Aspect Sentiment Triplet Extraction (ASTE) is an emerging task to extract a given sentence's triplets, which consist of aspects, opinions, and sentiments. Recent studies tend to address this task with a table-filling paradigm, wherein word relations are encoded in a two-dimensional table, and the process involves clarifying all the individual cells to extract triples. However, these studies ignore the deep interaction between neighbor cells, which we find quite helpful for accurate extraction. To this end, we propose a novel model for the ASTE task, called Prompt-based Tri-Channel Graph Convolution Neural Network (PT-GCN), which converts the relation table into a graph to explore more comprehensive relational information. Specifically, we treat the original table cells as nodes and utilize a prompt attention score computation module to determine the edges' weights. This enables us to construct a target-aware grid-like graph to enhance the overall extraction process. After that, a triple-channel convolution module is conducted to extract precise sentiment knowledge. Extensive experiments on the benchmark datasets show that our model achieves state-of-the-art performance. The code is available at https://github.com/KunPunCN/PT-GCN.
Conversational Speech Synthesis (CSS) aims to accurately express an utterance with the appropriate prosody and emotional inflection within a conversational setting. While recognising the significance of CSS task, the prior studies have not thoroughly investigated the emotional expressiveness problems due to the scarcity of emotional conversational datasets and the difficulty of stateful emotion modeling. In this paper, we propose a novel emotional CSS model, termed ECSS, that includes two main components: 1) to enhance emotion understanding, we introduce a heterogeneous graph-based emotional context modeling mechanism, which takes the multi-source dialogue history as input to model the dialogue context and learn the emotion cues from the context; 2) to achieve emotion rendering, we employ a contrastive learning-based emotion renderer module to infer the accurate emotion style for the target utterance. To address the issue of data scarcity, we meticulously create emotional labels in terms of category and intensity, and annotate additional emotional information on the existing conversational dataset (DailyTalk). Both objective and subjective evaluations suggest that our model outperforms the baseline models in understanding and rendering emotions. These evaluations also underscore the importance of comprehensive emotional annotations. Code and audio samples can be found at: https://github.com/walker-hyf/ECSS.
Text-based speech editing (TSE) techniques are designed to enable users to edit the output audio by modifying the input text transcript instead of the audio itself. Despite much progress in neural network-based TSE techniques, the current techniques have focused on reducing the difference between the generated speech segment and the reference target in the editing region, ignoring its local and global fluency in the context and original utterance. To maintain the speech fluency, we propose a fluency speech editing model, termed \textit{FluentEditor}, by considering fluency-aware training criterion in the TSE training. Specifically, the \textit{acoustic consistency constraint} aims to smooth the transition between the edited region and its neighboring acoustic segments consistent with the ground truth, while the \textit{prosody consistency constraint} seeks to ensure that the prosody attributes within the edited regions remain consistent with the overall style of the original utterance. The subjective and objective experimental results on VCTK demonstrate that our \textit{FluentEditor} outperforms all advanced baselines in terms of naturalness and fluency. The audio samples and code are available at \url{https://github.com/Ai-S2-Lab/FluentEditor}.
Prosodic phrasing is crucial to the naturalness and intelligibility of end-to-end Text-to-Speech (TTS). There exist both linguistic and emotional prosody in natural speech. As the study of prosodic phrasing has been linguistically motivated, prosodic phrasing for expressive emotion rendering has not been well studied. In this paper, we propose an emotion-aware prosodic phrasing model, termed \textit{EmoPP}, to mine the emotional cues of utterance accurately and predict appropriate phrase breaks. We first conduct objective observations on the ESD dataset to validate the strong correlation between emotion and prosodic phrasing. Then the objective and subjective evaluations show that the EmoPP outperforms all baselines and achieves remarkable performance in terms of emotion expressiveness. The audio samples and the code are available at \url{https://github.com/AI-S2-Lab/EmoPP}.
This research aims develop an Explainable Artificial Intelligence (XAI) framework to facilitate human-understandable solutions for tool wear prediction during turning. A random forest algorithm was used as the supervised Machine Learning (ML) classifier for training and binary classification using acceleration, acoustics, temperature, and spindle speed during the orthogonal tube turning process as input features. The ML classifier was used to predict the condition of the tool after the cutting process, which was determined in a binary class form indicating if the cutting tool was available or failed. After the training process, the Shapley criterion was used to explain the predictions of the trained ML classifier. Specifically, the significance of each input feature in the decision-making and classification was identified to explain the reasoning of the ML classifier predictions. After implementing the Shapley criterion on all testing datasets, the tool temperature was identified as the most significant feature in determining the classification of available versus failed cutting tools. Hence, this research demonstrates capability of XAI to provide machining operators the ability to diagnose and understand complex ML classifiers in prediction of tool wear.
