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Suranga Nanayakkara

Publications and source records attributed to Suranga Nanayakkara.

30 records · Page 2Linked to original sources

MorphFader: Enabling Fine-grained Controllable Morphing with Text-to-Audio Models

Sound morphing is the process of gradually and smoothly transforming one sound into another to generate novel and perceptually hybrid sounds that simultaneously resemble both. Recently, diffusion-based text-to-audio models have produced high-quality sounds using text prompts. However, granularly controlling the semantics of the sound, which is necessary for morphing, can be challenging using text. In this paper, we propose \textit{MorphFader}, a controllable method for morphing sounds generated by disparate prompts using text-to-audio models. By intercepting and interpolating the components of the cross-attention layers within the diffusion process, we can create smooth morphs between sounds generated by different text prompts. Using both objective metrics and perceptual listening tests, we demonstrate the ability of our method to granularly control the semantics in the sound and generate smooth morphs.

eess.AS↗

EMO-KNOW: A Large Scale Dataset on Emotion and Emotion-cause

Emotion-Cause analysis has attracted the attention of researchers in recent years. However, most existing datasets are limited in size and number of emotion categories. They often focus on extracting parts of the document that contain the emotion cause and fail to provide more abstractive, generalizable root cause. To bridge this gap, we introduce a large-scale dataset of emotion causes, derived from 9.8 million cleaned tweets over 15 years. We describe our curation process, which includes a comprehensive pipeline for data gathering, cleaning, labeling, and validation, ensuring the dataset's reliability and richness. We extract emotion labels and provide abstractive summarization of the events causing emotions. The final dataset comprises over 700,000 tweets with corresponding emotion-cause pairs spanning 48 emotion classes, validated by human evaluators. The novelty of our dataset stems from its broad spectrum of emotion classes and the abstractive emotion cause that facilitates the development of an emotion-cause knowledge graph for nuanced reasoning. Our dataset will enable the design of emotion-aware systems that account for the diverse emotional responses of different people for the same event.

cs.CL↗

Example-Based Framework for Perceptually Guided Audio Texture Generation

Controllable generation using StyleGANs is usually achieved by training the model using labeled data. For audio textures, however, there is currently a lack of large semantically labeled datasets. Therefore, to control generation, we develop a method for semantic control over an unconditionally trained StyleGAN in the absence of such labeled datasets. In this paper, we propose an example-based framework to determine guidance vectors for audio texture generation based on user-defined semantic attributes. Our approach leverages the semantically disentangled latent space of an unconditionally trained StyleGAN. By using a few synthetic examples to indicate the presence or absence of a semantic attribute, we infer the guidance vectors in the latent space of the StyleGAN to control that attribute during generation. Our results show that our framework can find user-defined and perceptually relevant guidance vectors for controllable generation for audio textures. Furthermore, we demonstrate an application of our framework to other tasks, such as selective semantic attribute transfer.

eess.AS↗

VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research

Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.

cs.AI↗

Towards Controllable Audio Texture Morphing

In this paper, we propose a data-driven approach to train a Generative Adversarial Network (GAN) conditioned on "soft-labels" distilled from the penultimate layer of an audio classifier trained on a target set of audio texture classes. We demonstrate that interpolation between such conditions or control vectors provides smooth morphing between the generated audio textures, and shows similar or better audio texture morphing capability compared to the state-of-the-art methods. The proposed approach results in a well-organized latent space that generates novel audio outputs while remaining consistent with the semantics of the conditioning parameters. This is a step towards a general data-driven approach to designing generative audio models with customized controls capable of traversing out-of-distribution regions for novel sound synthesis.

eess.AS↗

Using Sensor-Based Programming to Improve Self-Efficacy and Outcome Expectancy for Students from Underrepresented Groups

Knowledge of programming and computing is becoming increasingly valuable in today's world, and thus it is crucial that students from all backgrounds have the opportunity to learn. As the teaching of computing at high-school becomes more common, there is a growing need for approaches and tools that are effective and engaging for all students. Especially for students from groups that are traditionally underrepresented at university level, positive experiences at high-school can be an important factor for their future academic choices. In this paper we report on a hands-on programming workshop that we ran over multiple sessions for Maori and Pasifika high-school students who are underrepresented in computer science at the tertiary level in New Zealand. In the workshop, participants developed Scratch programs starting from a simple template we provided. In order to control the action in their programs, half of the participants used standard mouse and keyboard inputs, and the other half had access to plug-and-play sensors that provided real-time environmental data. We explore how students' perceptions of self-efficacy and outcome expectancy -- both key constructs driving academic career choices -- changed during the workshop and how these were impacted by the availability of the sensor toolkit. We found that participants enjoyed the workshop and reported improved self-efficacy with or without use of the toolkit, but outcome expectancy improved only for students who used the sensor toolkit.

