Due to the worldwide accessibility to the Internet along with the continuous advances in mobile technologies, physical and digital worlds have become completely blended, and the proliferation of social media platforms has taken a leading role over this evolution. In this paper, we undertake a thorough analysis towards better visualising and understanding the factors that characterise and differentiate social media users affected by mental disorders. We perform different experiments studying multiple dimensions of language, including vocabulary uniqueness, word usage, linguistic style, psychometric attributes, emotions' co-occurrence patterns, and online behavioural traits, including social engagement and posting trends. Our findings reveal significant differences on the use of function words, such as adverbs and verb tense, and topic-specific vocabulary, such as biological processes. As for emotional expression, we observe that affected users tend to share emotions more regularly than control individuals on average. Overall, the monthly posting variance of the affected groups is higher than the control groups. Moreover, we found evidence suggesting that language use on micro-blogging platforms is less distinguishable for users who have a mental disorder than other less restrictive platforms. In particular, we observe on Twitter less quantifiable differences between affected and control groups compared to Reddit.
Prior studies in privacy policies frame the question answering (QA) tasks as identifying the most relevant text segment or a list of sentences from the policy document for a user query. However, annotating such a dataset is challenging as it requires specific domain expertise (e.g., law academics). Even if we manage a small-scale one, a bottleneck that remains is that the labeled data are heavily imbalanced (only a few segments are relevant) --limiting the gain in this domain. Therefore, in this paper, we develop a novel data augmentation framework based on ensembling retriever models that captures the relevant text segments from unlabeled policy documents and expand the positive examples in the training set. In addition, to improve the diversity and quality of the augmented data, we leverage multiple pre-trained language models (LMs) and cascaded them with noise reduction oracles. Using our augmented data on the PrivacyQA benchmark, we elevate the existing baseline by a large margin (10\% F1) and achieve a new state-of-the-art F1 score of 50\%. Our ablation studies provide further insights into the effectiveness of our approach.
We present a data-efficient framework for solving sequential decision-making problems which exploits the combination of reinforcement learning (RL) and latent variable generative models. The framework, called GenRL, trains deep policies by introducing an action latent variable such that the feed-forward policy search can be divided into two parts: (i) training a sub-policy that outputs a distribution over the action latent variable given a state of the system, and (ii) unsupervised training of a generative model that outputs a sequence of motor actions conditioned on the latent action variable. GenRL enables safe exploration and alleviates the data-inefficiency problem as it exploits prior knowledge about valid sequences of motor actions. Moreover, we provide a set of measures for evaluation of generative models such that we are able to predict the performance of the RL policy training prior to the actual training on a physical robot. We experimentally determine the characteristics of generative models that have most influence on the performance of the final policy training on two robotics tasks: shooting a hockey puck and throwing a basketball. Furthermore, we empirically demonstrate that GenRL is the only method which can safely and efficiently solve the robotics tasks compared to two state-of-the-art RL methods.
We provide a decision theoretic analysis of bandit experiments. The setting corresponds to a dynamic programming problem, but solving this directly is typically infeasible. Working within the framework of diffusion asymptotics, we define suitable notions of asymptotic Bayes and minimax risk for bandit experiments. For normally distributed rewards, the minimal Bayes risk can be characterized as the solution to a nonlinear second-order partial differential equation (PDE). Using a limit of experiments approach, we show that this PDE characterization also holds asymptotically under both parametric and non-parametric distribution of the rewards. The approach further describes the state variables it is asymptotically sufficient to restrict attention to, and therefore suggests a practical strategy for dimension reduction. The upshot is that we can approximate the dynamic programming problem defining the bandit experiment with a PDE which can be efficiently solved using sparse matrix routines. We derive the optimal Bayes and minimax policies from the numerical solutions to these equations. The proposed policies substantially dominate existing methods such as Thompson sampling. The framework also allows for substantial generalizations to the bandit problem such as time discounting and pure exploration motives.
Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.
Online review systems are the primary means through which many businesses seek to build the brand and spread their messages. Prior research studying the effects of online reviews has been mainly focused on a single numerical cause, e.g., ratings or sentiment scores. We argue that such notions of causes entail three key limitations: they solely consider the effects of single numerical causes and ignore different effects of multiple aspects -- e.g., Food, Service -- embedded in the textual reviews; they assume the absence of hidden confounders in observational studies, e.g., consumers' personal preferences; and they overlook the indirect effects of numerical causes that can potentially cancel out the effect of textual reviews on business revenue. We thereby propose an alternative perspective to this single-cause-based effect estimation of online reviews: in the presence of hidden confounders, we consider multi-aspect textual reviews, particularly, their total effects on business revenue and direct effects with the numerical cause -- ratings -- being the mediator. We draw on recent advances in machine learning and causal inference to together estimate the hidden confounders and causal effects. We present empirical evaluations using real-world examples to discuss the importance and implications of differentiating the multi-aspect effects in strategizing business operations.