Insufficient data is a long-standing challenge for Brain-Computer Interface (BCI) to build a high-performance deep learning model. Though numerous research groups and institutes collect a multitude of EEG datasets for the same BCI task, sharing EEG data from multiple sites is still challenging due to the heterogeneity of devices. The significance of this challenge cannot be overstated, given the critical role of data diversity in fostering model robustness. However, existing works rarely discuss this issue, predominantly centering their attention on model training within a single dataset, often in the context of inter-subject or inter-session settings. In this work, we propose a hierarchical personalized Federated Learning EEG decoding (FLEEG) framework to surmount this challenge. This innovative framework heralds a new learning paradigm for BCI, enabling datasets with disparate data formats to collaborate in the model training process. Each client is assigned a specific dataset and trains a hierarchical personalized model to manage diverse data formats and facilitate information exchange. Meanwhile, the server coordinates the training procedure to harness knowledge gleaned from all datasets, thus elevating overall performance. The framework has been evaluated in Motor Imagery (MI) classification with nine EEG datasets collected by different devices but implementing the same MI task. Results demonstrate that the proposed frame can boost classification performance up to 16.7% by enabling knowledge sharing between multiple datasets, especially for smaller datasets. Visualization results also indicate that the proposed framework can empower the local models to put a stable focus on task-related areas, yielding better performance. To the best of our knowledge, this is the first end-to-end solution to address this important challenge.
Vision-language navigation (VLN), which entails an agent to navigate 3D environments following human instructions, has shown great advances. However, current agents are built upon panoramic observations, which hinders their ability to perceive 3D scene geometry and easily leads to ambiguous selection of panoramic view. To address these limitations, we present a BEV Scene Graph (BSG), which leverages multi-step BEV representations to encode scene layouts and geometric cues of indoor environment under the supervision of 3D detection. During navigation, BSG builds a local BEV representation at each step and maintains a BEV-based global scene map, which stores and organizes all the online collected local BEV representations according to their topological relations. Based on BSG, the agent predicts a local BEV grid-level decision score and a global graph-level decision score, combined with a sub-view selection score on panoramic views, for more accurate action prediction. Our approach significantly outperforms state-of-the-art methods on REVERIE, R2R, and R4R, showing the potential of BEV perception in VLN.
As a unifying concept in economics, game theory, and operations research, even in the Robotics and AI field, the utility is used to evaluate the level of individual needs, preferences, and interests. Especially for decision-making and learning in multi-agent/robot systems (MAS/MRS), a suitable utility model can guide agents in choosing reasonable strategies to achieve their current needs and learning to cooperate and organize their behaviors, optimizing the system's utility, building stable and reliable relationships, and guaranteeing each group member's sustainable development, similar to the human society. Although these systems' complex, large-scale, and long-term behaviors are strongly determined by the fundamental characteristics of the underlying relationships, there has been less discussion on the theoretical aspects of mechanisms and the fields of applications in Robotics and AI. This paper introduces a utility-orient needs paradigm to describe and evaluate inter and outer relationships among agents' interactions. Then, we survey existing literature in relevant fields to support it and propose several promising research directions along with some open problems deemed necessary for further investigations.
Robots assist humans in various activities, from daily living public service (e.g., airports and restaurants), and to collaborative manufacturing. However, it is risky to assume that the knowledge and strategies robots learned from one group of people can apply to other groups. The discriminatory performance of robots will undermine their service quality for some people, ignore their service requests, and even offend them. Therefore, it is critically important to mitigate bias in robot decision-making for more fair services. In this paper, we designed a self-reflective mechanism -- Fairness-Sensitive Policy Gradient Reinforcement Learning (FSPGRL), to help robots to self-identify biased behaviors during interactions with humans. FSPGRL identifies bias by examining the abnormal update along particular gradients and updates the policy network to support fair decision-making for robots. To validate FSPGRL's effectiveness, a human-centered service scenario, "A robot is serving people in a restaurant," was designed. A user study was conducted; 24 human subjects participated in generating 1,000 service demonstrations. Four commonly-seen issues "Willingness Issue," "Priority Issue," "Quality Issue," "Risk Issue" were observed from robot behaviors. By using FSPGRL to improve robot decisions, robots were proven to have a self-bias detection capability for a more fair service. We have achieved the suppression of bias and improved the quality during the process of robot learning to realize a relatively fair model.