No Arabic abstract
Detecting earthquake events from seismic time series has proved itself a challenging task. Manual detection can be expensive and tedious due to the intensive labor and large scale data set. In recent years, automatic detection methods based on machine learning have been developed to improve accuracy and efficiency. However, the accuracy of those methods relies on a sufficient amount of high-quality training data, which itself can be expensive to obtain due to the requirement of domain knowledge and subject matter expertise. This paper is to resolve this dilemma by answering two questions: (1) provided with a limited number of reliable labels, can we use them to generate more synthetic labels; (2) Can we use those synthetic labels to improve the detectability? Among all the existing generative models, the generative adversarial network (GAN) shows its supreme capability in generating high-quality synthetic samples in multiple domains. We designed our model based on GAN. In particular, we studied several different network structures. By comparing the generated results, our GAN-based generative model yields the highest quality. We further combine the dataset with synthetic samples generated by our generative model and show that the detectability of our earthquake classification model is significantly improved than the one trained without augmenting the training set.
The state-of-the-art in text-to-speech synthesis has recently improved considerably due to novel neural waveform generation methods, such as WaveNet. However, these methods suffer from their slow sequential inference process, while their parall
This paper proposes a method for generating speech from filterbank mel frequency cepstral coefficients (MFCC), which are widely used in speech applications, such as ASR, but are generally considered unusable for speech synthesis. First, we predict fundamental frequency and voicing information from MFCCs with an autoregressive recurrent neural net. Second, the spectral envelope information contained in MFCCs is converted to all-pole filters, and a pitch-synchronous excitation model matched to these filters is trained. Finally, we introduce a generative adversarial network -based noise model to add a realistic high-frequency stochastic component to the modeled excitation signal. The results show that high quality speech reconstruction can be obtained, given only MFCC information at test time.
Video-to-speech is the process of reconstructing the audio speech from a video of a spoken utterance. Previous approaches to this task have relied on a two-step process where an intermediate representation is inferred from the video, and is then decoded into waveform audio using a vocoder or a waveform reconstruction algorithm. In this work, we propose a new end-to-end video-to-speech model based on Generative Adversarial Networks (GANs) which translates spoken video to waveform end-to-end without using any intermediate representation or separate waveform synthesis algorithm. Our model consists of an encoder-decoder architecture that receives raw video as input and generates speech, which is then fed to a waveform critic and a power critic. The use of an adversarial loss based on these two critics enables the direct synthesis of raw audio waveform and ensures its realism. In addition, the use of our three comparative losses helps establish direct correspondence between the generated audio and the input video. We show that this model is able to reconstruct speech with remarkable realism for constrained datasets such as GRID, and that it is the first end-to-end model to produce intelligible speech for LRW (Lip Reading in the Wild), featuring hundreds of speakers recorded entirely `in the wild. We evaluate the generated samples in two different scenarios -- seen and unseen speakers -- using four objective metrics which measure the quality and intelligibility of artificial speech. We demonstrate that the proposed approach outperforms all previous works in most metrics on GRID and LRW.
We propose a unified game-theoretical framework to perform classification and conditional image generation given limited supervision. It is formulated as a three-player minimax game consisting of a generator, a classifier and a discriminator, and therefore is referred to as Triple Generative Adversarial Network (Triple-GAN). The generator and the classifier characterize the conditional distributions between images and labels to perform conditional generation and classification, respectively. The discriminator solely focuses on identifying fake image-label pairs. Under a nonparametric assumption, we prove the unique equilibrium of the game is that the distributions characterized by the generator and the classifier converge to the data distribution. As a byproduct of the three-player mechanism, Triple-GAN is flexible to incorporate different semi-supervised classifiers and GAN architectures. We evaluate Triple-GAN in two challenging settings, namely, semi-supervised learning and the extreme low data regime. In both settings, Triple-GAN can achieve excellent classification results and generate meaningful samples in a specific class simultaneously. In particular, using a commonly adopted 13-layer CNN classifier, Triple-GAN outperforms extensive semi-supervised learning methods substantially on more than 10 benchmarks no matter data augmentation is applied or not.
Modern machine learning techniques, such as deep neural networks, are transforming many disciplines ranging from image recognition to language understanding, by uncovering patterns in big data and making accurate predictions. They have also shown promising results for synthesizing new designs, which is crucial for creating products and enabling innovation. Generative models, including generative adversarial networks (GANs), have proven to be effective for design synthesis with applications ranging from product design to metamaterial design. These automated computational design methods can support human designers, who typically create designs by a time-consuming process of iteratively exploring ideas using experience and heuristics. However, there are still challenges remaining in automatically synthesizing `creative designs. GAN models, however, are not capable of generating unique designs, a key to innovation and a major gap in AI-based design automation applications. This paper proposes an automated method, named CreativeGAN, for generating novel designs. It does so by identifying components that make a design unique and modifying a GAN model such that it becomes more likely to generate designs with identified unique components. The method combines state-of-art novelty detection, segmentation, novelty localization, rewriting, and generative models for creative design synthesis. Using a dataset of bicycle designs, we demonstrate that the method can create new bicycle designs with unique frames and handles, and generalize rare novelties to a broad set of designs. Our automated method requires no human intervention and demonstrates a way to rethink creative design synthesis and exploration.