrared inputs. Remarkably, our approach even surpasses techniques that use high-resolution infrared inputs to generate visible images. Last but equally important, we propose a new and challenging dataset, dubbed as InfraredCity-HD, which comprises 512X512 resolution images, to advance research on high-resolution infrared-related fields.
Video question answering is an increasingly vital research field, spurred by the rapid proliferation of video content online and the urgent need for intelligent systems that can comprehend and interact with this content. Existing methodologies often lean towards video understanding and cross-modal information interaction modeling but tend to overlook the crucial aspect of comprehensive question understanding. To address this gap, we introduce the multi-modal and multi-layer question enhancement network, a groundbreaking framework emphasizing nuanced question understanding. Our approach begins by extracting object, appearance, and motion features from videos. Subsequently, we harness multi-layer outputs from a pre-trained language model, ensuring a thorough grasp of the question. Integrating object data into appearance is guided by global question and frame representation, facilitating the adaptive acquisition of appearance and motion-enhanced question representation. By amalgamating multi-modal question insights, our methodology adeptly determines answers to questions. Experimental results conducted on three benchmarks demonstrate the superiority of our tailored approach, underscoring the importance of advanced question comprehension in VideoQA.
Augmentation techniques and sampling strategies are crucial in contrastive learning, but in most existing works, augmentation techniques require careful design, and their sampling strategies can only capture a small amount of intrinsic supervision information. Additionally, the existing methods require complex designs to obtain two different representations of the data. To overcome these limitations, we propose a novel framework called the Self-Contrastive Graph Diffusion Network (SCGDN). Our framework consists of two main components: the Attentional Module (AttM) and the Diffusion Module (DiFM). AttM aggregates higher-order structure and feature information to get an excellent embedding, while DiFM balances the state of each node in the graph through Laplacian diffusion learning and allows the cooperative evolution of adjacency and feature information in the graph. Unlike existing methodologies, SCGDN is an augmentation-free approach that avoids "sampling bias" and semantic drift, without the need for pre-training. We conduct a high-quality sampling of samples based on structure and feature information. If two nodes are neighbors, they are considered positive samples of each other. If two disconnected nodes are also unrelated on kNN graph, they are considered negative samples for each other. The contrastive objective reasonably uses our proposed sampling strategies, and the redundancy reduction term minimizes redundant information in the embedding and can well retain more discriminative information. In this novel framework, the graph self-contrastive learning paradigm gives expression to a powerful force. The results manifest that SCGDN can consistently generate out performance over both the contrastive methods and the classical methods. The source code is available at https://github.com/kunzhan/SCGDN.
Multispectral object detection has gained significant attention due to its potential in all-weather applications, particularly those involving visible (RGB) and infrared (IR) images. Despite substantial advancements in this domain, current methodologies primarily rely on rudimentary accumulation operations to combine complementary information from disparate modalities, overlooking the semantic conflicts that arise from the intrinsic heterogeneity among modalities. To address this issue, we propose a novel learning network, the Cross-modal Conflict-Aware Learning Network (CALNet), that takes into account semantic conflicts and complementary information within multi-modal input. Our network comprises two pivotal modules: the Cross-Modal Conflict Rectification Module (CCR) and the Selected Cross-modal Fusion (SCF) Module. The CCR module mitigates modal heterogeneity by examining contextual information of analogous pixels, thus alleviating multi-modal information with semantic conflicts. Subsequently, semantically coherent information is supplied to the SCF module, which fuses multi-modal features by assessing intra-modal importance to select semantically rich features and mining inter-modal complementary information. To assess the effectiveness of our proposed method, we develop a two-stream one-stage detector based on CALNet for multispectral object detection. Comprehensive experimental outcomes demonstrate that our approach considerably outperforms existing methods in resolving the cross-modal semantic conflict issue and achieving state-of-the-art accuracy in detection results.
