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Leaked footage shows slaughterhouse workers shooting and beating cows for amusement

Daily Mail - Science & tech

MAGA diehard who was pardoned by Trump offers scathing assessment after his speech: 'He's stuttering... we can't lie anymore' Chilling new video of Nick Reiner making disturbing comments about murder... as friend reveals dad Rob's tragic failed attempt to save him: 'I'm going to kill that f***ing dog' The tiny diet change that brought down my sky-high cholesterol WITHOUT statins or drugs. Mike was told he risked a heart attack or stroke. Reiner family bombshell as insiders reveal who is paying for Nick's celebrity lawyer... their secret motive... and who will REALLY inherit $200m fortune Corey Feldman claims he was molested by the late Corey Haim while making 1987's The Lost Boys Knives out for Susie Wiles after Vanity Fair calamity... as insiders reveal full-blown MAGA meltdown: 'She might have lost one of her nine lives' I sneakily looked at my perfect son's phone... What a terrible mistake! HGTV star David Bromstad shares devastating substance abuse journey: 'I've had really hard times' Tara Reid speaks out for the first time since THAT video emerged... and tells KATIE HIND why she is convinced she was spiked after watching CCTV Brown's $3m-a-year president faces ire for'shifting blame' after shooter unleashed havoc on campus Cruel rosacea blighted Rebecca's life and made her nose swell. Her doctor said she just'had to just put up with it'.


EmoGist: Efficient In-Context Learning for Visual Emotion Understanding

Seoh, Ronald, Goldwasser, Dan

arXiv.org Artificial Intelligence

In this paper, we introduce EmoGist, a training-free, in-context learning method for performing visual emotion classification with LVLMs. The key intuition of our approach is that context-dependent definition of emotion labels could allow more accurate predictions of emotions, as the ways in which emotions manifest within images are highly context dependent and nuanced. EmoGist pre-generates multiple descriptions of emotion labels, by analyzing the clusters of example images belonging to each label. At test time, we retrieve a version of description based on the cosine similarity of test image to cluster centroids, and feed it together with the test image to a fast LVLM for classification. Through our experiments, we show that EmoGist allows up to 12 points improvement in micro F1 scores with the multi-label Memotion dataset, and up to 8 points in macro F1 in the multi-class FI dataset.


Automatically Detecting Amusing Games in Wordle

Luo, Ronaldo, Liang, Gary, Liu, Cindy, Kabbara, Adam, Bakhtawar, Minahil, Kim, Kina, Guerzhoy, Michael

arXiv.org Artificial Intelligence

We explore automatically predicting which Wordle games Reddit users find amusing. We scrape approximately 80k reactions by Reddit users to Wordle games from Reddit, classify the reactions as expressing amusement or not using OpenAI's GPT-3.5 using few-shot prompting, and verify that GPT-3.5's labels roughly correspond to human labels. We then extract features from Wordle games that can predict user amusement. We demonstrate that the features indeed provide a (weak) signal that predicts user amusement as predicted by GPT-3.5. Our results indicate that user amusement at Wordle games can be predicted computationally to some extent. We explore which features of the game contribute to user amusement. We find that user amusement is predictable, indicating a measurable aspect of creativity infused into Wordle games through humor.


Level of agreement between emotions generated by Artificial Intelligence and human evaluation: a methodological proposal

Carrasco, Miguel, Gonzalez-Martin, Cesar, Navajas-Torrente, Sonia, Dastres, Raul

arXiv.org Artificial Intelligence

Images are capable of conveying emotions, but emotional experience is highly subjective. Advances in artificial intelligence have enabled the generation of images based on emotional descriptions. However, the level of agreement between the generative images and human emotional responses has not yet been evaluated. To address this, 20 artistic landscapes were generated using StyleGAN2-ADA. Four variants evoking positive emotions (contentment, amusement) and negative emotions (fear, sadness) were created for each image, resulting in 80 pictures. An online questionnaire was designed using this material, in which 61 observers classified the generated images. Statistical analyses were performed on the collected data to determine the level of agreement among participants, between the observer's responses, and the AI-generated emotions. A generally good level of agreement was found, with better results for negative emotions. However, the study confirms the subjectivity inherent in emotional evaluation.


Pushing Buttons: The comedy that really works in video games

The Guardian

I was reminded of the understated farcical comedy masterwork that is Untitled Goose Game recently, after walking through Regent's Park and seeing Canada geese and their goslings honking at tourists. I was with a friend who had never heard of it, and so a couple of hours later we were playing it on the Switch in a pub, honking and flapping and making life difficult for any human unfortunate enough to cross our path. The sheer physical comedy of the game – the goose's waddling gait, the appalled reactions of the villagers, the mischievous glee of running away from a gardener with a trowel in my beak and throwing it into the pond – is delightful. If anything, it's even funnier now, because you can play with two geese (one of you can run interference while the other steals sandwiches). When people talk about funny video games, they often mention Monkey Island or Sam and Max – games with quippy writing and witty characters, wordplay, and self-referential puzzle design.

