Multiview learning problem refers to the problem of learning a classifier from multiple view data. In this data set, each data points is presented by multiple different views. In this paper, we propose a novel method for this problem. This method is based on two assumptions. The first assumption is that each data point has an intact feature vector, and each view is obtained by a linear transformation from the intact vector. The second assumption is that the intact vectors are discriminative, and in the intact space, we have a linear classifier to separate the positive class from the negative class. We define an intact vector for each data point, and a view-conditional transformation matrix for each view, and propose to reconstruct the multiple view feature vectors by the product of the corresponding intact vectors and transformation matrices. Moreover, we also propose a linear classifier in the intact space, and learn it jointly with the intact vectors. The learning problem is modeled by a minimization problem, and the objective function is composed of a Cauchy error estimator-based view-conditional reconstruction term over all data points and views, and a classification error term measured by hinge loss over all the intact vectors of all the data points. Some regularization terms are also imposed to different variables in the objective function. The minimization problem is solve by an iterative algorithm using alternate optimization strategy and gradient descent algorithm. The proposed algorithm shows it advantage in the compression to other multiview learning algorithms on benchmark data sets.

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The pictorial jigsaw (PJ) puzzle is a well-known leisure game for humans. Usually, a PJ puzzle game is played by one or several human players face-to-face in the physical space. In this paper, we focus on how to solve PJ puzzles in the cyberspace by a group of physically distributed human players. We propose an approach to solving PJ puzzle by stigmergy-inspired Internet-based human collective intelligence. The core of the approach is a continuously executing loop, named the EIF loop, which consists of three activities: exploration, integration, and feedback. In exploration, each player tries to solve the PJ puzzle alone, without direct interactions with other players. At any time, the result of a player's exploration is a partial solution to the PJ puzzle, and a set of rejected neighboring relation between pieces. The results of all players' exploration are integrated in real time through integration, with the output of a continuously updated collective opinion graph (COG). And through feedback, each player is provided with personalized feedback information based on the current COG and the player's exploration result, in order to accelerate his/her puzzle-solving process. Exploratory experiments show that: (1) supported by this approach, the time to solve PJ puzzle is nearly linear to the reciprocal of the number of players, and shows better scalability to puzzle size than that of face-to-face collaboration for 10-player groups; (2) for groups with 2 to 10 players, the puzzle-solving time decreases 31.36%-64.57% on average, compared with the best single players in the experiments.

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The efficient integration of multisensory observations is a key property of the brain that yields the robust interaction with the environment. However, artificial multisensory perception remains an open issue especially in situations of sensory uncertainty and conflicts. In this work, we extend previous studies on audio-visual (AV) conflict resolution in complex environments. In particular, we focus on quantitatively assessing the contribution of semantic congruency during an AV spatial localization task. In addition to conflicts in the spatial domain (i.e. spatially misaligned stimuli), we consider gender-specific conflicts with male and female avatars. Our results suggest that while semantically related stimuli affect the magnitude of the visual bias (perceptually shifting the location of the sound towards a semantically congruent visual cue), humans still strongly rely on environmental statistics to solve AV conflicts. Together with previously reported results, this work contributes to a better understanding of how multisensory integration and conflict resolution can be modelled in artificial agents and robots operating in real-world environments.

* Workshop on Crossmodal Learning for Intelligent Robotics at IROS'18,
Madrid, Spain

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