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Misinformation can seriously impact society, affecting anything from public opinion to institutional confidence and the political horizon of a state. Fake News (FN) proliferation on online websites and Online Social Networks (OSNs) has increased profusely. Various fact-checking websites include news in English and barely provide information about FN in regional languages. Thus the Urdu FN purveyors cannot be discerned using factchecking portals. SOTA approaches for Fake News Detection (FND) count upon appropriately labelled and large datasets. FND in regional and resource-constrained languages lags due to the lack of limited-sized datasets and legitimate lexical resources. The previous datasets for Urdu FND are limited-sized, domain-restricted, publicly unavailable and not manually verified where the news is translated from English into Urdu. In this paper, we curate and contribute the first largest publicly available dataset for Urdu FND, Ax-to-Grind Urdu, to bridge the identified gaps and limitations of existing Urdu datasets in the literature. It constitutes 10,083 fake and real news on fifteen domains collected from leading and authentic Urdu newspapers and news channel websites in Pakistan and India. FN for the Ax-to-Grind dataset is collected from websites and crowdsourcing. The dataset contains news items in Urdu from the year 2017 to the year 2023. Expert journalists annotated the dataset. We benchmark the dataset with an ensemble model of mBERT,XLNet, and XLM RoBERTa. The selected models are originally trained on multilingual large corpora. The results of the proposed model are based on performance metrics, F1-score, accuracy, precision, recall and MCC value.

相關內容

數據集,又稱為資料集、數據集合或資料集合,是一種由數據所組成的集合。
Data set(或dataset)是一個數據的集合,通常以表格形式出現。每一列代表一個特定變量。每一行都對應于某一成員的數據集的問題。它列出的價值觀為每一個變量,如身高和體重的一個物體或價值的隨機數。每個數值被稱為數據資料。對應于行數,該數據集的數據可能包括一個或多個成員。

Mission critical communication (MCC) involves the exchange of information and data among emergency services, including the police, fire brigade, and other first responders, particularly during emergencies, disasters, or critical incidents. The widely-adopted TETRA (Terrestrial Trunked Radio)-based communication for mission critical services faces challenges including limited data capacity, coverage limitations, spectrum congestion, and security concerns. Therefore, as an alternative, mission critical communication over cellular networks (4G and 5G) has emerged. While cellular-based MCC enables features like real-time video streaming and high-speed data transmission, the involvement of network operators and application service providers in the MCC architecture raises privacy concerns for mission critical users and services. For instance, the disclosure of a policeman's location details to the network operator raises privacy concerns. To the best of our knowledge, no existing work considers the privacy issues in mission critical system with respect to 5G and upcoming technologies. Therefore, in this paper, we analyse the 3GPP standardised MCC architecture within the context of 5G core network concepts and assess the privacy implications for MC users, network entities, and MC servers. The privacy analysis adheres to the deployment strategies in the standard for MCC. Additionally, we explore emerging 6G technologies, such as off-network communications, joint communication and sensing, and non-3GPP communications, to identify privacy challenges in MCC architecture. Finally, we propose privacy controls to establish a next-generation privacy-preserving MCC architecture.

How do we imbue robots with the ability to efficiently manipulate unseen objects and transfer relevant skills based on demonstrations? End-to-end learning methods often fail to generalize to novel objects or unseen configurations. Instead, we focus on the task-specific pose relationship between relevant parts of interacting objects. We conjecture that this relationship is a generalizable notion of a manipulation task that can transfer to new objects in the same category; examples include the relationship between the pose of a pan relative to an oven or the pose of a mug relative to a mug rack. We call this task-specific pose relationship "cross-pose" and provide a mathematical definition of this concept. We propose a vision-based system that learns to estimate the cross-pose between two objects for a given manipulation task using learned cross-object correspondences. The estimated cross-pose is then used to guide a downstream motion planner to manipulate the objects into the desired pose relationship (placing a pan into the oven or the mug onto the mug rack). We demonstrate our method's capability to generalize to unseen objects, in some cases after training on only 10 demonstrations in the real world. Results show that our system achieves state-of-the-art performance in both simulated and real-world experiments across a number of tasks. Supplementary information and videos can be found at //sites.google.com/view/tax-pose/home.

Third-party applications have become an essential part of today's online ecosystem, enhancing the functionality of popular platforms. However, the intensive data exchange underlying their proliferation has increased concerns about interdependent privacy (IDP). This paper provides a comprehensive investigation into the previously underinvestigated IDP issues of third-party apps. Specifically, first, we analyze the permission structure of multiple app platforms, identifying permissions that have the potential to cause interdependent privacy issues by enabling a user to share someone else's personal data with an app. Second, we collect datasets and characterize the extent to which existing apps request these permissions, revealing the relationship between characteristics such as the respective app platform, the app's type, and the number of interdependent privacy-related permissions it requests. Third, we analyze the various reasons IDP is neglected by both data protection regulations and app platforms and then devise principles that should be followed when designing a mitigation solution. Finally, based on these principles and satisfying clearly defined objectives, we propose IDPFilter, a platform-agnostic API that enables application providers to minimize collateral information collection by filtering out data collected from their users but implicating others as data subjects. We implement a proof-of-concept prototype, IDPTextFilter, that implements the filtering logic on textual data, and provide its initial performance evaluation with regard to privacy, accuracy, and efficiency.