  Country: North America > Canada (0.25)
  Industry: Leisure & Entertainment > Games > Computer Games (1.00)

ChatGPT: Jack of all trades, master of none

Kocoń, Jan, Cichecki, Igor, Kaszyca, Oliwier, Kochanek, Mateusz, Szydło, Dominika, Baran, Joanna, Bielaniewicz, Julita, Gruza, Marcin, Janz, Arkadiusz, Kanclerz, Kamil, Kocoń, Anna, Koptyra, Bartłomiej, Mieleszczenko-Kowszewicz, Wiktoria, Miłkowski, Piotr, Oleksy, Marcin, Piasecki, Maciej, Radliński, Łukasz, Wojtasik, Konrad, Woźniak, Stanisław, Kazienko, Przemysław

arXiv.org Artificial Intelligence

OpenAI has released the Chat Generative Pre-trained Transformer (ChatGPT) and revolutionized the approach in artificial intelligence to human-model interaction. Several publications on ChatGPT evaluation test its effectiveness on well-known natural language processing (NLP) tasks. However, the existing studies are mostly non-automated and tested on a very limited scale. In this work, we examined ChatGPT's capabilities on 25 diverse analytical NLP tasks, most of them subjective even to humans, such as sentiment analysis, emotion recognition, offensiveness, and stance detection. In contrast, the other tasks require more objective reasoning like word sense disambiguation, linguistic acceptability, and question answering. We also evaluated GPT-4 model on five selected subsets of NLP tasks. We automated ChatGPT and GPT-4 prompting process and analyzed more than 49k responses. Our comparison of its results with available State-of-the-Art (SOTA) solutions showed that the average loss in quality of the ChatGPT model was about 25% for zero-shot and few-shot evaluation. For GPT-4 model, a loss for semantic tasks is significantly lower than for ChatGPT. We showed that the more difficult the task (lower SOTA performance), the higher the ChatGPT loss. It especially refers to pragmatic NLP problems like emotion recognition. We also tested the ability to personalize ChatGPT responses for selected subjective tasks via Random Contextual Few-Shot Personalization, and we obtained significantly better user-based predictions. Additional qualitative analysis revealed a ChatGPT bias, most likely due to the rules imposed on human trainers by OpenAI. Our results provide the basis for a fundamental discussion of whether the high quality of recent predictive NLP models can indicate a tool's usefulness to society and how the learning and validation procedures for such systems should be established.



StressNAS: Affect State and Stress Detection Using Neural Architecture Search

Huynh, Lam, Nguyen, Tri, Nguyen, Thu, Pirttikangas, Susanna, Siirtola, Pekka

arXiv.org Artificial Intelligence

Smartwatches have rapidly evolved towards capabilities to accurately capture physiological signals. As an appealing application, stress detection attracts many studies due to its potential benefits to human health. It is propitious to investigate the applicability of deep neural networks (DNN) to enhance human decision-making through physiological signals. However, manually engineering DNN proves a tedious task especially in stress detection due to the complex nature of this phenomenon. To this end, we propose an optimized deep neural network training scheme using neural architecture search merely using wrist-worn data from WESAD. Experiments show that our approach outperforms traditional ML methods by 8.22% and 6.02% in the three-state and two-state classifiers, respectively, using the combination of WESAD wrist signals. Moreover, the proposed method can minimize the need for human-design DNN while improving performance by 4.39% (three-state) and 8.99% (binary).


A Controlled Set-Up Experiment to Establish Personalized Baselines for Real-Life Emotion Recognition

Kollia, Varvara, Tayebi, Noureddine

arXiv.org Machine Learning

We design, conduct and present the results of a highly personalized baseline emotion recognition experiment, which aims to set reliable ground-truth estimates for the subject's emotional state for real-life prediction under similar conditions using a small number of physiological sensors. We also propose an adaptive stimuli-selection mechanism that would use the user's feedback as guide for future stimuli selection in the controlled-setup experiment and generate optimal ground-truth personalized sessions systematically. Initial results are very promising (85% accuracy) and variable importance analysis shows that only a few features, which are easy-to-implement in portable devices, would suffice to predict the subject's emotional state.


AI for Hobbyists: DIYers Use Deep Learning to Shoo Cats, Harass Ants The Official NVIDIA Blog

#artificialintelligence

Autonomous machines shining lasers at ants -- and spraying water at bewildered cats -- for the amusement of cackling grandchildren. Hobbyists are just getting started with deep-learning technologies that give them cheap, off-the-shelf capabilities that put Ronald Reagan's Star Wars program to shame. In the latest edition of the AI Podcast, NVIDIA engineer Bob Bond and Make: Magazine Executive Editor Mike Senese explain to host Michael Copeland how they've taken the once esoteric technology of deep learning and put it to work on offbeat projects that can be tackled on budgets of a few hundred bucks. "One of the big things that's happening -- and it's happening in real time right now -- is the technology is finally hitting a point where we, as consumers, have access to this type of capability," Senese says. Bond, a veteran engineer, is no technical novice.