Reviewerly/exHarmony huggingface dataset:
Monitoring machine learning models: a categorization of challenges and methods

The importance of software based on machine learning is growing rapidly, but the potential of prototypes may not be realized in operation. This study identified six categories of challenges for verification and validation of machine learning applications during production. Subsequently, monitoring was analyzed as a possible solution to mitigate those challenges. Capturing relevant data and model metrics may reveal problems at an early stage, allowing for targeted countermeasures. This study presents a taxonomy of methods and metrics currently addressed in scientific literature and compares these categories with case studies from practice.
A High-Dimensional Sparse Hashing Framework for Cross-Modal Retrieval

In recent years, many achievements have been made in improving the performance of supervised cross-modal hashing. However, it remains an open issue on how to fully explore the data information to achieve fine-grained retrieval performance. Most methods employ logical labels or a binary similarity matrix to supervise the hash learning, losing a lot of useful information. From another point of view, the low expressiveness of dense hash code severely limits its preservation of fine-grained data information. With this motivation, in this paper, we propose a high-dimensional sparse hashing framework for cross-modal retrieval, i.e., High-dimensional Sparse Cross-modal Hashing, HSCH for short. It leverages not only high-level semantic labels but also low-level multi-modal features to construct a fine-grained similarity. In particular, based on two well-designed rules, i.e., multi-level and prioritized, it is able to avoid semantic conflicts. Additionally, it leverages the strong power of high-dimensional sparse hash codes to preserve the fine-grained similarity. Then, it efficiently solves the sparse and discrete constraints of sparse hash codes through an efficient discrete optimization algorithm. In light of this, it is much more efficient and scalable to large-scale datasets. More importantly, the computational complexity of HSCH in the retrieval phase is as efficient as those naive hashing methods that use dense hash codes. Moreover, to support online learning scenarios, this paper also extends HSCH into an online version, i.e., HSCH_on. Extensive experiments on three benchmark datasets demonstrate the superiority of our framework compared with some state-of-the-art cross-modal hashing approaches in terms of both accuracy and efficiency.
Advanced orthogonal learning and Gaussian barebone hunger games for engineering design

Abstract The hunger games search (HGS) algorithm is a recently proposed population-based optimization algorithm that mimics a common phenomenon of animals searching for food due to hunger stimuli and has a simple and easy-to- understand structure. However, the original HGS still suffers from shortcomings, such as low population diversity and the tendency to fall into local optima. To remedy these shortcomings, an improved HGS, called OCBHGS, is proposed, which introduces three main strategies, namely the chaotic initialization strategy, the Gaussian barebone mechanism, and the orthogonal learning strategy. Firstly, chaotic mapping is used for initialization to improve the quality of the initialized population. Secondly, the embedding of the Gaussian barebone mechanism effectively improves the diversity of the population, facilitates the communication between members, and helps the population avoid falling into local optima. Finally, the orthogonal learning strategy can extend the domain exploration and improve the solution accuracy of the algorithm. We conducted extensive experiments in the CEC2014 competition benchmark function, comparing OCBHGS with nine other metaheuristics and 12 improved algorithms. Also, the experimental results were evaluated using Wilcoxon signed-rank tests to analyze the experimental results comprehensively. In addition, OCBHGS was used to solve three constrained real-world engineering problems. The experimental results show that OCBHGS has a significant advantage in convergence speed and accuracy. As a result, OCBHGS ranks first in overall performance compared to other optimizers.
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review

Virtual reality can play an important role during the COVID-19 pandemic in the health care sector. This technology has the potential to supplement the traditional in-hospital medical training and treatment, and may increase access to training and therapies in various health care settings.This systematic review aimed to describe the literature on health care-targeted virtual reality applications during the COVID-19 crisis.We conducted a systematic search of the literature on the PsycINFO, Web of Science, and MEDLINE databases, according to the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. The search string was as follows: "[(virtual reality)] AND [(COVID-19) OR (coronavirus) OR (SARS-CoV-2) OR (healthcare)]." Papers published in English after December 2019 in peer-reviewed journals were selected and subjected to the inclusion and exclusion criteria. We used the Mixed Methods Appraisal Tool to assess the quality of studies and the risk of bias.Thirty-nine studies met the inclusion criteria. Seventeen studies showed the usefulness of virtual reality during the COVID-19 crisis for reducing stress, anxiety, depression, and pain, and promoting physical activity. Twenty-two studies revealed that virtual reality was a helpful learning and training tool during the COVID-19 crisis in several areas, including emergency medicine, nursing, and pediatrics. This technology was also used as an educational tool for increasing public understanding of the COVID-19 pandemic. Different levels of immersion (ie, immersive and desktop virtual reality), types of head-mounted displays (ie, PC-based, mobile, and standalone), and content (ie, 360° videos and photos, virtual environments, virtual reality video games, and embodied virtual agents) have been successfully used. Virtual reality was helpful in both face-to-face and remote trials.Virtual reality has been applied frequently in medicine during the COVID-19 pandemic, with positive effects for treating several health conditions and for medical education and training. Some barriers need to be overcome for the broader adoption of virtual reality in the health care panorama.International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY) INPLASY202190108; https://inplasy.com/inplasy-2021-9-0108/.
BANet: Boundary-Assistant Encoder-Decoder Network for Semantic Segmentation

