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Enrico Meloni

dblp:251/4324 · DBLP profile ↗
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7ranked-venue papers
3as first author
5since 2021 · last 2022
0000-0002-7806-849XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Representation and self-supervised learning · 50% Video understanding and tracking · 50%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Representation and self-supervised learning › representation learning
unsupervised representation learning
0.612022
Stochastic Coherence Over Attention Trajectory For Continuous Learning In Video Streams · IJCAI 2022
Computer vision › Video understanding and tracking
video stream learning
0.612022
Stochastic Coherence Over Attention Trajectory For Continuous Learning In Video Streams · IJCAI 2022

Methods — techniques the papers use, named apart from their topics

spatio-temporal coherence · 0.6contrastive learning · 0.6attention mechanism · 0.6
YearPublicationVenuePosition
2022 PARTIME: Scalable and Parallel Processing Over Time with Deep Neural Networks
abstract
In this paper, we present PARTIME, a software library written in Python and based on PyTorch, designed specifically to speed up neural networks whenever data is continuously streamed over time, for both learning and inference. Existing libraries are designed to exploit data-level parallelism, assuming that samples are batched, a condition that is not naturally met in applications that are based on streamed data. Differently, PARTIME starts processing each data sample at the time in which it becomes available from the stream. PARTIME wraps the code that implements a feed-forward multi-layer network and it distributes the layer-wise processing among multiple devices, such as Graphics Processing Units (GPUs). Thanks to its pipeline-based computational scheme, PARTIME allows the devices to perform computations in parallel. At inference time this results in scaling capabilities that are theoretically linear with respect to the number of devices. During the learning stage, PARTIME can leverage the non-i.i.d. nature of the streamed data with samples that are smoothly evolving over time for efficient gradient computations. Experiments are performed in order to empirically compare PARTIME with classic non-parallel neural computations in online learning, distributing operations on up to 8 NVIDIA GPUs, showing significant speedups that are almost linear in the number of devices, mitigating the impact of the data transfer overhead.
Enrico Meloni, Lapo Faggi, Simone Marullo, Alessandro Betti, Matteo Tiezzi, Marco Gori, Stefano Melacci
ICMLA1
2022 Stochastic Coherence Over Attention Trajectory For Continuous Learning In Video Streams
abstract
Devising intelligent agents able to live in an environment and learn by observing the surroundings is a longstanding goal of Artificial Intelligence. From a bare Machine Learning perspective, challenges arise when the agent is prevented from leveraging large fully-annotated dataset, but rather the interactions with supervisory signals are sparsely distributed over space and time. This paper proposes a novel neural-network-based approach to progressively and autonomously develop pixel-wise representations in a video stream. The proposed method is based on a human-like attention mechanism that allows the agent to learn by observing what is moving in the attended locations. Spatio-temporal stochastic coherence along the attention trajectory, paired with a contrastive term, leads to an unsupervised learning criterion that naturally copes with the considered setting. Differently from most existing works, the learned representations are used in open-set class-incremental classification of each frame pixel, relying on few supervisions. Our experiments leverage 3D virtual environments and they show that the proposed agents can learn to distinguish objects just by observing the video stream. Inheriting features from state-of-the art models is not as powerful as one might expect.
Matteo Tiezzi, Simone Marullo, Lapo Faggi, Enrico Meloni, Alessandro Betti, Stefano Melacci
IJCAI4
2022 Foveated Neural Computation
Matteo Tiezzi, Simone Marullo, Alessandro Betti, Enrico Meloni, Lapo Faggi, Marco Gori, Stefano Melacci
ECML/PKDD (3)4
2021 Messing Up 3D Virtual Environments: Transferable Adversarial 3D Objects
abstract
