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We present a framework of dark patterns grounded in user expectations. In contrast to prior approaches that treat design techniques as inherently either good or bad, we analyze mismatched user expectations for application behavior using concepts -- reusable units of functionality that users encounter across applications. We define a design as dark when its concepts violate users' expectations, and benefit the provider of the application at the user's expense. Though user expectations can differ, leading to subjective perceptions of the ethics of an interface, users tend to develop common expectations as they encounter the same concepts repeatedly across multiple applications. This reuse results in users having shared expectations of concept functionality, which we can record as standard concepts. Through case studies, we illustrate how concept analysis helps designers identify, compare, and resolve dark patterns. We suggest a shift away from dark pattern taxonomies toward more systematic, actionable accounts of interface design ethics

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設計是對現有狀的一種重新認識和打破重組的過程,設計讓一切變得更美。

Instruction-based image editing holds immense potential for a variety of applications, as it enables users to perform any editing operation using a natural language instruction. However, current models in this domain often struggle with accurately executing user instructions. We present Emu Edit, a multi-task image editing model which sets state-of-the-art results in instruction-based image editing. To develop Emu Edit we train it to multi-task across an unprecedented range of tasks, such as region-based editing, free-form editing, and Computer Vision tasks, all of which are formulated as generative tasks. Additionally, to enhance Emu Edit's multi-task learning abilities, we provide it with learned task embeddings which guide the generation process towards the correct edit type. Both these elements are essential for Emu Edit's outstanding performance. Furthermore, we show that Emu Edit can generalize to new tasks, such as image inpainting, super-resolution, and compositions of editing tasks, with just a few labeled examples. This capability offers a significant advantage in scenarios where high-quality samples are scarce. Lastly, to facilitate a more rigorous and informed assessment of instructable image editing models, we release a new challenging and versatile benchmark that includes seven different image editing tasks.

Given the recent impressive accomplishments of language models (LMs) for code generation, we explore the use of LMs as adaptive mutation and crossover operators for an evolutionary neural architecture search (NAS) algorithm. While NAS still proves too difficult a task for LMs to succeed at solely through prompting, we find that the combination of evolutionary prompt engineering with soft prompt-tuning, a method we term EvoPrompting, consistently finds diverse and high performing models. We first demonstrate that EvoPrompting is effective on the computationally efficient MNIST-1D dataset, where EvoPrompting produces convolutional architecture variants that outperform both those designed by human experts and naive few-shot prompting in terms of accuracy and model size. We then apply our method to searching for graph neural networks on the CLRS Algorithmic Reasoning Benchmark, where EvoPrompting is able to design novel architectures that outperform current state-of-the-art models on 21 out of 30 algorithmic reasoning tasks while maintaining similar model size. EvoPrompting is successful at designing accurate and efficient neural network architectures across a variety of machine learning tasks, while also being general enough for easy adaptation to other tasks beyond neural network design.

Language models can serve as a valuable tool for software developers to increase productivity. Large generative models can be used for code generation and code completion, while smaller encoder-only models are capable of performing code search tasks using natural language queries.These capabilities are heavily influenced by the quality and diversity of the available training data. Source code datasets used for training usually focus on the most popular languages and testing is mostly conducted on the same distributions, often overlooking low-resource programming languages. Motivated by the NLP generalization taxonomy proposed by Hupkes et.\,al., we propose a new benchmark dataset called GenCodeSearchNet (GeCS) which builds upon existing natural language code search datasets to systemically evaluate the programming language understanding generalization capabilities of language models. As part of the full dataset, we introduce a new, manually curated subset StatCodeSearch that focuses on R, a popular but so far underrepresented programming language that is often used by researchers outside the field of computer science. For evaluation and comparison, we collect several baseline results using fine-tuned BERT-style models and GPT-style large language models in a zero-shot setting.

We present a novel approach for action recognition in UAV videos. Our formulation is designed to handle occlusion and viewpoint changes caused by the movement of a UAV. We use the concept of mutual information to compute and align the regions corresponding to human action or motion in the temporal domain. This enables our recognition model to learn from the key features associated with the motion. We also propose a novel frame sampling method that uses joint mutual information to acquire the most informative frame sequence in UAV videos. We have integrated our approach with X3D and evaluated the performance on multiple datasets. In practice, we achieve 18.9% improvement in Top-1 accuracy over current state-of-the-art methods on UAV-Human(Li et al., 2021), 7.3% improvement on Drone-Action(Perera et al., 2019), and 7.16% improvement on NEC Drones(Choi et al., 2020).

