OpenRaiser/Intern-Atlas huggingface dataset:
Investigating the Emergence of Online Learning in Different Countries using the 5 W's and 1 H Approach
Venue: arXiv cs.CY 2022
Year: 2022

The rise of the Internet of Everything lifestyle in the last decade has had a significant impact on the increased emergence and adoption of online learning in almost all countries across the world. E-learning 3.0 is expected to become the norm of learning globally in almost all sectors in the next few years. The pervasiveness of the Semantic Web powered by the Internet of Everything lifestyle is expected to play a huge role towards seamless and faster adoption of the emerging paradigms of E-learning 3.0. Therefore, this paper presents an exploratory study to analyze multimodal components of Semantic Web behavior data to investigate the emergence of online learning in different countries across the world. The work specifically involved investigating relevant web behavior data to interpret the 5 W's and 1 H - Who, What, When Where, Why, and How related to online learning. Based on studying the E-learning Index of 2021, the study was performed for all the countries that are member states of the Organization for Economic Cooperation and Development. The results presented and discussed help to interpret the emergence of online learning in each of these countries in terms of the associated public perceptions, queries, opinions, behaviors, and perspectives. Furthermore, to support research and development in this field, we have published the web behavior-based Big Data related to online learning that was mined for all these 38 countries, in the form of a dataset, which is avail-able at https://dx.doi.org/10.21227/xbvs-0198.
Trends in Remote Learning-based Google Shopping in the United States due to COVID-19
Venue: arXiv cs.CY 2022
Year: 2022

The United States of America has been the worst affected country in terms of the number of cases and deaths on account of the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) or COVID-19, a highly transmissible and pathogenic coronavirus that started spreading globally in late 2019. On account of the surge of infections, accompanied by hospitalizations and deaths due to COVID-19, and lack of a definitive cure at that point, a national emergency was declared in the United States on March 13, 2020. To prevent the rapid spread of the virus, several states declared stay at home and remote work guidelines shortly after this declaration of an emergency. Such guidelines caused schools, colleges, and universities, both private and public, in all the 50-United States to switch to remote or online forms of teaching for a significant period of time. As a result, Google, the most widely used search engine in the United States, experienced a surge in online shopping of remote learning-based software, systems, applications, and gadgets by both educators and students from all the 50-United States, due to both these groups responding to the associated needs and demands related to switching to remote teaching and learning. This paper aims to investigate, analyze, and interpret these trends of Google Shopping related to remote learning that emerged since March 13, 2020, on account of COVID-19 and the subsequent remote learning adoption in almost all schools, colleges, and universities, from all the 50-United States. The study was performed using Google Trends, which helps to track and study Google Shopping-based online activity emerging from different geolocations. The results and discussions show that the highest interest related to Remote Learning-based Google Shopping was recorded from Oregon, which was followed by Illinois, Florida, Texas, California, and the other states.
Adaptable Text Matching via Meta-Weight Regulator
Venue: arXiv cs.IR 2022
Year: 2022

Neural text matching models have been used in a range of applications such as question answering and natural language inference, and have yielded a good performance. However, these neural models are of a limited adaptability, resulting in a decline in performance when encountering test examples from a different dataset or even a different task. The adaptability is particularly important in the few-shot setting: in many cases, there is only a limited amount of labeled data available for a target dataset or task, while we may have access to a richly labeled source dataset or task. However, adapting a model trained on the abundant source data to a few-shot target dataset or task is challenging. To tackle this challenge, we propose a Meta-Weight Regulator (MWR), which is a meta-learning approach that learns to assign weights to the source examples based on their relevance to the target loss. Specifically, MWR first trains the model on the uniformly weighted source examples, and measures the efficacy of the model on the target examples via a loss function. By iteratively performing a (meta) gradient descent, high-order gradients are propagated to the source examples. These gradients are then used to update the weights of source examples, in a way that is relevant to the target performance. As MWR is model-agnostic, it can be applied to any backbone neural model. Extensive experiments are conducted with various backbone text matching models, on four widely used datasets and two tasks. The results demonstrate that our proposed approach significantly outperforms a number of existing adaptation methods and effectively improves the cross-dataset and cross-task adaptability of the neural text matching models in the few-shot setting.
Discovering Representative Attribute-stars via Minimum Description Length
Venue: arXiv cs.AI 2022
Year: 2022