Software intensive systems play a crucial role in most, if not all, aspects of modern society. As such, both their sustainability and their role in supporting sustainable processes, must be realized by design. To this aim, the architecture of software intensive systems should be designed to support sustainability goals; and measured to understand how effectively they do so. In this paper, we present the Sustainability Assessment Framework (SAF) Toolkit -- a set of instruments that support architects and design decision makers in modeling sustainability as a software quality property. The SAF Toolkit is the result of our experience gained in over a decade of cases in collaboration with industrial partners. We illustrate the toolkit with examples stemming from various cases. We extract our lessons learned, and our current research and future plans to extend the SAF Toolkit for further architecture modeling and measurement.

The behavior and decision making of groups or communities can be dramatically influenced by individuals pushing particular agendas, e.g., to promote or disparage a person or an activity, to call for action, etc.. In the examination of online influence campaigns, particularly those related to important political and social events, scholars often concentrate on identifying the sources responsible for setting and controlling the agenda (e.g., public media). In this article we present a methodology for detecting specific instances of agenda control through social media where annotated data is limited or non-existent. By using a modest corpus of Twitter messages centered on the 2022 French Presidential Elections, we carry out a comprehensive evaluation of various approaches and techniques that can be applied to this problem. Our findings demonstrate that by treating the task as a textual entailment problem, it is possible to overcome the requirement for a large annotated training dataset.

Questions combine our mastery of language with our remarkable facility for reasoning about uncertainty. How do people navigate vast hypothesis spaces to pose informative questions given limited cognitive resources? We study these tradeoffs in a classic grounded question-asking task based on the board game Battleship. Our language-informed program sampling (LIPS) model uses large language models (LLMs) to generate natural language questions, translate them into symbolic programs, and evaluate their expected information gain. We find that with a surprisingly modest resource budget, this simple Monte Carlo optimization strategy yields informative questions that mirror human performance across varied Battleship board scenarios. In contrast, LLM-only baselines struggle to ground questions in the board state; notably, GPT-4V provides no improvement over non-visual baselines. Our results illustrate how Bayesian models of question-asking can leverage the statistics of language to capture human priors, while highlighting some shortcomings of pure LLMs as grounded reasoners.

Vision Transformers (ViTs) have recently garnered considerable attention, emerging as a promising alternative to convolutional neural networks (CNNs) in several vision-related applications. However, their large model sizes and high computational and memory demands hinder deployment, especially on resource-constrained devices. This underscores the necessity of algorithm-hardware co-design specific to ViTs, aiming to optimize their performance by tailoring both the algorithmic structure and the underlying hardware accelerator to each other's strengths. Model quantization, by converting high-precision numbers to lower-precision, reduces the computational demands and memory needs of ViTs, allowing the creation of hardware specifically optimized for these quantized algorithms, boosting efficiency. This article provides a comprehensive survey of ViTs quantization and its hardware acceleration. We first delve into the unique architectural attributes of ViTs and their runtime characteristics. Subsequently, we examine the fundamental principles of model quantization, followed by a comparative analysis of the state-of-the-art quantization techniques for ViTs. Additionally, we explore the hardware acceleration of quantized ViTs, highlighting the importance of hardware-friendly algorithm design. In conclusion, this article will discuss ongoing challenges and future research paths. We consistently maintain the related open-source materials at //github.com/DD-DuDa/awesome-vit-quantization-acceleration.

This article presents the affordances that Generative Artificial Intelligence can have in disinformation context, one of the major threats to our digitalized society. We present a research framework to generate customized agent-based social networks for disinformation simulations that would enable understanding and evaluation of the phenomena whilst discussing open challenges.

More than one hundred benchmarks have been developed to test the commonsense knowledge and commonsense reasoning abilities of artificial intelligence (AI) systems. However, these benchmarks are often flawed and many aspects of common sense remain untested. Consequently, we do not currently have any reliable way of measuring to what extent existing AI systems have achieved these abilities. This paper surveys the development and uses of AI commonsense benchmarks. We discuss the nature of common sense; the role of common sense in AI; the goals served by constructing commonsense benchmarks; and desirable features of commonsense benchmarks. We analyze the common flaws in benchmarks, and we argue that it is worthwhile to invest the work needed ensure that benchmark examples are consistently high quality. We survey the various methods of constructing commonsense benchmarks. We enumerate 139 commonsense benchmarks that have been developed: 102 text-based, 18 image-based, 12 video based, and 7 simulated physical environments. We discuss the gaps in the existing benchmarks and aspects of commonsense reasoning that are not addressed in any existing benchmark. We conclude with a number of recommendations for future development of commonsense AI benchmarks.

Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.

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