6,090 research outputs found

    MLPerf Inference Benchmark

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    Machine-learning (ML) hardware and software system demand is burgeoning. Driven by ML applications, the number of different ML inference systems has exploded. Over 100 organizations are building ML inference chips, and the systems that incorporate existing models span at least three orders of magnitude in power consumption and five orders of magnitude in performance; they range from embedded devices to data-center solutions. Fueling the hardware are a dozen or more software frameworks and libraries. The myriad combinations of ML hardware and ML software make assessing ML-system performance in an architecture-neutral, representative, and reproducible manner challenging. There is a clear need for industry-wide standard ML benchmarking and evaluation criteria. MLPerf Inference answers that call. In this paper, we present our benchmarking method for evaluating ML inference systems. Driven by more than 30 organizations as well as more than 200 ML engineers and practitioners, MLPerf prescribes a set of rules and best practices to ensure comparability across systems with wildly differing architectures. The first call for submissions garnered more than 600 reproducible inference-performance measurements from 14 organizations, representing over 30 systems that showcase a wide range of capabilities. The submissions attest to the benchmark's flexibility and adaptability.Comment: ISCA 202

    Frasan - Research Report: Tiree's Mobile Heritage App

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    Research report relating to Digital R&D Fund for the Arts in Scotland, focusing on 'Frasan', a mobile heritage app created by An Iodhlann (Tiree)

    Three-dimensional conversation : the shift to a public, asynchronous and persistent exchange in Malta

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    An observation of the evolution of the marketing messages of Telecommunications Company Vodafone between 2007 and 2013 sheds light on the significant changes that occurred in the communications arena throughout this period. The shift is not a hypothetical one; it is real and reflected in the shifting usage profiles of millions of mobile users. Moreover the shift is not limited to the changes in the technology which enables mediated conversation. Reference is made to existing literature to define the activity under study, understand the historical context of conversation, both in the mobile and online space, measure the present shifts and explore how findings can contribute to a better understanding of the future. In the context of the existing body of work and the significant changes that occurred over the past years, the research aims to propose a new model of conversation in response to the chosen research question, which asks, “how is conversation evolving as a result of take up of new media in Malta?“ A two‐step approach is adopted. The first research stream makes use of a data set of usage logs of a sample of smartphone adopters on the Vodafone network. A comparison of the usage logs before and after adoption is used to shed light on the influence of the device on the users’ conversations. The analysis is supported with two secondary experiments, one relating to the usage of mobile Internet on specific days during the year and the other extending the experiment to everyday conversation on Facebook. The second research stream consists of a review of the new media landscape with a specific focus on key themes. The findings are used to corroborate a model of shifting conversation. The model proposes that conversation is captured in three dimensions - a shift from synchronous to asynchronous conversation, from private to public and from transient to persistent exchanges

    Digital Urban - The Visual City

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    Nothing in the city is experienced by itself for a city’s perspicacity is the sum of its surroundings. To paraphrase Lynch (1960), at every instant, there is more than we can see and hear. This is the reality of the physical city, and thus in order to replicate the visual experience of the city within digital space, the space itself must convey to the user a sense of place. This is what we term the “Visual City”, a visually recognisable city built out of the digital equivalent of bricks and mortar, polygons, textures, and most importantly data. Recently there has been a revolution in the production and distribution of digital artefacts which represent the visual city. Digital city software that was once in the domain of high powered personal computers, research labs and professional software are now in the domain of the public-at-large through both the web and low-end home computing. These developments have gone hand in hand with the re-emergence of geography and geographic location as a way of tagging information to non-proprietary web-based software such as Google Maps, Google Earth, Microsoft’s Virtual Earth, ESRI’s ArcExplorer, and NASA’s World Wind, amongst others. The move towards ‘digital earths’ for the distribution of geographic information has, without doubt, opened up a widespread demand for the visualization of our environment where the emphasis is now on the third dimension. While the third dimension is central to the development of the digital or visual city, this is not the only way the city can be visualized for a number of emerging tools and ‘mashups’ are enabling visual data to be tagged geographically using a cornucopia of multimedia systems. We explore these social, textual, geographical, and visual technologies throughout this chapter

    Converged Reality: A Data Management Research Agenda for a Service-, Cloud-, and Data-Driven Era

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    We are accustomed to distinguishing activities that occur on or through the Internet as distinct from activities that occur in the physical world: online versus offline, virtual reality versus reality, and so on. As Internet-based services have evolved, this distinction has continued to blur. We now have a converged reality: the online does not merely augment the offline; rather, the two are increasingly indistinguishable. Mobility, cloud computing, servicedriven technology, cognitive computing, and Big Data analytics are some of the distinct but related innovations driving this shift. Because the shift is happening in pieces across multiple areas and sectors, our converged reality is emergent and grassroots, not a carefully planned joint effort. There are therefore areas that have been and will be slow to acknowledge and adapt to this shift; data management is one of these areas. This paper describes how this converged reality grew from previous research into bridging online and offline worlds, and how it will lead to a cognitive reality. It identifies enablers and dampeners, and describes a data management research agenda specifically for converged reality. The proposed research agenda is intended to spark discussion and engage further work in this area

    WARP: A ICN architecture for social data

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    Social network companies maintain complete visibility and ownership of the data they store. However users should be able to maintain full control over their content. For this purpose, we propose WARP, an architecture based upon Information-Centric Networking (ICN) designs, which expands the scope of the ICN architecture beyond media distribution, to provide data control in social networks. The benefit of our solution lies in the lightweight nature of the protocol and in its layered design. With WARP, data distribution and access policies are enforced on the user side. Data can still be replicated in an ICN fashion but we introduce control channels, named \textit{thread updates}, which ensures that the access to the data is always updated to the latest control policy. WARP decentralizes the social network but still offers APIs so that social network providers can build products and business models on top of WARP. Social applications run directly on the user's device and store their data on the user's \textit{butler} that takes care of encryption and distribution. Moreover, users can still rely on third parties to have high-availability without renouncing their privacy

    Youth Activism and Public Space in Egypt

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    Examines youth activists' use of virtual and physical public spaces before, during, and after the January 25 Revolution. Profiles three organizations and analyzes the power and limitations of social media to spur civic action, as well as the role of art
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