Recently, boundary information has gained great attraction for semantic segmentation. This paper presents a novel encoder-decoder network, called BANet, for accurate semantic segmentation, where boundary information is employed as an additional assistance for producing more consistent segmentation outputs. BANet is composed of three components: the pre-trained backbone using dilated-ResNet101, semantic flow branch (SFB) and boundary flow branch (BFB) for semantic segmentation and boundary detection, respectively. More specifically, to delineate more accurate object shapes and boundaries, a global attention block (GAB) is designed in SFB as global guidance for high-level feature. On the other hand, BFB directly extracts features on boundaries, avoiding the unexpected interference from the non-boundary parts. Finally, we adopt a joint loss function to further optimize the segmentation results and boundary outputs synchronously. Moreover, compared with previous state-of-the-art methods, e.g., non-local block and ASPP module, our BFB leverages detection accuracy and computational efficiency in a lightweight fashion. To evaluate BANet, we have conducted extensive experiments on several semantic segmentation datasets: Cityscapes, PASCAL Context, and ADE20K. The experimental results show that, with the aid of boundary information, BANet is able to produce more consistent segmentation predictions with accurately delineated object shapes and boundaries, leading to the state-of-the-art performance on Cityscapes, and competitive results on PASCAL Context and ADE20K with respect to recent semantic segmentation networks.
Zoom Transformer for Skeleton-Based Group Activity Recognition

Skeleton-based human action recognition has attracted increasing attention and many methods have been proposed to boost the performance. However, these methods still confront three main limitations: 1) Focusing on single-person action recognition while neglecting the group activity of multiple people (more than 5 people). In practice, multi-person group activity recognition via skeleton data is also a meaningful problem. 2) Unable to mine high-level semantic information from the skeleton data, such as interactions among multiple people and their positional relationships. 3) Existing datasets used for multi-person group activity recognition are all RGB videos involved, which cannot be directly applied to skeleton-based group activity analysis. To address these issues, we propose a novel Zoom Transformer to exploit both the low-level single-person motion information and the high-level multi-person interaction information in a uniform model structure with carefully designed Relation-aware Maps. Besides, we estimate the multi-person skeletons from the existing real-world video datasets i.e. Kinetics and Volleyball-Activity, and release two new benchmarks to verify the effectiveness of our Zoom Transfromer. Extensive experiments demonstrate that our model can effectively cope with the skeleton-based multi-person group activity. Additionally, experiments on the large-scale NTU-RGB+D dataset validate that our model also achieves remarkable performance for single-person action recognition. The code and the skeleton data are publicly available at <uri xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">https://github.com/Kebii/Zoom-Transformer</uri>
Effects of sliding window variation in the performance of acceleration-based human activity recognition using deep learning models

Deep learning (DL) models are very useful for human activity recognition (HAR); these methods present better accuracy for HAR when compared to traditional, among other advantages. DL learns from unlabeled data and extracts features from raw data, as for the case of time-series acceleration. Sliding windows is a feature extraction technique. When used for preprocessing time-series data, it provides an improvement in accuracy, latency, and cost of processing. The time and cost of preprocessing can be beneficial especially if the window size is small, but how small can this window be to keep good accuracy? The objective of this research was to analyze the performance of four DL models: a simple deep neural network (DNN); a convolutional neural network (CNN); a long short-term memory network (LSTM); and a hybrid model (CNN-LSTM), when variating the sliding window size using fixed overlapped windows to identify an optimal window size for HAR. We compare the effects in two acceleration sources': wearable inertial measurement unit sensors (IMU) and motion caption systems (MOCAP). Moreover, short sliding windows of sizes 5, 10, 15, 20, and 25 frames to long ones of sizes 50, 75, 100, and 200 frames were compared. The models were fed using raw acceleration data acquired in experimental conditions for three activities: walking, sit-to-stand, and squatting. Results show that the most optimal window is from 20-25 frames (0.20-0.25s) for both sources, providing an accuracy of 99,07% and F1-score of 87,08% in the (CNN-LSTM) using the wearable sensors data, and accuracy of 98,8% and F1-score of 82,80% using MOCAP data; similar accurate results were obtained with the LSTM model. There is almost no difference in accuracy in larger frames (100, 200). However, smaller windows present a decrease in the F1-score. In regard to inference time, data with a sliding window of 20 frames can be preprocessed around 4x (LSTM) and 2x (CNN-LSTM) times faster than data using 100 frames.
Hotel recommendation algorithms based on online reviews and probabilistic linguistic term sets

