9,387 research outputs found
AI-Generated Incentive Mechanism and Full-Duplex Semantic Communications for Information Sharing
The next generation of Internet services, such as Metaverse, rely on mixed
reality (MR) technology to provide immersive user experiences. However, the
limited computation power of MR headset-mounted devices (HMDs) hinders the
deployment of such services. Therefore, we propose an efficient information
sharing scheme based on full-duplex device-to-device (D2D) semantic
communications to address this issue. Our approach enables users to avoid heavy
and repetitive computational tasks, such as artificial intelligence-generated
content (AIGC) in the view images of all MR users. Specifically, a user can
transmit the generated content and semantic information extracted from their
view image to nearby users, who can then use this information to obtain the
spatial matching of computation results under their view images. We analyze the
performance of full-duplex D2D communications, including the achievable rate
and bit error probability, by using generalized small-scale fading models. To
facilitate semantic information sharing among users, we design a contract
theoretic AI-generated incentive mechanism. The proposed diffusion model
generates the optimal contract design, outperforming two deep reinforcement
learning algorithms, i.e., proximal policy optimization and soft actor-critic
algorithms. Our numerical analysis experiment proves the effectiveness of our
proposed methods. The code for this paper is available at
https://github.com/HongyangDu/SemSharingComment: Accepted by IEEE JSA
Japanese Expert Teachers' Understanding of the Application of Rhythm in Judo: a New Pedagogy
Aim
The aim of this research is to understand the application of rhythm in judo through the experience of expert Japanese coaches.
Background
Scientists and experienced coaches agree rhythm is an important skill in people’s everyday life. There is currently no research that investigates the importance of rhythm in judo. People with a highly developed sense of rhythm, move properly, breathe properly, or begin and finish work at the right time. Where sport is concerned, motion and dance can play an important role not only in the improvement of performance, but also in the reduction, or even prevention of, injuries. Those who are naturally musically inclined (have a musical ear) may find they can improve their technique faster than others, and this is something that, by investigating the way expert coaches understand the application of rhythm in judo, this research seeks to understand.
As Lange, (1970) stated, factors of movement are ‘weight, space, time, and flow on the background of the general flux of movement in proportional arrangements’ (Bradley, 2008; Selioni, 2013; Youngerman, 1976), therefore, this research will investigate the interaction of body and mind. Dance training as well as judo are somatic experiences that have as their ultimate goal the attainment of a skilled body. With quality training an athlete gains an increased awareness of their body which leads to better control of movement and is very important for judo athletes. This training is found in Japanese kabuki dance (Hahn, 2007), the Greek syrtaki dance (Zografou & Pateraki, 2007), and in walking techniques used in the traditional and Olympic sports of Japanese judo and Greek wrestling.
Methods
Interpretative phenomenological analysis (IPA) was the most suitable data analysis approach for this study for a number of reasons, mainly because it was considered to most closely reflect the author's realist epistemological view. The idiographic approach and framework, particularly on IPA, was regarded as a useful framework in which the current topic could meaningfully be explored.
As this study is one of the first to explore this new thematic area, IPA was the preferred approach to address the goal of providing a detailed account of the expert’s experience. Therefore, semi-structured interviews were used as a data source. This is the most conventional form of data collection using IPA and most closely reflects the researcher-participant relationship. Semi-structured interviews provide considerable flexibility by allowing the researcher to be guided by the phenomena of interest to the participant.
In this study, purposive sampling was achieved using inclusion criteria pertaining to the research question.
Using the ranking system criteria based on the belt in combination with age employed by the International Judo Federation (IJF) and Kodokan Judo Institute, six expert coaches of forty years old and over with a minimum belt rank of 6th dan were selected as a sample.
Results
Both interviews and the codification process contributed to new findings regarding the application of rhythm to judo, and judo itself as a pedagogical tool.
The diagrammatic model can be considered a 'guideline' to the phenomena deemed most significant. The personal significance of rhythm in judo was evidenced by the frequency with which the interviewees naturally referred to it during the interviews. A number of interviewees said that it was important for rhythm to be second nature. Rhythm was also described as an integrated and representative
element in the context of training. This framework was seen as essential in providing the reader with a contextualised understanding of the phenomena considered most important for the current research. Interviewees reported various motives for employing training in rhythm such as faster technical development, better attack/defence, fitness, speed, skills acquisition, personal and spiritual growth, competition results.