cs.HC↗

Striving for Authentic and Sustained Technology Use In the Classroom: Lessons Learned from a Longitudinal Evaluation of a Sensor-based Science Education Platform

Technology integration in educational settings has led to the development of novel sensor-based tools that enable students to measure and interact with their environment. Although reports from using such tools can be positive, evaluations are often conducted under controlled conditions and short timeframes. There is a need for longitudinal data collected in realistic classroom settings. However, sustained and authentic classroom use requires technology platforms to be seen by teachers as both easy to use and of value. We describe our development of a sensor-based platform to support science teaching that followed a 14-month user-centered design process. We share insights from this design and development approach, and report findings from a 6-month large-scale evaluation involving 35 schools and 1245 students. We share lessons learnt, including that technology integration is not an educational goal per se and that technology should be a transparent tool to enable students to achieve their learning goals.

cs.HC↗

Improving the Domain Adaptation of Retrieval Augmented Generation (RAG) Models for Open Domain Question Answering

Retrieval Augment Generation (RAG) is a recent advancement in Open-Domain Question Answering (ODQA). RAG has only been trained and explored with a Wikipedia-based external knowledge base and is not optimized for use in other specialized domains such as healthcare and news. In this paper, we evaluate the impact of joint training of the retriever and generator components of RAG for the task of domain adaptation in ODQA. We propose \textit{RAG-end2end}, an extension to RAG, that can adapt to a domain-specific knowledge base by updating all components of the external knowledge base during training. In addition, we introduce an auxiliary training signal to inject more domain-specific knowledge. This auxiliary signal forces \textit{RAG-end2end} to reconstruct a given sentence by accessing the relevant information from the external knowledge base. Our novel contribution is unlike RAG, RAG-end2end does joint training of the retriever and generator for the end QA task and domain adaptation. We evaluate our approach with datasets from three domains: COVID-19, News, and Conversations, and achieve significant performance improvements compared to the original RAG model. Our work has been open-sourced through the Huggingface Transformers library, attesting to our work's credibility and technical consistency.

cs.CL↗

Fine-tune the Entire RAG Architecture (including DPR retriever) for Question-Answering

In this paper, we illustrate how to fine-tune the entire Retrieval Augment Generation (RAG) architecture in an end-to-end manner. We highlighted the main engineering challenges that needed to be addressed to achieve this objective. We also compare how end-to-end RAG architecture outperforms the original RAG architecture for the task of question answering. We have open-sourced our implementation in the HuggingFace Transformers library.

cs.IR↗

Jointly Fine-Tuning "BERT-like" Self Supervised Models to Improve Multimodal Speech Emotion Recognition

Multimodal emotion recognition from speech is an important area in affective computing. Fusing multiple data modalities and learning representations with limited amounts of labeled data is a challenging task. In this paper, we explore the use of modality-specific "BERT-like" pretrained Self Supervised Learning (SSL) architectures to represent both speech and text modalities for the task of multimodal speech emotion recognition. By conducting experiments on three publicly available datasets (IEMOCAP, CMU-MOSEI, and CMU-MOSI), we show that jointly fine-tuning "BERT-like" SSL architectures achieve state-of-the-art (SOTA) results. We also evaluate two methods of fusing speech and text modalities and show that a simple fusion mechanism can outperform more complex ones when using SSL models that have similar architectural properties to BERT.

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VUSFA:Variational Universal Successor Features Approximator to Improve Transfer DRL for Target Driven Visual Navigation

In this paper, we show how novel transfer reinforcement learning techniques can be applied to the complex task of target driven navigation using the photorealistic AI2THOR simulator. Specifically, we build on the concept of Universal Successor Features with an A3C agent. We introduce the novel architectural contribution of a Successor Feature Dependant Policy (SFDP) and adopt the concept of Variational Information Bottlenecks to achieve state of the art performance. VUSFA, our final architecture, is a straightforward approach that can be implemented using our open source repository. Our approach is generalizable, showed greater stability in training, and outperformed recent approaches in terms of transfer learning ability.

cs.LG↗

Target Driven Visual Navigation with Hybrid Asynchronous Universal Successor Representations

Being able to navigate to a target with minimal supervision and prior knowledge is critical to creating human-like assistive agents. Prior work on map-based and map-less approaches have limited generalizability. In this paper, we present a novel approach, Hybrid Asynchronous Universal Successor Representations (HAUSR), which overcomes the problem of generalizability to new goals by adapting recent work on Universal Successor Representations with Asynchronous Actor-Critic Agents. We show that the agent was able to successfully reach novel goals and we were able to quickly fine-tune the network for adapting to new scenes. This opens up novel application scenarios where intelligent agents could learn from and adapt to a wide range of environments with minimal human input.

cs.AI↗