Graphs are a popular data type found in many domains. Numerous techniques have been proposed to find interesting patterns in graphs to help understand the data and support decision-making. However, there are generally two limitations that hinder their practical use: (1) they have multiple parameters that are hard to set but greatly influence results, (2) and they generally focus on identifying complex subgraphs while ignoring relationships between attributes of nodes.Graphs are a popular data type found in many domains. Numerous techniques have been proposed to find interesting patterns in graphs to help understand the data and support decision-making. However, there are generally two limitations that hinder their practical use: (1) they have multiple parameters that are hard to set but greatly influence results, (2) and they generally focus on identifying complex subgraphs while ignoring relationships between attributes of nodes. To address these problems, we propose a parameter-free algorithm named CSPM (Compressing Star Pattern Miner) which identifies star-shaped patterns that indicate strong correlations among attributes via the concept of conditional entropy and the minimum description length principle. Experiments performed on several benchmark datasets show that CSPM reveals insightful and interpretable patterns and is efficient in runtime. Moreover, quantitative evaluations on two real-world applications show that CSPM has broad applications as it successfully boosts the accuracy of graph attribute completion models by up to 30.68\% and uncovers important patterns in telecommunication alarm data.
Towards Exploring the Code Reuse from Stack Overflow during Software Development
Venue: arXiv cs.SE 2022
Year: 2022

As one of the most well-known programmer Q&A websites, Stack Overflow (i.e., SO) is serving tens of thousands of developers every day. Previous work has shown that many developers reuse the code snippets on SO when they find an answer (from SO) that functionally matches the programming problem they encounter in their development activities. To study how programmers reuse code on SO during project development, we conduct a comprehensive empirical study. First, to capture the development activities of programmers, we collect 342,148 modified code snippets in commits from 793 open-source Java projects, and these modified code can reflect the programming problems encountered during development. We also collect the code snippets from 1,355,617 posts on SO. Then, we employ CCFinder to detect the code clone between the modified code from commits and the code from SO, and further analyze the code reuse when programmer solves a programming problem during development. We count the code reuse ratios of the modified code snippets in the commits of each project in different years, the results show that the average code reuse ratio is 6.32%, and the maximum is 8.38%. The code reuse ratio in project commits has increased year by year, and the proportion of code reuse in the newly established project is higher than that of old projects. We also find that some projects reuse the code snippets from many years ago. Additionally, we find that experienced developers seem to be more likely to reuse the knowledge on SO. Moreover, we find that the code reuse ratio in bug-related commits (6.67%) is slightly higher than that of in non-bug-related commits (6.59%). Furthermore, we also find that the code reuse ratio (14.44%) in Java class files that have undergone multiple modifications is more than double the overall code reuse ratio (6.32%).
Release as a Contract: A Concept of Meta-Maintenance for the Entire FLOSS Ecosystem
Venue: arXiv cs.SE 2022
Year: 2022

We advocate for a paradigm shift in supporting free/libre and open source software (FLOSS) ecosystem maintenance, from focusing on individual projects to monitoring a whole organic system of the entire FLOSS ecosystem, which we call software meta-maintenance. We discuss challenges of building a global source code management system, a global issue management system, and FLOSS human capital index, based on the blockchain technologies.
UBERT: A Novel Language Model for Synonymy Prediction at Scale in the UMLS Metathesaurus
Venue: arXiv cs.CL 2022
Year: 2022

The UMLS Metathesaurus integrates more than 200 biomedical source vocabularies. During the Metathesaurus construction process, synonymous terms are clustered into concepts by human editors, assisted by lexical similarity algorithms. This process is error-prone and time-consuming. Recently, a deep learning model (LexLM) has been developed for the UMLS Vocabulary Alignment (UVA) task. This work introduces UBERT, a BERT-based language model, pretrained on UMLS terms via a supervised Synonymy Prediction (SP) task replacing the original Next Sentence Prediction (NSP) task. The effectiveness of UBERT for UMLS Metathesaurus construction process is evaluated using the UMLS Vocabulary Alignment (UVA) task. We show that UBERT outperforms the LexLM, as well as biomedical BERT-based models. Key to the performance of UBERT are the synonymy prediction task specifically developed for UBERT, the tight alignment of training data to the UVA task, and the similarity of the models used for pretrained UBERT.
Regularized Box-Simplex Games and Dynamic Decremental Bipartite Matching
Venue: arXiv cs.DS 2022
Year: 2022

Box-simplex games are a family of bilinear minimax objectives which encapsulate graph-structured problems such as maximum flow [She17], optimal transport [JST19], and bipartite matching [AJJ+22]. We develop efficient near-linear time, high-accuracy solvers for regularized variants of these games. Beyond the immediate applications of such solvers for computing Sinkhorn distances, a prominent tool in machine learning, we show that these solvers can be used to obtain improved running times for maintaining a (fractional) $ε$-approximate maximum matching in a dynamic decremental bipartite graph against an adaptive adversary. We give a generic framework which reduces this dynamic matching problem to solving regularized graph-structured optimization problems to high accuracy. Through our reduction framework, our regularized box-simplex game solver implies a new algorithm for dynamic decremental bipartite matching in total time $\tilde{O}(m \cdot ε^{-3})$, from an initial graph with $m$ edges and $n$ nodes. We further show how to use recent advances in flow optimization [CKL+22] to improve our runtime to $m^{1 + o(1)} \cdot ε^{-2}$, thereby demonstrating the versatility of our reduction-based approach. These results improve upon the previous best runtime of $\tilde{O}(m \cdot ε^{-4})$ [BGS20] and illustrate the utility of using regularized optimization problem solvers for designing dynamic algorithms.
Minimum Displacement Motion Planning for Movable Obstacles
Venue: arXiv cs.RO 2022
Year: 2022

