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MM-Fi: Multi-Modal Non-Intrusive 4D Human Dataset for Versatile Wireless Sensing Jianfei Y ang 1, He Huang 1, Y unjiao Zhou

Neural Information Processing Systems

MA TLAB, as shown in Table 2. To enhance the sensing quality, we have aggregated five adjacent frames into a new frame for use. WiFi CSI data, there are some "-inf" values in some sequences. The "-inf" number comes from the To facilitate the users, we have embedded these processing codes into our dataset tool. When the user loads our WiFi CSI data, these numbers will be handled by linear interpolation. As presented in Section 4.3, we provide the temporal Each sequence is annotated by at least 5 human annotators.


MM-Fi: Multi-Modal Non-Intrusive 4D Human Dataset for Versatile Wireless Sensing

Neural Information Processing Systems

However, existing solutions which mainly rely on cameras and wearable devices are either privacy intrusive or inconvenient to use. To address these issues, wireless sensing has emerged as a promising alternative, leveraging LiDAR, mmWave radar, and WiFi signals for device-free human sensing. In this paper, we propose MM-Fi, the first multi-modal non-intrusive 4D human dataset with 27 daily or rehabilitation action categories, to bridge the gap between wireless sensing and high-level human perception tasks. MM-Fi consists of over 320k synchronized frames of five modalities from 40 human subjects. Various annotations are provided to support potential sensing tasks, e.g., human pose estimation and action recognition. Extensive experiments have been conducted to compare the sensing capacity of each or several modalities in terms of multiple tasks. We envision that MM-Fi can contribute to wireless sensing research with respect to action recognition, human pose estimation, multi-modal learning, cross-modal supervision, and interdisciplinary healthcare research.


MM-Fi: Multi-Modal Non-Intrusive 4D Human Dataset for Versatile Wireless Sensing

Neural Information Processing Systems

However, existing solutions which mainly rely on cameras and wearable devices are either privacy intrusive or inconvenient to use. To address these issues, wireless sensing has emerged as a promising alternative, leveraging LiDAR, mmWave radar, and WiFi signals for device-free human sensing. In this paper, we propose MM-Fi, the first multi-modal non-intrusive 4D human dataset with 27 daily or rehabilitation action categories, to bridge the gap between wireless sensing and high-level human perception tasks. MM-Fi consists of over 320k synchronized frames of five modalities from 40 human subjects. Various annotations are provided to support potential sensing tasks, e.g., human pose estimation and action recognition.


CarbonTag: A Browser-Based Method for Approximating Energy Consumption of Online Ads

arXiv.org Artificial Intelligence

Energy is today the most critical environmental challenge. The amount of carbon emissions contributing to climate change is significantly influenced by both the production and consumption of energy. Measuring and reducing the energy consumption of services is a crucial step toward reducing adverse environmental effects caused by carbon emissions. Millions of websites rely on online advertisements to generate revenue, with most websites earning most or all of their revenues from ads. As a result, hundreds of billions of online ads are delivered daily to internet users to be rendered in their browsers. Both the delivery and rendering of each ad consume energy. This study investigates how much energy online ads use in the rendering process and offers a way for predicting it as part of rendering the ad. To the best of the authors' knowledge, this is the first study to calculate the energy usage of single advertisements in the rendering process. Our research further introduces different levels of consumption by which online ads can be classified based on energy efficiency. This classification will allow advertisers to add energy efficiency metrics and optimize campaigns towards consuming less possible.


From 'Barbies scissoring' to 'contorted emotion': the artists using AI

The Guardian

You type in words – however nonsensical or disjointed – and the algorithm creates a unique image based on your search. This is Dall-E 2, a startlingly advanced, image-generating AI trained on 250 million images, named after the surrealist artist Salvador Dalí and Pixar's Wall-E. While use of Dall-E 2 is currently limited to a narrow pool of people, Dall-E mini (or Craiyon) is a free, unrelated version that is open to the public. Drawing on 15m images, Dall-E mini's algorithm offers a smorgasbord of surreal images, complete with absurd compositions and blurred human forms. Already, trends have emerged: nuclear explosions, dumpster fires, toilets and giant eyeballs abound. On a dedicated Reddit thread, people delight in the images generated by the free, low-resolution version, which range from amusing (Kim Jong-un lego) to dark (The Last Supper by Salvador Dali), hellish (synchronized swimming in lava) and deeply disturbing (Steve Jobs introducing a guillotine). Like other machine-learning networks, this AI model seems biased in its images of people – who appear, perhaps unsurprisingly, overwhelmingly white and mostly male.


What Matters in Learning from Offline Human Demonstrations for Robot Manipulation

arXiv.org Artificial Intelligence

Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/


Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search

arXiv.org Artificial Intelligence

Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.


WikiDataSets : Standardized sub-graphs from WikiData

arXiv.org Artificial Intelligence

Developing new ideas and algorithms in the fields of graph processing and relational learning requires datasets to work with and WikiData is the largest open source knowledge graph involving more than fifty millions entities. It is larger than needed in many cases and even too large to be processed easily but it is still a goldmine of relevant facts and subgraphs. Using this graph is time consuming and prone to task specific tuning which can affect reproducibility of results. Providing a unified framework to extract topic specific subgraphs solves this problem and allows researchers to evaluate algorithms on common datasets. This paper presents various topic-specific subgraphs of WikiData along with the generic Python code used to extract them. These datasets can help develop new methods of knowledge graph processing and relational learning.