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Topics in Deep Learning and Optimization Algorithms for IoT Applications in Smart Transportation. (arXiv:2210.07246v1 [cs.LG]) arxiv.org/abs/2210.07246

Topics in Deep Learning and Optimization Algorithms for IoT Applications in Smart Transportation

Nowadays, the Internet of Things (IoT) has become one of the most important technologies which enables a variety of connected and intelligent applications in smart cities. The smart decision making process of IoT devices not only relies on the large volume of data collected from their sensors, but also depends on advanced optimization theories and novel machine learning technologies which can process and analyse the collected data in specific network structure. Therefore, it becomes practically important to investigate how different optimization algorithms and machine learning techniques can be leveraged to improve system performance. As one of the most important vertical domains for IoT applications, smart transportation system has played a key role for providing real-world information and services to citizens by making their access to transport facilities easier and thus it is one of the key application areas to be explored in this thesis. In a nutshell, this thesis covers three key topics related to applying mathematical optimization and deep learning methods to IoT networks. In the first topic, we propose an optimal transmission frequency management scheme using decentralized ADMM-based method in a IoT network and introduce a mechanism to identify anomalies in data transmission frequency using an LSTM-based architecture. In the second topic, we leverage graph neural network (GNN) for demand prediction for shared bikes. In particular, we introduce a novel architecture, i.e., attention-based spatial temporal graph convolutional network (AST-GCN), to improve the prediction accuracy in real world datasets. In the last topic, we consider a highway traffic network scenario where frequent lane changing behaviors may occur with probability. A specific GNN based anomaly detector is devised to reveal such a probability driven by data collected in a dedicated mobility simulator.

arxiv.org

Harfang3D Dog-Fight Sandbox: A Reinforcement Learning Research Platform for the Customized Control Tasks of Fighter Aircrafts. (arXiv:2210.07282v1 [cs.RO]) arxiv.org/abs/2210.07282

Harfang3D Dog-Fight Sandbox: A Reinforcement Learning Research Platform for the Customized Control Tasks of Fighter Aircrafts

The advent of deep learning (DL) gave rise to significant breakthroughs in Reinforcement Learning (RL) research. Deep Reinforcement Learning (DRL) algorithms have reached super-human level skills when applied to vision-based control problems as such in Atari 2600 games where environment states were extracted from pixel information. Unfortunately, these environments are far from being applicable to highly dynamic and complex real-world tasks as in autonomous control of a fighter aircraft since these environments only involve 2D representation of a visual world. Here, we present a semi-realistic flight simulation environment Harfang3D Dog-Fight Sandbox for fighter aircrafts. It is aimed to be a flexible toolbox for the investigation of main challenges in aviation studies using Reinforcement Learning. The program provides easy access to flight dynamics model, environment states, and aerodynamics of the plane enabling user to customize any specific task in order to build intelligent decision making (control) systems via RL. The software also allows deployment of bot aircrafts and development of multi-agent tasks. This way, multiple groups of aircrafts can be configured to be competitive or cooperative agents to perform complicated tasks including Dog Fight. During the experiments, we carried out training for two different scenarios: navigating to a designated location and within visual range (WVR) combat, shortly Dog Fight. Using Deep Reinforcement Learning techniques for both scenarios, we were able to train competent agents that exhibit human-like behaviours. Based on this results, it is confirmed that Harfang3D Dog-Fight Sandbox can be utilized as a 3D realistic RL research platform.

arxiv.org

Emergence of Shared Sensory-motor Graphical Language from Visual Input. (arXiv:2210.06468v1 [cs.AI]) arxiv.org/abs/2210.06468

Emergence of Shared Sensory-motor Graphical Language from Visual Input

The framework of Language Games studies the emergence of languages in populations of agents. Recent contributions relying on deep learning methods focused on agents communicating via an idealized communication channel, where utterances produced by a speaker are directly perceived by a listener. This comes in contrast with human communication, which instead relies on a sensory-motor channel, where motor commands produced by the speaker (e.g. vocal or gestural articulators) result in sensory effects perceived by the listener (e.g. audio or visual). Here, we investigate if agents can evolve a shared language when they are equipped with a continuous sensory-motor system to produce and perceive signs, e.g. drawings. To this end, we introduce the Graphical Referential Game (GREG) where a speaker must produce a graphical utterance to name a visual referent object consisting of combinations of MNIST digits while a listener has to select the corresponding object among distractor referents, given the produced message. The utterances are drawing images produced using dynamical motor primitives combined with a sketching library. To tackle GREG we present CURVES: a multimodal contrastive deep learning mechanism that represents the energy (alignment) between named referents and utterances generated through gradient ascent on the learned energy landscape. We, then, present a set of experiments and metrics based on a systematic compositional dataset to evaluate the resulting language. We show that our method allows the emergence of a shared, graphical language with compositional properties.

