practice session
PianoVAM: A Multimodal Piano Performance Dataset
Kim, Yonghyun, Park, Junhyung, Bae, Joonhyung, Kim, Kirak, Kwon, Taegyun, Lerch, Alexander, Nam, Juhan
The multimodal nature of music performance has driven increasing interest in data beyond the audio domain within the music information retrieval (MIR) community. This paper introduces PianoVAM, a comprehensive piano performance dataset that includes videos, audio, MIDI, hand landmarks, fingering labels, and rich metadata. The dataset was recorded using a Disklavier piano, capturing audio and MIDI from amateur pianists during their daily practice sessions, alongside synchronized top-view videos in realistic and varied performance conditions. Hand landmarks and fingering labels were extracted using a pretrained hand pose estimation model and a semi-automated fingering annotation algorithm. We discuss the challenges encountered during data collection and the alignment process across different modalities. Additionally, we describe our fingering annotation method based on hand landmarks extracted from videos. Finally, we present benchmarking results for both audio-only and audio-visual piano transcription using the PianoVAM dataset and discuss additional potential applications.
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b6fa3ed9624c184bd73e435123bd576a-Supplemental-Conference.pdf
Understanding how CompILE performs over a mix of expert types, and how to enable more complex adaptation to a specific student's needs at the This requires knowledge of how individual skills serve the ultimate task's goal For convenience, we provide a glossary of all mathematical notation used in our framework.T erm Meaning Ξ Set of skill labels corresponding to an Expert e's trajectory for scenario ξ E Expertise vector for a given studentb For the rightmost character ("na" in Balinese), students learn to draw a smaller Black dots represent skill boundaries identified by CompILE. To address the challenges of extracting "human teachable" skills discussed above, one may consider Therefore, in this work we attempted to incoporporate preliminary notions of "human teachability" Although we report results for both half-trained and reverse difficulty synthetic students after fine-tuning on 100 epochs, one natural question is the effect of training time. Figure 10: Reward starts to plateau over training iterations for the "reversing difficulty" synthetic student. Reported values are average reward over 100 random rollouts. As described in Sec. 5 of the main paper, our P For the purpose of simplifying our user study, we make the following modifications: 1. IRB-approved study (Protocol No. 49406 reviewed by Stanford University).
Learning to Optimize Feedback for One Million Students: Insights from Multi-Armed and Contextual Bandits in Large-Scale Online Tutoring
Schmucker, Robin, Pachapurkar, Nimish, Bala, Shanmuga, Shah, Miral, Mitchell, Tom
We present an online tutoring system that learns to provide effective feedback to students after they answer questions incorrectly. Using data from one million students, the system learns which assistance action (e.g., one of multiple hints) to provide for each question to optimize student learning. Employing the multi-armed bandit (MAB) framework and offline policy evaluation, we assess 43,000 assistance actions, and identify trade-offs between assistance policies optimized for different student outcomes (e.g., response correctness, session completion). We design an algorithm that for each question decides on a suitable policy training objective to enhance students' immediate second attempt success and overall practice session performance. We evaluate the resulting MAB policies in 166,000 practice sessions, verifying significant improvements in student outcomes. While MAB policies optimize feedback for the overall student population, we further investigate whether contextual bandit (CB) policies can enhance outcomes by personalizing feedback based on individual student features (e.g., ability estimates, response times). Using causal inference, we examine (i) how effects of assistance actions vary across students and (ii) whether CB policies, which leverage such effect heterogeneity, outperform MAB policies. While our analysis reveals that some actions for some questions exhibit effect heterogeneity, effect sizes may often be too small for CB policies to provide significant improvements beyond what well-optimized MAB policies that deliver the same action to all students already achieve. We discuss insights gained from deploying data-driven systems at scale and implications for future refinements. Today, the teaching policies optimized by our system support thousands of students daily.
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Projecting the New Body: How Body Image Evolves During Learning to Walk with a Wearable Robot
Advances in wearable robotics challenge the traditional definition of human motor systems, as wearable robots redefine body structure, movement capability, and perception of their own bodies. While these devices can empower the wearer's motor performance, there is limited understanding of how wearer s update their perception of body images, especially images in dynamic movements, while learning to use these modern devices. This study aimed to fill the gap by examining the changes of body image as individuals learned to walk with a robotic prosthetic l eg over multi - day training. We measured gait performance and perceived body images via Selected Coefficient of Perceived Motion (SCoMo) after each training session. Based on human motor learning theory extended to wearer - robot systems, w e hypothesized that learning the perceived body image when walking with a robotic leg co - evolves with the actual gait improvement and becomes more certain and more accurate to the actual motion. Our result confirmed that motor learning improved both physical and perceived ga it pattern towards normal, indicating that via practice the wearers incorporated the robotic leg into their sensorimotor systems to enable wearer - robot movement coordination. However, a persistent discrepancy between perceived and actual motion remained, l ikely due to the absence of direct sensation and control of the prosthesis from wearers. Additionally, the perceptual overestimation at the later training sessions might limit further motor improvement. These findings suggest that enhancing the human sense of wearable robots and frequent calibrating perception of body image are essential for effective training with lower limb wearable robots and for developing more embodied assistive technologies.
