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Rifat Sadik

Publications and source records attributed to Rifat Sadik.

2 recordsLinked to original sources

Exploring Adversarial Watermarking in Transformer-Based Models: Transferability and Robustness Against Defense Mechanism for Medical Images

Deep learning models have shown remarkable success in dermatological image analysis, offering potential for automated skin disease diagnosis. Previously, convolutional neural network(CNN) based architectures have achieved immense popularity and success in computer vision (CV) based task like skin image recognition, generation and video analysis. But with the emergence of transformer based models, CV tasks are now are nowadays carrying out using these models. Vision Transformers (ViTs) is such a transformer-based models that have shown success in computer vision. It uses self-attention mechanisms to achieve state-of-the-art performance across various tasks. However, their reliance on global attention mechanisms makes them susceptible to adversarial perturbations. This paper aims to investigate the susceptibility of ViTs for medical images to adversarial watermarking-a method that adds so-called imperceptible perturbations in order to fool models. By generating adversarial watermarks through Projected Gradient Descent (PGD), we examine the transferability of such attacks to CNNs and analyze the performance defense mechanism -- adversarial training. Results indicate that while performance is not compromised for clean images, ViTs certainly become much more vulnerable to adversarial attacks: an accuracy drop of as low as 27.6%. Nevertheless, adversarial training raises it up to 90.0%.

cs.CV

Cognitive Engagement for STEM+C Education: Investigating Serious Game Impact on Graph Structure Learning with fNIRS

For serious games on education, understanding the effectiveness of different learning methods in influencing cognitive processes remains a significant challenge. This study investigates the impact of serious games on graph structure learning. For this, we compared our in-house game-based learning (GBL) and video-based learning (VBL) methodologies by evaluating their effectiveness on cognitive processes by oxygenated hemoglobin levels using functional near-infrared spectroscopy (fNIRS). We conducted a 2 x 1 between subjects preliminary study with twelve participants, involving two conditions: game and video. Both groups received equivalent content related to the basic structure of a graph, with comparable session lengths. The game group interacted with a quiz-based game, while the video group watched a pre-recorded video. The fNIRS was employed to capture cerebral signals from the prefrontal cortex, and participants completed pre- and post- questionnaires capturing user experience and knowledge gain. In our study, we noted that the mean levels of oxygenated hemoglobin were higher in the GBL group, suggesting the potential enhanced cognitive involvement. Our results show that the lateral prefrontal cortex (LPFC) has greater hemodynamic activity during the learning period. Moreover, knowledge gain analysis showed an increase in mean score in the GBL group compared to the VBL group. Although we did not observe statistically significant changes due to participant variability and sample size, this preliminary work contributes to understanding how GBL and VBL impact cognitive processes, providing insights for enhanced instructional design and educational game development. Additionally, it emphasizes the necessity for further investigation into the impact of GBL on cognitive engagement and learning outcomes.

cs.HC