In the last few years, the scientific community showed a remarkable and increasing interest towards 3D Virtual Environments, training and testing Machine Learning-based models in realistic virtual worlds. On one hand, these environments could also become a mean to study the weaknesses of Machine Learning algorithms, or to simulate training settings that allow Machine Learning models to gain robustness to 3D adversarial attacks. On the other hand, their growing popularity might also attract those that aim at creating adversarial conditions to invalidate the benchmarking process, especially in the case of public environments that allow the contribution from a large community of people. Most of the existing Adversarial Machine Learning approaches are focused on static images, and little work has been done in studying how to deal with 3D environments and how a 3D object should be altered to fool a classifier that observes it. In this paper, we study how to craft adversarial 3D objects by altering their textures, using a tool chain composed of easily accessible elements. We show that it is possible, and indeed simple, to create adversarial objects using off-the-shelf limited surrogate renderers that can compute gradients with respect to the parameters of the rendering process, and, to a certain extent, to transfer the attacks to more advanced 3D engines. We propose a saliency-based attack that intersects the two classes of renderers in order to focus the alteration to those texture elements that are estimated to be effective in the target engine, evaluating its impact in popular neural classifiers.
Enrico Meloni, Matteo Tiezzi, Luca Pasqualini, Marco Gori, Stefano Melacci
ICMLA1
2021 Learning accurate personal protective equipment detection from virtual worlds
Marco Di Benedetto 0001, Fabio Carrara, Enrico Meloni, Giuseppe Amato 0001, Fabrizio Falchi, Claudio Gennaro
Multim. Tools Appl.3
2020 SAILenv: Learning in Virtual Visual Environments Made Simple
abstract
Recently, researchers in Machine Learning algorithms, Computer Vision scientists, engineers and others, showed a growing interest in 3D simulators as a mean to artificially create experimental settings that are very close to those in the real world. However, most of the existing platforms to interface algorithms with 3D environments are often designed to setup navigation-related experiments, to study physical interactions, or to handle ad-hoc cases that are not thought to be customized, sometimes lacking a strong photorealistic appearance and an easy-to-use software interface. In this paper, we present a novel platform, SAILenv, that is specifically designed to be simple and customizable, and that allows researchers to experiment visual recognition in virtual 3D scenes. A few lines of code are needed to interface every algorithm with the virtual world, and non-3D-graphics experts can easily customize the 3D environment itself, exploiting a collection of photorealistic objects. Our framework yields pixel-level semantic and instance labeling, depth, and, to the best of our knowledge, it is the only one that provides motion-related information directly inherited from the 3D engine. The client-server communication operates at a low level, avoiding the overhead of HTTP-based data exchanges. We perform experiments using a state-of-the-art object detector trained on real-world images, showing that it is able to recognize the photorealistic 3D objects of our environment. The computational burden of the optical flow compares favourably with the estimation performed using modern GPU-based convolutional networks or more classic implementations. We believe that the scientific community will benefit from the easiness and high-quality of our framework to evaluate newly proposed algorithms in their own customized realistic conditions.
Enrico Meloni, Luca Pasqualini, Matteo Tiezzi, Marco Gori, Stefano Melacci
ICPR1
2019 Learning Safety Equipment Detection using Virtual Worlds
abstract
Nowadays, the possibilities offered by state-of-the-art deep neural networks allow the creation of systems capable of recognizing and indexing visual content with very high accuracy. Performance of these systems relies on the availability of high quality training sets, containing a large number of examples (e.g. million), in addition to the the machine learning tools themselves. For several applications, very good training sets can be obtained, for example, crawling (noisily) annotated images from the internet, or by analyzing user interaction (e.g.: on social networks). However, there are several applications for which high quality training sets are not easy to be obtained/created. Consider, as an example, a security scenario where one wants to automatically detect rarely occurring threatening events. In this respect, recently, researchers investigated the possibility of using a visual virtual environment, capable of artificially generating controllable and photo-realistic contents, to create training sets for applications with little available training images. We explored this idea to generate synthetic photo-realistic training sets to train classifiers to recognize the proper use of individual safety equipment (e.g.: worker protection helmets, high-visibility vests, ear protection devices) during risky human activities. Then, we performed domain adaptation to real images by using a very small image data set of real-world photographs. We show that training with the generated synthetic training set and using the domain adaptation step is an effective solution to address applications for which no training sets exist.
Marco Di Benedetto 0001, Enrico Meloni, Giuseppe Amato 0001, Fabrizio Falchi, Claudio Gennaro
CBMI2