Crowdsourcing-based content moderation is a platform that hosts content moderation tasks for crowd workers to review user submissions (e.g. text, images and videos) and make decisions regarding the admissibility of the posted content, along with a gamut of other tasks such as image labeling and speech-to-text conversion. In an attempt to reduce cognitive overload at the workers and improve system efficiency, these platforms offer personalized task recommendations according to the worker's preferences. However, the current state-of-the-art recommendation systems disregard the effects on worker's mental health, especially when they are repeatedly exposed to content moderation tasks with extreme content (e.g. violent images, hate-speech). In this paper, we propose a novel, strategic recommendation system for the crowdsourcing platform that recommends jobs based on worker's mental status. Specifically, this paper models interaction between the crowdsourcing platform's recommendation system (leader) and the worker (follower) as a Bayesian Stackelberg game where the type of the follower corresponds to the worker's cognitive atrophy rate and task preferences. We discuss how rewards and costs should be designed to steer the game towards desired outcomes in terms of maximizing the platform's productivity, while simultaneously improving the working conditions of crowd workers.
Today, more and more, it is necessary that most applications and documents developed in previous or current technologies to be accessible online on cloud-based infrastructures. That is why the migration of legacy systems including their hosts of documents to new technologies and online infrastructures, using modern Artificial Intelligence techniques, is absolutely necessary. With the advancement of Artificial Intelligence and Deep Learning with its multitude of applications, a new area of research is emerging - that of automated systems development and maintenance. The underlying work objective that led to this paper aims to research and develop truly intelligent systems able to analyze user interfaces from various sources and generate real and usable inferences ranging from architecture analysis to actual code generation. One key element of such systems is that of artificial scene detection and analysis based on deep learning computer vision systems. Computer vision models and particularly deep directed acyclic graphs based on convolutional modules are generally constructed and trained based on natural images datasets. Due to this fact, the models will develop during the training process natural image feature detectors apart from the base graph modules that will learn basic primitive features. In the current paper, we will present the base principles of a deep neural pipeline for computer vision applied to artificial scenes (scenes generated by user interfaces or similar). Finally, we will present the conclusions based on experimental development and benchmarking against state-of-the-art transfer-learning implemented deep vision models.
In this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly-added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction.
Better understanding and modelling of building interiors and the emergence of more impressive AR/VR technology has brought up the need for automatic parsing of floorplan images. However, there is a clear lack of representative datasets to investigate the problem further. To address this shortcoming, this paper presents a novel image dataset called CubiCasa5K, a large-scale floorplan image dataset containing 5000 samples annotated into over 80 floorplan object categories. The dataset annotations are performed in a dense and versatile manner by using polygons for separating the different objects. Diverging from the classical approaches based on strong heuristics and low-level pixel operations, we present a method relying on an improved multi-task convolutional neural network. By releasing the novel dataset and our implementations, this study significantly boosts the research on automatic floorplan image analysis as it provides a richer set of tools for investigating the problem in a more comprehensive manner.
We address the problem of personalizing query completion in a digital commerce setting, in which the bounce rate is typically high and recurring users are rare. We focus on in-session personalization and improve a standard noisy channel model by injecting dense vectors computed from product images at query time. We argue that image-based personalization displays several advantages over alternative proposals (from data availability to business scalability), and provide quantitative evidence and qualitative support on the effectiveness of the proposed methods. Finally, we show how a shared vector space between similar shops can be used to improve the experience of users browsing across sites, opening up the possibility of applying zero-shot unsupervised personalization to increase conversions. This will prove to be particularly relevant to retail groups that manage multiple brands and/or websites and to multi-tenant SaaS providers that serve multiple clients in the same space.
In this paper, it is shown that an auto-encoder using optimal reconstruction significantly outperforms a conventional auto-encoder. Optimal reconstruction uses the conditional mean of the input given the features, under a maximum entropy prior distribution. The optimal reconstruction network, which is called deterministic projected belied network (D-PBN), resembles a standard reconstruction network, but with special non-linearities that mist be iteratively solved. The method, which can be seen as a generalization of maximum entropy image reconstruction, extends to multiple layers. In experiments, mean square reconstruction error reduced by up to a factor of two. The performance improvement diminishes for deeper networks, or for input data with unconstrained values (Gaussian assumption).
Transformer is a type of self-attention-based neural networks originally applied for NLP tasks. Recently, pure transformer-based models are proposed to solve computer vision problems. These visual transformers usually view an image as a sequence of patches while they ignore the intrinsic structure information inside each patch. In this paper, we propose a novel Transformer-iN-Transformer (TNT) model for modeling both patch-level and pixel-level representation. In each TNT block, an outer transformer block is utilized to process patch embeddings, and an inner transformer block extracts local features from pixel embeddings. The pixel-level feature is projected to the space of patch embedding by a linear transformation layer and then added into the patch. By stacking the TNT blocks, we build the TNT model for image recognition. Experiments on ImageNet benchmark and downstream tasks demonstrate the superiority and efficiency of the proposed TNT architecture. For example, our TNT achieves $81.3\%$ top-1 accuracy on ImageNet which is $1.5\%$ higher than that of DeiT with similar computational cost. The code will be available at https://github.com/huawei-noah/noah-research/tree/master/TNT.
We propose a simple method for estimating noise level from a single color image. In most image-denoising algorithms, an accurate noise-level estimate results in good denoising performance; however, it is difficult to estimate noise level from a single image because it is an ill-posed problem. We tackle this problem by using prior knowledge that textures are highly correlated between RGB channels and noise is uncorrelated to other signals. We also extended our method for RAW images because they are available in almost all digital cameras and often used in practical situations. Experiments show the high noise-estimation performance of our method in synthetic noisy images. We also applied our method to natural images including RAW images and achieved better noise-estimation performance than conventional methods.
Inferring representations of 3D scenes from 2D observations is a fundamental problem of computer graphics, computer vision, and artificial intelligence. Emerging 3D-structured neural scene representations are a promising approach to 3D scene understanding. In this work, we propose a novel neural scene representation, Light Field Networks or LFNs, which represent both geometry and appearance of the underlying 3D scene in a 360-degree, four-dimensional light field parameterized via a neural implicit representation. Rendering a ray from an LFN requires only a *single* network evaluation, as opposed to hundreds of evaluations per ray for ray-marching or volumetric based renderers in 3D-structured neural scene representations. In the setting of simple scenes, we leverage meta-learning to learn a prior over LFNs that enables multi-view consistent light field reconstruction from as little as a single image observation. This results in dramatic reductions in time and memory complexity, and enables real-time rendering. The cost of storing a 360-degree light field via an LFN is two orders of magnitude lower than conventional methods such as the Lumigraph. Utilizing the analytical differentiability of neural implicit representations and a novel parameterization of light space, we further demonstrate the extraction of sparse depth maps from LFNs.
While common image object detection tasks focus on bounding boxes or segmentation masks as object representations, we propose a novel method, named TetraPackNet, using fourcorner based object representations. TetraPackNet is inspired by and based on CornerNet and uses similar base algorithms and ideas. It is designated for applications were the high-accuracy detection of regularly shaped objects is crucial, which is the case in the logistics use-case of packaging structure recognition. We evaluate our model on our specific real-world dataset for this use-case. Baselined against a previous solution, consisting of a a Mask R-CNN model and suitable post-processing steps, TetraPackNet achieves superior results (6% higher in accuracy) in the application of four-corner based transport unit side detection.