Capturing Co-existing Distortions in User-Generated Content for No-reference Video Quality Assessment
PDF ↗Video Quality Assessment (VQA), which aims to predict the perceptual quality of a video, has attracted raising attention with the rapid development of streaming media technology, such as Facebook, TikTok, Kwai, and so on. Compared with other sequence-based visual tasks (e.g., action recognition), VQA faces two under-estimated challenges unresolved in User Generated Content (UGC) videos. First, it is not rare that several frames containing serious distortions (e.g., blocking, blurriness), can determine the perceptual quality of the whole video, while other sequence-based tasks require more frames of equal importance for representations.Second, the perceptual quality of a video exhibits a multi-distortion distribution, due to the differences in the duration and probability of occurrence for various distortions. In order to solve the above challenges, we propose Visual Quality Transformer (VQT) to extract quality-related sparse features more efficiently. Methodologically, a Sparse Temporal Attention (STA) is proposed to sample keyframes by analyzing the temporal correlation between frames, which reduces the computational complexity from O(T2) to O(T log T). Structurally, a Multi-Pathway Temporal Network (MPTN) utilizes multiple STA modules with different degrees of sparsity in parallel, capturing co-existing distortions in a video. Experimentally, VQT demonstrates superior performance than many state-of-the-art methods in three public no-reference VQA datasets. Furthermore, VQT shows better performance in four full-reference VQA datasets against widely-adopted industrial algorithms (e.g., VMAF and AVQT).
Sketch Input Method Editor: A Comprehensive Dataset and Methodology for Systematic Input Recognition
PDF ↗With the recent surge in the use of touchscreen devices, free-hand sketching has emerged as a promising modality for human-computer interaction. While previous research has focused on tasks such as recognition, retrieval, and generation of familiar everyday objects, this study aims to create a Sketch Input Method Editor (SketchIME) specifically designed for a professional Command, Control, Communications, Computer, and Intelligence (C4I) system. Within this system, sketches are utilized as low-fidelity prototypes for recommending standardized symbols in the creation of comprehensive situation maps. This paper also presents a systematic dataset comprising 374 specialized sketch types, and proposes a simultaneous recognition and segmentation architecture with multilevel supervision between recognition and segmentation to improve performance and enhance interpretability. By incorporating few-shot domain adaptation and class-incremental learning, the network's ability to adapt to new users and extend to new task-specific classes is significantly enhanced. Results from experiments conducted on both the proposed dataset and the SPG dataset illustrate the superior performance of the proposed architecture. Our dataset and code are publicly available at https://github.com/GuangmingZhu/SketchIME.
Cache me if you Can: an Online Cost-aware Teacher-Student framework to Reduce the Calls to Large Language Models
PDF ↗Prompting Large Language Models (LLMs) performs impressively in zero- and few-shot settings. Hence, small and medium-sized enterprises (SMEs) that cannot afford the cost of creating large task-specific training datasets, but also the cost of pretraining their own LLMs, are increasingly turning to third-party services that allow them to prompt LLMs. However, such services currently require a payment per call, which becomes a significant operating expense (OpEx). Furthermore, customer inputs are often very similar over time, hence SMEs end-up prompting LLMs with very similar instances. We propose a framework that allows reducing the calls to LLMs by caching previous LLM responses and using them to train a local inexpensive model on the SME side. The framework includes criteria for deciding when to trust the local model or call the LLM, and a methodology to tune the criteria and measure the tradeoff between performance and cost. For experimental purposes, we instantiate our framework with two LLMs, GPT-3.5 or GPT-4, and two inexpensive students, a k-NN classifier or a Multi-Layer Perceptron, using two common business tasks, intent recognition and sentiment analysis. Experimental results indicate that significant OpEx savings can be obtained with only slightly lower performance.
Multilingual language models (LMs) have become a powerful tool in NLP, especially for non-English languages. Nevertheless, model parameters of multilingual LMs remain large due to the larger embedding matrix of the vocabulary covering tokens in different languages. Instead, monolingual LMs can be trained in a target language with the language-specific vocabulary only. In this paper, we propose vocabulary-trimming (VT), a method to reduce a multilingual LM vocabulary to a target language by deleting potentially irrelevant tokens from its vocabulary. In theory, VT can compress any existing multilingual LM to any language covered by the original model. In our experiments, we show that VT can retain the original performance of the multilingual LM, while being considerably smaller in size than the original multilingual LM. The evaluation is performed over four NLP tasks (two generative and two classification tasks) among four widely used multilingual LMs in seven languages. The results show that this methodology can keep the best of both monolingual and multilingual worlds by keeping a small size as monolingual models without the need for specifically retraining them, and can even help limit potentially harmful social biases.
