Gephyrin is a key scaffold protein mediating the anchoring of GABAA receptors at inhibitory synapses. Here, we exploited superresolution techniques combined with proximity-based clustering analysis and model simulations to investigate the single-molecule gephyrin reorganization during plasticity of inhibitory synapses in mouse hippocampal cultured neurons. This approach revealed that, during the expression of inhibitory LTP, the increase of gephyrin density at postsynaptic sites is associated with the promoted formation of gephyrin nanodomains. We demonstrate that the gephyrin rearrangement in nanodomains stabilizes the amplitude of postsynaptic currents, indicating that, in addition to the number of synaptic GABAA receptors, the nanoscale distribution of GABAA receptors in the postsynaptic area is a crucial determinant for the expression of inhibitory synaptic plasticity. In addition, the methodology implemented here clears the way to the application of the graph-based theory to single-molecule data for the description and quantification of the spatial organization of the synapse at the single-molecule level.
In this paper, we propose an effective method for emergent leader detection in meeting environments which is based on nonverbal visual features. Identifying emergent leader is an important issue for organizations. It is also a wellinvestigated topic in social psychology while a relatively new problem in social signal processing (SSP). The effectiveness of nonverbal features have been shown by many previous SSP studies. In general, the nonverbal video-based features were not more effective compared to audio-based features although, their fusion generally improved the overall performance. However, in absence of audio sensors, the accurate detection of social interactions is still crucial. Motivating from that, we propose novel, automatically extracted, nonverbal features to identify the emergent leadership. The extracted nonverbal features were based on automatically estimated visual focus of attention which is based on head pose. The evaluation of the proposed method and the defined features were realized using a new dataset which is firstly introduced in this paper including its design, collection and annotation. The effectiveness of the features and the method were also compared with many state of the art features and methods.
A standing conversational group (also known as F-formation) occurs when two or more people sustain a social interaction, such as chatting at a cocktail party. Detecting such interactions in images or videos is of fundamental importance in many contexts, like surveillance, social signal processing, social robotics or activity classification. This paper presents an approach to this problem by modeling the socio-psychological concept of an F-formation and the biological constraints of social attention. Essentially, an F-formation defines some constraints on how subjects have to be mutually located and oriented while the biological constraints defines the plausible zone in which persons can interact. We develop a game-theoretic framework embedding these constraints, which is supported by a statistical modeling of the uncertainty associated with the position and orientation of people. First, we use a novel representation of the affinity between pairs of people expressed as a distance between distributions over the most plausible oriented region of attention.Additionally, we integrate temporal information over multiple frames to smooth noisy head orientation and pose estimates, solve ambiguous situations and establish a more precise social context. We do this in a principled way by using recent notions from multi-payoff evolutionary game theory. Experiments on several benchmark datasets consistently show the superiority of the proposed approach over state of the art and its robustness under severe noise conditions.Author has been partially supported by the European Commission under contract number FP7-ICT-600877 (SPENCER) and is affiliated with the Delft Data Science consortium.
A major impediment to the application of deep learning to real-world problems is the scarcity of labeled data. Small training sets are in fact of no use to deep networks as, due to the large number of trainable parameters, they will very likely be subject to overfitting phenomena. On the other hand, the increment of the training set size through further manual or semi-automatic labellings can be costly, if not possible at times. Thus, the standard techniques to address this issue are transfer learning and data augmentation, which consists of applying some sort of "transformation" to existing labeled instances to let the training set grow in size. Although this approach works well in applications such as image classification, where it is relatively simple to design suitable transformation operators, it is not obvious how to apply it in more structured scenarios. Motivated by the observation that in virtually all application domains it is easy to obtain unlabeled data, in this paper we take a different perspective and propose a label augmentation approach. We start from a small, curated labeled dataset and let the labels propagate through a larger set of unlabeled data using graph transduction techniques. This allows us to naturally use (second-order) similarity information which resides in the data, a source of information which is typically neglected by standard augmentation techniques. In particular, we show that by using known game theoretic transductive processes we can create larger and accurate enough labeled datasets which use results in better trained neural networks. Preliminary experiments are reported which demonstrate a consistent improvement over standard image classification datasets.
In this article we propose a method to refine the clustering results obtained with the nonnegative matrix factorization (NMF) technique, imposing consistency constraints on the final labeling of the data. The research community focused its effort on the initialization and on the optimization part of this method, without paying attention to the final cluster assignments. We propose a game theoretic framework in which each object to be clustered is represented as a player, which has to choose its cluster membership. The information obtained with NMF is used to initialize the strategy space of the players and a weighted graph is used to model the interactions among the players. These interactions allow the players to choose a cluster which is coherent with the clusters chosen by similar players, a property which is not guaranteed by NMF, since it produces a soft clustering of the data. The results on common benchmarks show that our model is able to improve the performances of many NMF formulations
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