6,090 research outputs found
MLPerf Inference Benchmark
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
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
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, âhow is conversation evolving as a result of take up of new media in Malta?â A twoâstep 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 usersâ 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
Nothing in the city is experienced by itself for a cityâs 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 âVisual Cityâ, 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, Microsoftâs Virtual Earth, ESRIâs ArcExplorer, and NASAâs World Wind, amongst others. The move towards âdigital earthsâ 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 âmashupsâ 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
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
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
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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