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Publications
Artificial Neural Networks for Magnetoencephalography: A review of an emerging field
Magnetoencephalography (MEG) is a cutting-edge neuroimaging technique that measures the intricate brain dynamics underlying cognitive proces… (voir plus)ses with an unparalleled combination of high temporal and spatial precision. MEG data analytics has always relied on advanced signal processing and mathematical and statistical tools for various tasks ranging from data cleaning to probing the signals' rich dynamics and estimating the neural sources underlying the surface-level recordings. Like in most domains, the surge in Artificial Intelligence (AI) has led to the increased use of Machine Learning (ML) methods for MEG data classification. More recently, an emerging trend in this field is using Artificial Neural Networks (ANNs) to address many MEG-related tasks. This review provides a comprehensive overview of how ANNs are being used with MEG data from three vantage points: First, we review work that employs ANNs for MEG signal classification, i.e., for brain decoding. Second, we report on work that has used ANNs as putative models of information processing in the human brain. Finally, we examine studies that use ANNs as techniques to tackle methodological questions in MEG, including artifact correction and source estimation. Furthermore, we assess the current strengths and limitations of using ANNs with MEG and discuss future challenges and opportunities in this field. Finally, by establishing a detailed portrait of the field and providing practical recommendations for the future, this review seeks to provide a helpful reference for both seasoned MEG researchers and newcomers to the field who are interested in using ANNs to enhance the exploration of the complex dynamics of the human brain with MEG.
Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-lang… (voir plus)uage models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.
Researchers working on low-resource languages face persistent challenges due to limited data availability and restricted access to computati… (voir plus)onal resources. Although most large language models (LLMs) are predominantly trained in high-resource languages, adapting them to low-resource contexts, particularly African languages, requires specialized techniques. Several strategies have emerged for adapting models to low-resource languages in todays LLM landscape, defined by multi-stage pre-training and post-training paradigms. However, the most effective approaches remain uncertain. This work systematically investigates which adaptation strategies yield the best performance when extending existing LLMs to African languages. We conduct extensive experiments and ablation studies to evaluate different combinations of data types (translated versus synthetically generated), training stages (pre-training versus post-training), and other model adaptation configurations. Our experiments focuses on mathematical reasoning tasks, using the Llama 3.1 model family as our base model.
We present REARANK, a large language model (LLM)-based listwise reasoning reranking agent. REARANK explicitly reasons before reranking, sign… (voir plus)ificantly improving both performance and interpretability. Leveraging reinforcement learning and data augmentation, REARANK achieves substantial improvements over baseline models across popular information retrieval benchmarks, notably requiring only 179 annotated samples. Built on top of Qwen2.5-7B, our REARANK-7B demonstrates performance comparable to GPT-4 on both in-domain and out-of-domain benchmarks and even surpasses GPT-4 on reasoning-intensive BRIGHT benchmarks. These results underscore the effectiveness of our approach and highlight how reinforcement learning can enhance LLM reasoning capabilities in reranking.
Recognizing complex emotions linked to ambivalence and hesitancy (A/H) can play a critical role in the personalization and effectiveness of … (voir plus)digital behaviour change interventions. These subtle and conflicting emotions are manifested by a discord between multiple modalities, such as facial and vocal expressions, and body language. Although experts can be trained to identify A/H, integrating them into digital interventions is costly and less effective. Automatic learning systems provide a cost-effective alternative that can adapt to individual users, and operate seamlessly within real-time, and resource-limited environments. However, there are currently no datasets available for the design of ML models to recognize A/H. This paper introduces a first Behavioural Ambivalence/Hesitancy (BAH) dataset collected for subject-based multimodal recognition of A/H in videos. It contains videos from 224 participants captured across 9 provinces in Canada, with different age, and ethnicity. Through our web platform, we recruited participants to answer 7 questions, some of which were designed to elicit A/H while recording themselves via webcam with microphone. BAH amounts to 1,118 videos for a total duration of 8.26 hours with 1.5 hours of A/H. Our behavioural team annotated timestamp segments to indicate where A/H occurs, and provide frame- and video-level annotations with the A/H cues. Video transcripts and their timestamps are also included, along with cropped and aligned faces in each frame, and a variety of participants meta-data. We include results baselines for BAH at frame- and video-level recognition in multi-modal setups, in addition to zero-shot prediction, and for personalization using unsupervised domain adaptation. The limited performance of baseline models highlights the challenges of recognizing A/H in real-world videos. The data, code, and pretrained weights are available.