arxiv.org

Subject-specific quantitative susceptibility mapping using patch based deep image priors. (arXiv:2210.06471v1 [eess.IV]) arxiv.org/abs/2210.06471

Subject-specific quantitative susceptibility mapping using patch based deep image priors

Quantitative Susceptibility Mapping is a parametric imaging technique to estimate the magnetic susceptibilities of biological tissues from MRI phase measurements. This problem of estimating the susceptibility map is ill posed. Regularized recovery approaches exploiting signal properties such as smoothness and sparsity improve reconstructions, but suffer from over-smoothing artifacts. Deep learning approaches have shown great potential and generate maps with reduced artifacts. However, for reasonable reconstructions and network generalization, they require numerous training datasets resulting in increased data acquisition time. To overcome this issue, we proposed a subject-specific, patch-based, unsupervised learning algorithm to estimate the susceptibility map. We make the problem well-posed by exploiting the redundancies across the patches of the map using a deep convolutional neural network. We formulated the recovery of the susceptibility map as a regularized optimization problem and adopted an alternating minimization strategy to solve it. We tested the algorithm on a 3D invivo dataset and, qualitatively and quantitatively, demonstrated improved reconstructions over competing methods.

arxiv.org

Inner speech recognition through electroencephalographic signals. (arXiv:2210.06472v1 [cs.HC]) arxiv.org/abs/2210.06472

Inner speech recognition through electroencephalographic signals

This work focuses on inner speech recognition starting from EEG signals. Inner speech recognition is defined as the internalized process in which the person thinks in pure meanings, generally associated with an auditory imagery of own inner "voice". The decoding of the EEG into text should be understood as the classification of a limited number of words (commands) or the presence of phonemes (units of sound that make up words). Speech-related BCIs provide effective vocal communication strategies for controlling devices through speech commands interpreted from brain signals, improving the quality of life of people who have lost the capability to speak, by restoring communication with their environment. Two public inner speech datasets are analysed. Using this data, some classification models are studied and implemented starting from basic methods such as Support Vector Machines, to ensemble methods such as the eXtreme Gradient Boosting classifier up to the use of neural networks such as Long Short Term Memory (LSTM) and Bidirectional Long Short Term Memory (BiLSTM). With the LSTM and BiLSTM models, generally not used in the literature of inner speech recognition, results in line with or superior to those present in the stateof-the-art are obtained.

arxiv.org

VR-SFT: Reproducing Swinging Flashlight Test in Virtual Reality to Detect Relative Afferent Pupillary Defect. (arXiv:2210.06474v1 [cs.HC]) arxiv.org/abs/2210.06474

VR-SFT: Reproducing Swinging Flashlight Test in Virtual Reality to Detect Relative Afferent Pupillary Defect

The relative afferent asymmetry between two eyes can be diagnosed using swinging flashlight test, also known as the alternating light test. This remains one of the most used clinical tests to this day. Despite the swinging flashlight test's straightforward approach, a number of factors can add variability into the clinical methodology and reduce the measurement's validity and reliability. This includes small and poorly responsive pupils, dark iris, anisocoria, uneven illumination in both eyes. Due to these limitations, the true condition of relative afferent asymmetry may create confusion and various observers may quantify the relative afferent pupillary defect differently. Consequently, the results of the swinging flashlight test are subjective and ambiguous. In order to eliminate the limitations of traditional swinging flashlight test and introduce objectivity, we propose a novel approach to the swinging flashlight exam, VR-SFT, by making use of virtual reality (VR). We suggest that the clinical records of the subjects and the results of VR-SFT are comparable. In this paper, we describe how we exploit the features of immersive VR experience to create a reliable and objective swinging flashlight test.

arxiv.org

Attention-Based Generative Neural Image Compression on Solar Dynamics Observatory. (arXiv:2210.06478v1 [eess.IV]) arxiv.org/abs/2210.06478

Attention-Based Generative Neural Image Compression on Solar Dynamics Observatory

NASA's Solar Dynamics Observatory (SDO) mission gathers 1.4 terabytes of data each day from its geosynchronous orbit in space. SDO data includes images of the Sun captured at different wavelengths, with the primary scientific goal of understanding the dynamic processes governing the Sun. Recently, end-to-end optimized artificial neural networks (ANN) have shown great potential in performing image compression. ANN-based compression schemes have outperformed conventional hand-engineered algorithms for lossy and lossless image compression. We have designed an ad-hoc ANN-based image compression scheme to reduce the amount of data needed to be stored and retrieved on space missions studying solar dynamics. In this work, we propose an attention module to make use of both local and non-local attention mechanisms in an adversarially trained neural image compression network. We have also demonstrated the superior perceptual quality of this neural image compressor. Our proposed algorithm for compressing images downloaded from the SDO spacecraft performs better in rate-distortion trade-off than the popular currently-in-use image compression codecs such as JPEG and JPEG2000. In addition we have shown that the proposed method outperforms state-of-the art lossy transform coding compression codec, i.e., BPG.

arxiv.org
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