This paper presents a minimum displacement motion planning problem wherein obstacles are displaced by a minimum amount to find a feasible path. We define a metric for robot-obstacle intersection that measures the extent of the intersection and use this to penalize robot-obstacle overlaps. Employing the actual robot dynamics, the planner first finds a path through the obstacles that minimizes the robot-obstacle intersections. The metric is then used to iteratively displace the obstacles to achieve a feasible path. Several examples are provided that successfully demonstrates the proposed problem.
Talking Head Generation Driven by Speech-Related Facial Action Units and Audio- Based on Multimodal Representation Fusion
Venue: arXiv cs.CV 2022
Year: 2022

Talking head generation is to synthesize a lip-synchronized talking head video by inputting an arbitrary face image and corresponding audio clips. Existing methods ignore not only the interaction and relationship of cross-modal information, but also the local driving information of the mouth muscles. In this study, we propose a novel generative framework that contains a dilated non-causal temporal convolutional self-attention network as a multimodal fusion module to promote the relationship learning of cross-modal features. In addition, our proposed method uses both audio- and speech-related facial action units (AUs) as driving information. Speech-related AU information can guide mouth movements more accurately. Because speech is highly correlated with speech-related AUs, we propose an audio-to-AU module to predict speech-related AU information. We utilize pre-trained AU classifier to ensure that the generated images contain correct AU information. We verify the effectiveness of the proposed model on the GRID and TCD-TIMIT datasets. An ablation study is also conducted to verify the contribution of each component. The results of quantitative and qualitative experiments demonstrate that our method outperforms existing methods in terms of both image quality and lip-sync accuracy.
Dynamic Registration: Joint Ego Motion Estimation and 3D Moving Object Detection in Dynamic Environment
Venue: arXiv cs.RO 2022
Year: 2022

Localization in a dynamic environment suffers from moving objects. Removing dynamic object is crucial in this situation but become tricky when ego-motion is coupled. In this paper, instead of proposing a new slam framework, we aim at a more general strategy for a localization scenario. In that case, Dynamic Registration is available for integrating with any lidar slam system. We utilize 3D object detection to obtain potential moving objects and remove them temporarily. Then we proposed Dynamic Registration, to iteratively estimate ego-motion and segment moving objects until no static object generates. Static objects are merged with the environment. Finally, we successfully segment dynamic objects, static environments with static objects, and ego-motion estimation in a dynamic environment. We evaluate the performance of our proposed method on KITTI Tracking datasets. Results show stable and consistent improvements based on other classical registration algorithms.
A Branch-and-Price Approach to a Variant of the Cognitive Radio Resource Allocation Problem
Venue: arXiv cs.DS 2022
Year: 2022

Radio-frequency portion of the electromagnetic spectrum is a scarce resource. Cognitive radio technology has emerged as a promising solution to overcome the spectrum scarcity bottleneck. Through this technology, secondary users (SUs) sense the spectrum opportunities free from primary users (PUs), and opportunistically take advantage of these (temporarily) idle portions, known as spectrum holes. In this correspondence, we consider a variant of the cognitive radio resource allocation problem posed by Martinovic et al. in 2017. The distinguishing feature of this version of the problem is that each SU, due to its hardware limitations, imposes the requirement that the to-be-aggregated spectrum holes cannot be arbitrarily far from each other. We call this restriction as the Maximal Aggregation Range (MAR) constraint, and refer to this variant of the problem as the MAR-constrained hole assignment problem. The problem can be formalized as an NP-hard combinatorial optimization problem. We propose a novel binary integer linear programming (ILP) formulation to the problem. The number of constraints in this formulation is the number of spectrum holes plus the number of SUs. On the other hand, the number of binary decision variables in the formulation can be prohibitively large, as for each legitimate spectrum allocation to each SU, one variable is needed. We propose a branch-and-price (B&P) framework to tackle this challenge. This framework is in fact a branch-and-bound procedure in which at each node of the search tree, we utilize the so-called (delayed) column generation technique for solving the LP relaxation of the corresponding subproblem. As evidenced by the numerical results, the LP relaxation bounds are very tight. This allows for a very effective pruning of the search space. Compared to the previously suggested formulations, the proposed technique can require much less computational effort.
Learn from Structural Scope: Improving Aspect-Level Sentiment Analysis with Hybrid Graph Convolutional Networks
Venue: arXiv cs.CL 2022
Year: 2022

