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An Empirical Study & Evaluation of Modern CAPTCHAs
An Empirical Study & Evaluation of Modern CAPTCHAs
For nearly two decades, CAPTCHAs have been widely used as a means of protection against bots. Throughout the years, as their use grew, techniques to defeat or bypass CAPTCHAs have continued to improve. Meanwhile, CAPTCHAs have also evolved in terms of sophistication and diversity, becoming increasingly difficult to solve for both bots (machines) and humans. Given this long-standing and still-ongoing arms race, it is critical to investigate how long it takes legitimate users to solve modern CAPTCHAs, and how they are perceived by those users. In this work, we explore CAPTCHAs in the wild by evaluating users' solving performance and perceptions of unmodified currently-deployed CAPTCHAs. We obtain this data through manual inspection of popular websites and user studies in which 1,400 participants collectively solved 14,000 CAPTCHAs. Results show significant differences between the most popular types of CAPTCHAs: surprisingly, solving time and user perception are not always correlated. We performed a comparative study to investigate the effect of experimental context -- specifically the difference between solving CAPTCHAs directly versus solving them as part of a more natural task, such as account creation. Whilst there were several potential confounding factors, our results show that experimental context could have an impact on this task, and must be taken into account in future CAPTCHA studies. Finally, we investigate CAPTCHA-induced user task abandonment by analyzing participants who start and do not complete the task.
·arxiv.org·
An Empirical Study & Evaluation of Modern CAPTCHAs
Delip Rao e/σ on X
Delip Rao e/σ on X
“Drop everything you are doing!! Alex Graves pushed a paper on arXiv, so nothing could be more important than reading it. First thing I did was go look for any comments in the TeX file. Unfortunately, it’s all been scrubbed. https://t.co/FMwqm8OYzA”
·twitter.com·
Delip Rao e/σ on X
Bayesian Flow Networks
Bayesian Flow Networks
This paper introduces Bayesian Flow Networks (BFNs), a new class of generative model in which the parameters of a set of independent distributions are modified with Bayesian inference in the light of noisy data samples, then passed as input to a neural network that outputs a second, interdependent distribution. Starting from a simple prior and iteratively updating the two distributions yields a generative procedure similar to the reverse process of diffusion models; however it is conceptually simpler in that no forward process is required. Discrete and continuous-time loss functions are derived for continuous, discretised and discrete data, along with sample generation procedures. Notably, the network inputs for discrete data lie on the probability simplex, and are therefore natively differentiable, paving the way for gradient-based sample guidance and few-step generation in discrete domains such as language modelling. The loss function directly optimises data compression and places no restrictions on the network architecture. In our experiments BFNs achieve competitive log-likelihoods for image modelling on dynamically binarized MNIST and CIFAR-10, and outperform all known discrete diffusion models on the text8 character-level language modelling task.
·arxiv.org·
Bayesian Flow Networks
AK on X
AK on X
“CoDeF: Content Deformation Fields for Temporally Consistent Video Processing abs: https://t.co/A9atUrPPnA paper page: https://t.co/60zzBGt8R8 present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field…”
·twitter.com·
AK on X
CoDeF: Content Deformation Fields for Temporally Consistent Video Processing
CoDeF: Content Deformation Fields for Temporally Consistent Video Processing
We present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis.Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline.We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video.With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field.We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training.More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog.Project page can be found at https://qiuyu96.github.io/CoDeF/.
·arxiv.org·
CoDeF: Content Deformation Fields for Temporally Consistent Video Processing
Shortest Path to Boundary for Self-Intersecting Meshes
Shortest Path to Boundary for Self-Intersecting Meshes
We introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest boundary path. The resulting method offers an effective solution for collision and self-collision handling while simulating deformable volumetric objects, using fast simulation techniques that provide no guarantees on collision resolution. Our evaluation includes complex self-collision scenarios with a large number of active contacts, showing that our method can successfully handle them by introducing a relatively minor computational overhead.
·arxiv.org·
Shortest Path to Boundary for Self-Intersecting Meshes