Soft robots present unique capabilities, but have been limited by the lack of scalable technologies for construction and the complexity of algorithms for efficient control and motion, which depend on soft-body dynamics, high-dimensional actuation patterns, and external/on-board forces. This paper presents scalable methods and platforms to study the impact of weight distribution and actuation patterns on fully untethered modular soft robots. An extendable Vibrating Intelligent Piezo-Electric Robot (eViper), together with an open-source Simulation Framework for Electroactive Robotic Sheet (SFERS) implemented in PyBullet, was developed as a platform to study the sophisticated weight-locomotion interaction. By integrating the power electronics, sensors, actuators, and batteries on-board, the eViper platform enables rapid design iteration and evaluation of different weight distribution and control strategies for the actuator arrays, supporting both physics-based modeling and data-driven modeling via on-board automatic data-acquisition capabilities. We show that SFERS can provide useful guidelines for optimizing the weight distribution and actuation patterns of the eViper to achieve the maximum speed or minimum cost-of-transportation (COT).

In modern VLSI design flow, the register-transfer level (RTL) stage is a critical point, where designers define precise design behavior with hardware description languages (HDLs) like Verilog. Since the RTL design is in the format of HDL code, the standard way to evaluate its quality requires time-consuming subsequent synthesis steps with EDA tools. This time-consuming process significantly impedes design optimization at the early RTL stage. Despite the emergence of some recent ML-based solutions, they fail to maintain high accuracy for any given RTL design. In this work, we propose an innovative pre-synthesis PPA estimation framework named MasterRTL. It first converts the HDL code to a new bit-level design representation named the simple operator graph (SOG). By only adopting single-bit simple operators, this SOG proves to be a general representation that unifies different design types and styles. The SOG is also more similar to the target gate-level netlist, reducing the gap between RTL representation and netlist. In addition to the new SOG representation, MasterRTL proposes new ML methods for the RTL-stage modeling of timing, power, and area separately. Compared with state-of-the-art solutions, the experiment on a comprehensive dataset with 90 different designs shows accuracy improvement by 0.33, 0.22, and 0.15 in correlation for total negative slack (TNS), worst negative slack (WNS), and power, respectively.

The past decade has witnessed a plethora of works that leverage the power of visualization (VIS) to interpret machine learning (ML) models. The corresponding research topic, VIS4ML, keeps growing at a fast pace. To better organize the enormous works and shed light on the developing trend of VIS4ML, we provide a systematic review of these works through this survey. Since data quality greatly impacts the performance of ML models, our survey focuses specifically on summarizing VIS4ML works from the data perspective. First, we categorize the common data handled by ML models into five types, explain the unique features of each type, and highlight the corresponding ML models that are good at learning from them. Second, from the large number of VIS4ML works, we tease out six tasks that operate on these types of data (i.e., data-centric tasks) at different stages of the ML pipeline to understand, diagnose, and refine ML models. Lastly, by studying the distribution of 143 surveyed papers across the five data types, six data-centric tasks, and their intersections, we analyze the prospective research directions and envision future research trends.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

This paper presents Pix2Seq, a simple and generic framework for object detection. Unlike existing approaches that explicitly integrate prior knowledge about the task, we simply cast object detection as a language modeling task conditioned on the observed pixel inputs. Object descriptions (e.g., bounding boxes and class labels) are expressed as sequences of discrete tokens, and we train a neural net to perceive the image and generate the desired sequence. Our approach is based mainly on the intuition that if a neural net knows about where and what the objects are, we just need to teach it how to read them out. Beyond the use of task-specific data augmentations, our approach makes minimal assumptions about the task, yet it achieves competitive results on the challenging COCO dataset, compared to highly specialized and well optimized detection algorithms.

Sentiment analysis is a widely studied NLP task where the goal is to determine opinions, emotions, and evaluations of users towards a product, an entity or a service that they are reviewing. One of the biggest challenges for sentiment analysis is that it is highly language dependent. Word embeddings, sentiment lexicons, and even annotated data are language specific. Further, optimizing models for each language is very time consuming and labor intensive especially for recurrent neural network models. From a resource perspective, it is very challenging to collect data for different languages. In this paper, we look for an answer to the following research question: can a sentiment analysis model trained on a language be reused for sentiment analysis in other languages, Russian, Spanish, Turkish, and Dutch, where the data is more limited? Our goal is to build a single model in the language with the largest dataset available for the task, and reuse it for languages that have limited resources. For this purpose, we train a sentiment analysis model using recurrent neural networks with reviews in English. We then translate reviews in other languages and reuse this model to evaluate the sentiments. Experimental results show that our robust approach of single model trained on English reviews statistically significantly outperforms the baselines in several different languages.

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