Aspect-level sentiment analysis aims to determine the sentiment polarity towards a specific target in a sentence. The main challenge of this task is to effectively model the relation between targets and sentiments so as to filter out noisy opinion words from irrelevant targets. Most recent efforts capture relations through target-sentiment pairs or opinion spans from a word-level or phrase-level perspective. Based on the observation that targets and sentiments essentially establish relations following the grammatical hierarchy of phrase-clause-sentence structure, it is hopeful to exploit comprehensive syntactic information for better guiding the learning process. Therefore, we introduce the concept of Scope, which outlines a structural text region related to a specific target. To jointly learn structural Scope and predict the sentiment polarity, we propose a hybrid graph convolutional network (HGCN) to synthesize information from constituency tree and dependency tree, exploring the potential of linking two syntax parsing methods to enrich the representation. Experimental results on four public datasets illustrate that our HGCN model outperforms current state-of-the-art baselines.
Autonomous Vehicle Calibration via Linear Optimization
Venue: arXiv cs.RO 2022
Year: 2022

In navigation activities, kinematic parameters of a mobile vehicle play a significant role. Odometry is most commonly used for dead reckoning. However, the unrestricted accumulation of errors is a disadvantage using this method. As a result, it is necessary to calibrate odometry parameters to minimize the error accumulation. This paper presents a pipeline based on sequential least square programming to minimize the relative position displacement of an arbitrary landmark in consecutive time steps of a kinematic vehicle model by calibrating the parameters of applied model. Results showed that the developed pipeline produced accurate results with small datasets.
Accelerating Robot Learning of Contact-Rich Manipulations: A Curriculum Learning Study
Venue: arXiv cs.RO 2022
Year: 2022

The Reinforcement Learning (RL) paradigm has been an essential tool for automating robotic tasks. Despite the advances in RL, it is still not widely adopted in the industry due to the need for an expensive large amount of robot interaction with its environment. Curriculum Learning (CL) has been proposed to expedite learning. However, most research works have been only evaluated in simulated environments, from video games to robotic toy tasks. This paper presents a study for accelerating robot learning of contact-rich manipulation tasks based on Curriculum Learning combined with Domain Randomization (DR). We tackle complex industrial assembly tasks with position-controlled robots, such as insertion tasks. We compare different curricula designs and sampling approaches for DR. Based on this study, we propose a method that significantly outperforms previous work, which uses DR only (No CL is used), with less than a fifth of the training time (samples). Results also show that even when training only in simulation with toy tasks, our method can learn policies that can be transferred to the real-world robot. The learned policies achieved success rates of up to 86\% on real-world complex industrial insertion tasks (with tolerances of $\pm 0.01~mm$) not seen during the training.
LINA -- A social augmented reality game around mental health, supporting real-world connection and sense of belonging for early adolescents
Venue: arXiv cs.HC 2022
Year: 2022

Early adolescence is a time of major social change; a strong sense of belonging and peer connectedness is an essential protective factor in mental health during that period. In this paper we introduce LINA, an augmented reality (AR) smartphone-based serious game played in school by an entire class (age 10+) together with their teacher, which aims to facilitate and improve peer interaction, sense of belonging and class climate, while creating a safe space to reflect on mental health and external stressors related to family circumstance. LINA was developed through an interdisciplinary collaboration involving a playwright, software developers, psychologists, and artists, via an iterative co-development process with young people. A prototype has been evaluated quantitatively for usability and qualitatively for efficacy in a study with 91 early adolescents (agemean=11.41). Results from the Game User Experience Satisfaction Scale (GUESS-18) and data from qualitative focus groups showed high acceptability and preliminary efficacy of the game. Using AR, a shared immersive narrative and collaborative gameplay in a shared physical space offers an opportunity to harness adolescent affinity for digital technology towards improving real-world social connection and sense of belonging.
AdaCoach: A Virtual Coach for Training Customer Service Agents
Venue: arXiv cs.CL 2022
Year: 2022

With the development of online business, customer service agents gradually play a crucial role as an interface between the companies and their customers. Most companies spend a lot of time and effort on hiring and training customer service agents. To this end, we propose AdaCoach: A Virtual Coach for Training Customer Service Agents, to promote the ability of newly hired service agents before they get to work. AdaCoach is designed to simulate real customers who seek help and actively initiate the dialogue with the customer service agents. Besides, AdaCoach uses an automated dialogue evaluation model to score the performance of the customer agent in the training process, which can provide necessary assistance when the newly hired customer service agent encounters problems. We apply recent NLP technologies to ensure efficient run-time performance in the deployed system. To the best of our knowledge, this is the first system that trains the customer service agent through human-computer interaction. Until now, the system has already supported more than 500,000 simulation training and cultivated over 1000 qualified customer service agents.