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Quanying Liu

Publications and source records attributed to Quanying Liu.

77 records · Page 5Linked to original sources

A novel convolutional neural network model to remove muscle artifacts from EEG

The recorded electroencephalography (EEG) signals are usually contaminated by many artifacts. In recent years, deep learning models have been used for denoising of electroencephalography (EEG) data and provided comparable performance with that of traditional techniques. However, the performance of the existing networks in electromyograph (EMG) artifact removal was limited and suffered from the over-fitting problem. Here we introduce a novel convolutional neural network (CNN) with gradually ascending feature dimensions and downsampling in time series for removing muscle artifacts in EEG data. Compared with other types of convolutional networks, this model largely eliminates the over-fitting and significantly outperforms four benchmark networks in EEGdenoiseNet. Our study suggested that the deep network architecture might help avoid overfitting and better remove EMG artifacts in EEG.

eess.SP↗

Bigeminal Priors Variational auto-encoder

Variational auto-encoders (VAEs) are an influential and generally-used class of likelihood-based generative models in unsupervised learning. The likelihood-based generative models have been reported to be highly robust to the out-of-distribution (OOD) inputs and can be a detector by assuming that the model assigns higher likelihoods to the samples from the in-distribution (ID) dataset than an OOD dataset. However, recent works reported a phenomenon that VAE recognizes some OOD samples as ID by assigning a higher likelihood to the OOD inputs compared to the one from ID. In this work, we introduce a new model, namely Bigeminal Priors Variational auto-encoder (BPVAE), to address this phenomenon. The BPVAE aims to enhance the robustness of the VAEs by combing the power of VAE with the two independent priors that belong to the training dataset and simple dataset, which complexity is lower than the training dataset, respectively. BPVAE learns two datasets'features, assigning a higher likelihood for the training dataset than the simple dataset. In this way, we can use BPVAE's density estimate for detecting the OOD samples. Quantitative experimental results suggest that our model has better generalization capability and stronger robustness than the standard VAEs, proving the effectiveness of the proposed approach of hybrid learning by collaborative priors. Overall, this work paves a new avenue to potentially overcome the OOD problem via multiple latent priors modeling.

cs.LG↗

Fitts' Law for speed-accuracy trade-off describes a diversity-enabled sweet spot in sensorimotor control

Human sensorimotor control exhibits remarkable speed and accuracy, and the tradeoff between them is encapsulated in Fitts' Law for reaching and pointing. While Fitts related this to Shannon's channel capacity theorem, despite widespread study of Fitts' Law, a theory that connects implementation of sensorimotor control at the system and hardware level has not emerged. Here we describe a theory that connects hardware (neurons and muscles with inherent severe speed-accuracy tradeoffs) with system level control to explain Fitts' Law for reaching and related laws. The results supporting the theory show that diversity between hardware components is exploited to achieve both fast and accurate control performance despite slow or inaccurate hardware. Such "diversity-enabled sweet spots" (DESSs) are ubiquitous in biology and technology, and explain why large heterogeneities exist in biological and technical components and how both engineers and natural selection routinely evolve fast and accurate systems using imperfect hardware.

eess.SP↗

Modeling and Interpreting Real-world Human Risk Decision Making with Inverse Reinforcement Learning

We model human decision-making behaviors in a risk-taking task using inverse reinforcement learning (IRL) for the purposes of understanding real human decision making under risk. To the best of our knowledge, this is the first work applying IRL to reveal the implicit reward function in human risk-taking decision making and to interpret risk-prone and risk-averse decision-making policies. We hypothesize that the state history (e.g. rewards and decisions in previous trials) are related to the human reward function, which leads to risk-averse and risk-prone decisions. We design features that reflect these factors in the reward function of IRL and learn the corresponding weight that is interpretable as the importance of features. The results confirm the sub-optimal risk-related decisions of human-driven by the personalized reward function. In particular, the risk-prone person tends to decide based on the current pump number, while the risk-averse person relies on burst information from the previous trial and the average end status. Our results demonstrate that IRL is an effective tool to model human decision-making behavior, as well as to help interpret the human psychological process in risk decision-making.

cs.LG↗

WheelCon: A wheel control-based gaming platform for studying human sensorimotor control

Feedback control theory has been extensively implemented to theoretically model human sensorimotor control. However, experimental platforms capable of manipulating important components of multiple feedback loops lack development. This paper describes the WheelCon, which is an open source platform aimed at resolving such insufficiencies. WheelCon enables safely simulation of the canonical sensorimotor task such as riding a mountain bike down a steep, twisting, bumpy trail etc., with provided only a computer, standard display, and an inexpensive gaming steering wheel with a force feedback motor. The platform provides flexibility, as will be demonstrated in the demos provided, so that researchers may manipulate the disturbances, delay, and quantization (data rate) in the layered feedback loops, including a high-level advanced plan layer and a low-level delayed reflex layer. In this paper, we illustrate WheelCon's graphical user interface (GUI), the input and output of existing demos, and how to design new games. In addition, we present the basic feedback model, and we show the testing results from our demo games which align well with prediction from the model. In short, the platform is featured as cheap, simple to use, and flexible to program for effective sensorimotor neuroscience research and control engineering education.

math.OC↗