Automatic text summarization has experienced substantial progress in recent years. With this progress, the question has arisen whether the types of summaries that are typically generated by automatic summarization models align with users' needs. Ter Hoeve et al (2020) answer this question negatively. Amongst others, they recommend focusing on generating summaries with more graphical elements. This is in line with what we know from the psycholinguistics literature about how humans process text. Motivated from these two angles, we propose a new task: summarization with graphical elements, and we verify that these summaries are helpful for a critical mass of people. We collect a high quality human labeled dataset to support research into the task. We present a number of baseline methods that show that the task is interesting and challenging. Hence, with this work we hope to inspire a new line of research within the automatic summarization community.
Recommender systems aim to recommend new items to users by learning user and item representations. In practice, these representations are highly entangled as they consist of information about multiple factors, including user's interests, item attributes along with confounding factors such as user conformity, and item popularity. Considering these entangled representations for inferring user preference may lead to biased recommendations (e.g., when the recommender model recommends popular items even if they do not align with the user's interests). Recent research proposes to debias by modeling a recommender system from a causal perspective. The exposure and the ratings are analogous to the treatment and the outcome in the causal inference framework, respectively. The critical challenge in this setting is accounting for the hidden confounders. These confounders are unobserved, making it hard to measure them. On the other hand, since these confounders affect both the exposure and the ratings, it is essential to account for them in generating debiased recommendations. To better approximate hidden confounders, we propose to leverage network information (i.e., user-social and user-item networks), which are shown to influence how users discover and interact with an item. Aside from the user conformity, aspects of confounding such as item popularity present in the network information is also captured in our method with the aid of \textit{causal disentanglement} which unravels the learned representations into independent factors that are responsible for (a) modeling the exposure of an item to the user, (b) predicting the ratings, and (c) controlling the hidden confounders. Experiments on real-world datasets validate the effectiveness of the proposed model for debiasing recommender systems.
We present a pipelined multiplier with reduced activities and minimized interconnect based on online digit-serial arithmetic. The working precision has been truncated such that $p<n$ bits are used to compute $n$ bits product, resulting in significant savings in area and power. The digit slices follow variable precision according to input, increasing upto $p$ and then decreases according to the error profile. Pipelining has been done to achieve high throughput and low latency which is desirable for compute intensive inner products. Synthesis results of the proposed designs have been presented and compared with the non-pipelined online multiplier, pipelined online multiplier with full working precision and conventional serial-parallel and array multipliers. For $8, 16, 24$ and $32$ bit precision, the proposed low power pipelined design show upto $38\%$ and $44\%$ reduction in power and area respectively compared to the pipelined online multiplier without working precision truncation.
In recent years, large pre-trained transformers have led to substantial gains in performance over traditional retrieval models and feedback approaches. However, these results are primarily based on the MS Marco/TREC Deep Learning Track setup, with its very particular setup, and our understanding of why and how these models work better is fragmented at best. We analyze effective BERT-based cross-encoders versus traditional BM25 ranking for the passage retrieval task where the largest gains have been observed, and investigate two main questions. On the one hand, what is similar? To what extent does the neural ranker already encompass the capacity of traditional rankers? Is the gain in performance due to a better ranking of the same documents (prioritizing precision)? On the other hand, what is different? Can it retrieve effectively documents missed by traditional systems (prioritizing recall)? We discover substantial differences in the notion of relevance identifying strengths and weaknesses of BERT that may inspire research for future improvement. Our results contribute to our understanding of (black-box) neural rankers relative to (well-understood) traditional rankers, help understand the particular experimental setting of MS-Marco-based test collections.
Visual recognition is currently one of the most important and active research areas in computer vision, pattern recognition, and even the general field of artificial intelligence. It has great fundamental importance and strong industrial needs. Deep neural networks (DNNs) have largely boosted their performances on many concrete tasks, with the help of large amounts of training data and new powerful computation resources. Though recognition accuracy is usually the first concern for new progresses, efficiency is actually rather important and sometimes critical for both academic research and industrial applications. Moreover, insightful views on the opportunities and challenges of efficiency are also highly required for the entire community. While general surveys on the efficiency issue of DNNs have been done from various perspectives, as far as we are aware, scarcely any of them focused on visual recognition systematically, and thus it is unclear which progresses are applicable to it and what else should be concerned. In this paper, we present the review of the recent advances with our suggestions on the new possible directions towards improving the efficiency of DNN-related visual recognition approaches. We investigate not only from the model but also the data point of view (which is not the case in existing surveys), and focus on three most studied data types (images, videos and points). This paper attempts to provide a systematic summary via a comprehensive survey which can serve as a valuable reference and inspire both researchers and practitioners who work on visual recognition problems.