Chatbots have the risk of generating offensive utterances, which must be avoided. Post-deployment, one way for a chatbot to continuously improve is to source utterance/label pairs from feedback by live users. However, among users are trolls, who provide training examples with incorrect labels. To de-troll training data, previous work removed training examples that have high user-aggregated cross-validation (CV) error. However, CV is expensive; and in a coordinated attack, CV may be overwhelmed by trolls in number and in consistency among themselves. In the present work, I address both limitations by proposing a solution inspired by methodology in automated essay scoring (AES): have multiple users rate each utterance, then perform latent class analysis (LCA) to infer correct labels. As it does not require GPU computations, LCA is inexpensive. In experiments, I found that the AES-like solution can infer training labels with high accuracy when trolls are consistent, even when trolls are the majority.
The common practice for assessing automatic evaluation metrics is to measure the correlation between their induced system rankings and those obtained by reliable human evaluation, where a higher correlation indicates a better metric. Yet, an intricate setting arises when an NLP task is evaluated by multiple Quality Criteria (QCs), like for text summarization where prominent criteria including relevance, consistency, fluency and coherence. In this paper, we challenge the soundness of this methodology when multiple QCs are involved, concretely for the summarization case. First, we show that the allegedly best metrics for certain QCs actually do not perform well, failing to detect even drastic summary corruptions with respect to the considered QC. To explain this, we show that some of the high correlations obtained in the multi-QC setup are spurious. Finally, we propose a procedure that may help detecting this effect. Overall, our findings highlight the need for further investigating metric evaluation methodologies for the multiple-QC case.
From Complex to Simple: Unraveling the Cognitive Tree for Reasoning with Small Language Models
PDF ↗Reasoning is a distinctive human capacity, enabling us to address complex problems by breaking them down into a series of manageable cognitive steps. Yet, complex logical reasoning is still cumbersome for language models. Based on the dual process theory in cognitive science, we are the first to unravel the cognitive reasoning abilities of language models. Our framework employs an iterative methodology to construct a Cognitive Tree (CogTree). The root node of this tree represents the initial query, while the leaf nodes consist of straightforward questions that can be answered directly. This construction involves two main components: the implicit extraction module (referred to as the intuitive system) and the explicit reasoning module (referred to as the reflective system). The intuitive system rapidly generates multiple responses by utilizing in-context examples, while the reflective system scores these responses using comparative learning. The scores guide the intuitive system in its subsequent generation step.Our experimental results on two popular and challenging reasoning tasks indicate that it is possible to achieve a performance level comparable to that of GPT-3.5 (with 175B parameters), using a significantly smaller language model that contains fewer parameters (<=7B) than 5% of GPT-3.5.
Grounded and well-rounded: a methodological approach to the study of cross-modal and cross-lingual grounding
PDF ↗Grounding has been argued to be a crucial component towards the development of more complete and truly semantically competent artificial intelligence systems. Literature has divided into two camps: While some argue that grounding allows for qualitatively different generalizations, others believe it can be compensated by mono-modal data quantity. Limited empirical evidence has emerged for or against either position, which we argue is due to the methodological challenges that come with studying grounding and its effects on NLP systems. In this paper, we establish a methodological framework for studying what the effects are—if any—of providing models with richer input sources than text-only. The crux of it lies in the construction of comparable samples of populations of models trained on different input modalities, so that we can tease apart the qualitative effects of different input sources from quantifiable model performances. Experiments using this framework reveal qualitative differences in model behavior between cross-modally grounded, cross-lingually grounded, and ungrounded models, which we measure both at a global dataset level as well as for specific word representations, depending on how concrete their semantics is.