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Spontaneous Reward Hacking in Iterative Self-Refinement
Pan, Jane, He, He, Bowman, Samuel R., Feng, Shi
Language models are capable of iteratively improving their outputs based on natural language feedback, thus enabling in-context optimization of user preference. In place of human users, a second language model can be used as an evaluator, providing feedback along with numerical ratings which the generator attempts to optimize. However, because the evaluator is an imperfect proxy of user preference, this optimization can lead to reward hacking, where the evaluator's ratings improve while the generation quality remains stagnant or even decreases as judged by actual user preference. The concern of reward hacking is heightened in iterative self-refinement where the generator and the evaluator use the same underlying language model, in which case the optimization pressure can drive them to exploit shared vulnerabilities. Using an essay editing task, we show that iterative self-refinement leads to deviation between the language model evaluator and human judgment, demonstrating that reward hacking can occur spontaneously in-context with the use of iterative self-refinement. In addition, we study conditions under which reward hacking occurs and observe two factors that affect reward hacking severity: model size and context sharing between the generator and the evaluator.
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HiTSKT: A Hierarchical Transformer Model for Session-Aware Knowledge Tracing
Ke, Fucai, Wang, Weiqing, Tan, Weicong, Du, Lan, Jin, Yuan, Huang, Yujin, Yin, Hongzhi
Knowledge tracing (KT) aims to leverage students' learning histories to estimate their mastery levels on a set of pre-defined skills, based on which the corresponding future performance can be accurately predicted. As an important way of providing personalized experience for online education, KT has gained increased attention in recent years. In practice, a student's learning history comprises answers to sets of massed questions, each known as a session, rather than merely being a sequence of independent answers. Theoretically, within and across these sessions, students' learning dynamics can be very different. Therefore, how to effectively model the dynamics of students' knowledge states within and across the sessions is crucial for handling the KT problem. Most existing KT models treat student's learning records as a single continuing sequence, without capturing the sessional shift of students' knowledge state. To address the above issue, we propose a novel hierarchical transformer model, named HiTSKT, comprises an interaction(-level) encoder to capture the knowledge a student acquires within a session, and a session(-level) encoder to summarise acquired knowledge across the past sessions. To predict an interaction in the current session, a knowledge retriever integrates the summarised past-session knowledge with the previous interactions' information into proper knowledge representations. These representations are then used to compute the student's current knowledge state. Additionally, to model the student's long-term forgetting behaviour across the sessions, a power-law-decay attention mechanism is designed and deployed in the session encoder, allowing it to emphasize more on the recent sessions. Extensive experiments on three public datasets demonstrate that HiTSKT achieves new state-of-the-art performance on all the datasets compared with six state-of-the-art KT models.
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Assistive Teaching of Motor Control Tasks to Humans
Srivastava, Megha, Biyik, Erdem, Mirchandani, Suvir, Goodman, Noah, Sadigh, Dorsa
Recent works on shared autonomy and assistive-AI technologies, such as assistive robot teleoperation, seek to model and help human users with limited ability in a fixed task. However, these approaches often fail to account for humans' ability to adapt and eventually learn how to execute a control task themselves. Furthermore, in applications where it may be desirable for a human to intervene, these methods may inhibit their ability to learn how to succeed with full self-control. In this paper, we focus on the problem of assistive teaching of motor control tasks such as parking a car or landing an aircraft. Despite their ubiquitous role in humans' daily activities and occupations, motor tasks are rarely taught in a uniform way due to their high complexity and variance. We propose an AI-assisted teaching algorithm that leverages skill discovery methods from reinforcement learning (RL) to (i) break down any motor control task into teachable skills, (ii) construct novel drill sequences, and (iii) individualize curricula to students with different capabilities. Through an extensive mix of synthetic and user studies on two motor control tasks -- parking a car with a joystick and writing characters from the Balinese alphabet -- we show that assisted teaching with skills improves student performance by around 40% compared to practicing full trajectories without skills, and practicing with individualized drills can result in up to 25% further improvement. Our source code is available at https://github.com/Stanford-ILIAD/teaching
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- Information Technology > Artificial Intelligence > Robots (1.00)
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Hard work, persistence and practice can help elderly people improve their skills
It is often said that old dogs cannot learn new tricks. But even very old people can keep up with people in their twenties, if they just practise enough. Pensioners can struggle to multi-task, whether picking up the telephone and writing down a message, or remembering a shopping list, because older brains process information more slowly. But in a brain-training game which uses multi-tasking, they did just as well as younger people after practising. The research, published in the journal Proceedings of the National Academy of Sciences, tracked almost 200,000 people on the brain-training game.
10 Proven Ways to Learn Faster
Learning new things is a huge part of life -- we should always be striving to learn and grow. But it takes time, and time is precious. So how can you make the most of your time by speeding up the learning process? Thanks to neuroscience, we now have a better understanding of how we learn and the most effective ways our brains process and hold on to information. If you want to get a jump start on expanding your knowledge, here are 10 proven ways you can start learning faster today.
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