The continuous development of e-commerce recommendation systems enables people to better obtain the products they need, saving economic and time costs. When recommending products, massive online user reviews can objectively reflect the efficacy of products and provide more practical reference value. However, due to the fuzziness of expression, there exists great uncertainty about the information in user reviews. The probabilistic linguistic term set (PLTS) is a useful tool that can help solve the information ambiguity and distinguish the importance of different terms. This paper regards PLTS as a data statistical tool to depict the information of user reviews. Based on the theory of PLTS, this paper proposes a hotel recommendation algorithm. First, we analyse the statements of online user hotel reviews with the aid of Jieba and TF-IDF. Second, the statements of reviews are translated into PLTSs and stored in the evaluation matrix. Third, we adopt the maximum deviation method to derive the attribute weights of hotels. Finally, we use probabilistic linguistic cosine similarity to calculate the similarity degrees of hotels and rank the recommended hotels according to similarity. With respect to different hospital products of users, the recommendation orders of hotels are given according to their degrees of similarity. To verify the effectiveness and superiority of the proposed algorithm, this paper selects 10 hotels in the city of Zhengzhou for case application and conducts a comparative analysis with other recommendation methods.
DocLayNet: A Large Human-Annotated Dataset for Document-Layout Segmentation

Accurate document layout analysis is a key requirement for high-quality PDF document conversion. With the recent availability of public, large ground-truth datasets such as PubLayNet and DocBank, deep-learning models have proven to be very effective at layout detection and segmentation. While these datasets are of adequate size to train such models, they severely lack in layout variability since they are sourced from scientific article repositories such as PubMed and arXiv only. Consequently, the accuracy of the layout segmentation drops significantly when these models are applied on more challenging and diverse layouts. In this paper, we present \textit{DocLayNet}, a new, publicly available, document-layout annotation dataset in COCO format. It contains 80863 manually annotated pages from diverse data sources to represent a wide variability in layouts. For each PDF page, the layout annotations provide labelled bounding-boxes with a choice of 11 distinct classes. DocLayNet also provides a subset of double- and triple-annotated pages to determine the inter-annotator agreement. In multiple experiments, we provide baseline accuracy scores (in mAP) for a set of popular object detection models. We also demonstrate that these models fall approximately 10\% behind the inter-annotator agreement. Furthermore, we provide evidence that DocLayNet is of sufficient size. Lastly, we compare models trained on PubLayNet, DocBank and DocLayNet, showing that layout predictions of the DocLayNet-trained models are more robust and thus the preferred choice for general-purpose document-layout analysis.
TwHIN: Embedding the Twitter Heterogeneous Information Network for Personalized Recommendation

Social networks, such as Twitter, form a heterogeneous information network (HIN) where nodes represent domain entities (e.g., user, content, advertiser, etc.) and edges represent one of many entity interactions (e.g, a user re-sharing content or "following" another). Interactions from multiple relation types can encode valuable information about social network entities not fully captured by a single relation; for instance, a user's preference for accounts to follow may depend on both user-content engagement interactions and the other users they follow. In this work, we investigate knowledge-graph embeddings for entities in the Twitter HIN (TwHIN); we show that these pretrained representations yield significant offline and online improvement for a diverse range of downstream recommendation and classification tasks: personalized ads rankings, account follow-recommendation, offensive content detection, and search ranking. We discuss design choices and practical challenges of deploying industry-scale HIN embeddings, including compressing them to reduce end-to-end model latency and handling parameter drift across versions.
FederatedScope-GNN: Towards a Unified, Comprehensive and Efficient Package for Federated Graph Learning

The incredible development of federated learning (FL) has benefited various tasks in the domains of computer vision and natural language processing, and the existing frameworks such as TFF and FATE has made the deployment easy in real-world applications. However, federated graph learning (FGL), even though graph data are prevalent, has not been well supported due to its unique characteristics and requirements. The lack of FGL-related framework increases the efforts for accomplishing reproducible research and deploying in real-world applications. Motivated by such strong demand, in this paper, we first discuss the challenges in creating an easy-to-use FGL package and accordingly present our implemented package FederatedScope-GNN (FS-G), which provides (1) a unified view for modularizing and expressing FGL algorithms; (2) comprehensive DataZoo and ModelZoo for out-of-the-box FGL capability; (3) an efficient model auto-tuning component; and (4) off-the-shelf privacy attack and defense abilities. We validate the effectiveness of FS-G by conducting extensive experiments, which simultaneously gains many valuable insights about FGL for the community. Moreover, we employ FS-G to serve the FGL application in real-world E-commerce scenarios, where the attained improvements indicate great potential business benefits. We publicly release FS-G, as submodules of FederatedScope, at https://github.com/alibaba/FederatedScope to promote FGL's research and enable broad applications that would otherwise be infeasible due to the lack of a dedicated package.
Practical GAN-based synthetic IP header trace generation using NetShare

We explore the feasibility of using Generative Adversarial Networks (GANs) to automatically learn generative models to generate synthetic packet- and flow header traces for networking tasks (e.g., telemetry, anomaly detection, provisioning). We identify key fidelity, scalability, and privacy challenges and tradeoffs in existing GAN-based approaches. By synthesizing domain-specific insights with recent advances in machine learning and privacy, we identify design choices to tackle these challenges. Building on these insights, we develop an end-to-end framework, NetShare. We evaluate NetShare on six diverse packet header traces and find that: (1) across all distributional metrics and traces, it achieves 46% more accuracy than baselines and (2) it meets users' requirements of downstream tasks in evaluating accuracy and rank ordering of candidate approaches.
SPRIGHT

Serverless computing promises an efficient, low-cost compute capability in cloud environments. However, existing solutions, epitomized by open-source platforms such as Knative, include heavyweight components that undermine this goal of serverless computing. Additionally, such serverless platforms lack dataplane optimizations to achieve efficient, high-performance function chains that facilitate the popular microservices development paradigm. Their use of unnecessarily complex and duplicate capabilities for building function chains severely degrades performance. 'Cold-start' latency is another deterrent.
Social dreaming together: A critical exploration of participatory speculative design

While often seen as an elitist practice found only in artistic and academic circles, speculative design has grown in popularity and is now practiced in more diverse contexts and with a variety of participants. In order to gain a better understanding of this ostensible ‘participatory turn’, this paper presents an initial exploration of participatory speculative design based on a pilot survey of recent projects. Using a sample of projects we develop an 8-step hierarchical taxonomy of participation in speculative design that moves from ‘spectatorship’ to ‘reflection’, ‘inspiration’, ‘generative reflection’, ‘shared creativity’, ‘shared authorship’, ‘initiative’ and, finally, ‘ownership’. The taxonomy helps to raise important questions about the character and outcomes of participatory speculative design processes and the role played by designers as agents of the public imagination.
Fast Genetic Algorithm for feature selection — A qualitative approximation approach

Evolutionary Algorithms (EAs) are often challenging to apply in real-world settings since evolutionary computations involve a large number of evaluations of a typically expensive fitness function. For example, an evaluation could involve training a new machine learning model. An approximation (also known as meta-model or a surrogate) of the true function can be used in such applications to alleviate the computation cost. In this paper, we propose a two-stage surrogate-assisted evolutionary approach to address the computational issues arising from using Genetic Algorithm (GA) for feature selection in a wrapper setting for large datasets. We define 'Approximation Usefulness' to capture the necessary conditions to ensure correctness of the EA computations when an approximation is used. Based on this definition, we propose a procedure to construct a lightweight qualitative meta-model by the active selection of data instances. We then use a meta-model to carry out the feature selection task. We apply this procedure to the GA-based algorithm CHC (Cross generational elitist selection, Heterogeneous recombination and Cataclysmic mutation) to create a Qualitative approXimations variant, CHCQX. We show that CHCQX converges faster to feature subset solutions of significantly higher accuracy (as compared to CHC), particularly for large datasets with over 100K instances. We also demonstrate the applicability of the thinking behind our approach more broadly to Swarm Intelligence (SI), another branch of the Evolutionary Computation (EC) paradigm with results of PSOQX, a qualitative approximation adaptation of the Particle Swarm Optimization (PSO) method. A GitHub repository with the complete implementation is available.
Cycling through 360° Virtual Reality Tourism for Senior Citizens: Empirical Analysis of an Assistive Technology

In recent years, there has been a renewed interest in using virtual reality (VR) to (re)create different scenarios and environments with interactive and immersive experiences. Although VR has been popular in the tourism sector to reconfigure tourists' relationships with places and overcome mobility restrictions, its usage in senior cyclotourism has been understudied. VR is suggested to positively impact tourism promotion, cycling simulation, and active and healthy ageing due to physical and mental rehabilitation. The purpose of this study is to assess the senior citizens' perceived experience and attitudes toward a designed 360° VR cyclotouristic experiment, using a head-mounted display (HMD) setting within a laboratory context. A total of 76 participants aged between 50 and 97 years old were involved in convergent parallel mixed-method research, and data were collected using a questionnaire based on the technology acceptance model, as well as the researchers' field notes. Findings suggest that 360° VR with HMD can be an effective assistive technology to foster senior cyclotourism by promoting tourism sites, simulating the cycling pedaling effect, and improving senior citizens' general wellbeing and independence with physical and mental rehabilitation.