Conclusions
This study offers first-hand accounts from professional coaches of a previously unknown phenomena, namely the use of rhythm in judo, and sheds insight on how judo experts understand rhythm in terms of training, competition, and personal growth. These findings suggest that outside of training, coaches play an important role in teaching, mentoring, and leading students. In conclusion, the research revealed four important points which form the basis of a new method of teaching judo: pedagogy, skills, rhythm and movement
In search of finalizing and validating digital learning tools supporting all in acquiring full literacy
Unlike many believe, accurate and fluent basic reading skill (ie. to decode text) is not enough for learning knowledge via reading. More than 10 years ago a digital learning game supporting the first step towards full literacy, i.e., GraphoGame (GG) was developed by the first author with his colleagues in the University of Jyväskylä, Finland. It trains the acquisition of basic reading skills, i.e., learning to sound out written language. Nowadays, when almost everyone in the world has an opportunity to use this GG, it is time to start supporting the acquisition of full literacy (FL). FL is necessary for efficient learning in school, where reading the schoolbooks successfully is essential. The present plan aims to help globally almost all who read whatever orthography to start from the earliest possible grade during which children have learned the mastery of the basic reading skill to immediately continue taking the next step to reach FL. Unlike common beliefs, support of FL is mostly needed among those who read transparent orthographies (reading by the majority of readers of alphabetic writings) which are easier to sound out due to consistency between spoken and written units at grapheme-phoneme level. This makes readers able to sound any written item which is pronounceable with only a little help of knowing what it means. Therefore, children tend to become inclined to not pay enough attention to the meaning but concentrate on decoding the text letter-by-letter. They had to learn from the beginning to approach the goal of reading, mediation of the meaning of the text. Readers of nontransparent English need to attend morphology for correct sounding. The continuing fall of OECD’s Program for International Student Assessment (PISA) results, e.g., in Finland reveals that especially boys are not any more interested in reading outside school which would be natural way to reach the main goal of reading, FL. What could be a better way to help boys towards FL than motivating them to play computer games which requires reading comprehension. The new digital ComprehensionGame designed by the first author motivates pupils to read in effective way by concurrently elevating their school achievements by connecting the training to daily reading lessons. This article describes our efforts to elaborate and validate this new digital tool by starting from populations of learners who need it most in Africa and in Finland
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Rigorous Experimentation For Reinforcement Learning
Scientific fields make advancements by leveraging the knowledge created by others to push the boundary of understanding. The primary tool in many fields for generating knowledge is empirical experimentation. Although common, generating accurate knowledge from empirical experiments is often challenging due to inherent randomness in execution and confounding variables that can obscure the correct interpretation of the results. As such, researchers must hold themselves and others to a high degree of rigor when designing experiments. Unfortunately, most reinforcement learning (RL) experiments lack this rigor, making the knowledge generated from experiments dubious. This dissertation proposes methods to address central issues in RL experimentation.
Evaluating the performance of an RL algorithm is the most common type of experiment in RL literature. Most performance evaluations are often incapable of answering a specific research question and produce misleading results. Thus, the first issue we address is how to create a performance evaluation procedure that holds up to scientific standards.
Despite the prevalence of performance evaluation, these types of experiments produce limited knowledge, e.g., they can only show how well an algorithm worked and not why, and they require significant amounts of time and computational resources. As an alternative, this dissertation proposes that scientific testing, the process of conducting carefully controlled experiments designed to further the knowledge and understanding of how an algorithm works, should be the primary form of experimentation.
Lastly, this dissertation provides a case study using policy gradient methods, showing how scientific testing can replace performance evaluation as the primary form of experimentation. As a result, this dissertation can motivate others in the field to adopt more rigorous experimental practices
Using Object Detection to Navigate a Game Playfield
Perhaps the crown jewel of AI is the self-navigating agent. To take many sources of data as input and use it to traverse complex and varied areas while mitigating risk and damage to the vehicle that is being controlled, visual object detection is a key part of the overall suite of this technology. While much efforts are being put towards real-world applications, for example self-driving cars, healthcare related issues and automated manufacturing, we apply object detection in a different way; the automation of movement across a video game play field. We take the TensorFlow Object Detection API and use it to craft an avoidance system in conjunction with a Java front end that allows fire and forget movement to augment normal play
Ferramenta, retalho ou papel de parede: a música de catálogo na criação audiovisual online
Esta tese aborda a música de catálogo (conhecida internacionalmente como stock ou library music): faixas musicais compostas especificamente para uma futura utilização em produções audiovisuais, e apresentadas em catálogos sob categorias relativas a géneros musicais, emoções, instrumentação, entre outras. Embora a clientela desta indústria musical se limitasse inicialmente a profissionais do audiovisual, com o desenvolvimento de tecnologias digitais e das plataformas de partilha de vídeo da Web 2.0 afirma-se um novo mercado composto por videógrafos amadores e semiprofissionais. A música de catálogo representa então hoje uma atividade remunerada à qual um número significativo de compositores se dedica, bem como um recurso musical presente numa quantidade importante de audiovisuais. Adotando uma perspetiva interdisciplinar que conta com a sociologia da música nos seus alicerces teórico-metodológicos, proponho identificar as especificidades definidoras da música de catálogo, procurando compreender os padrões e convenções que fazem dela um mundo artístico próprio. Para explorar esta questão, parto de uma amostra de catálogos europeus e norte-americanos ativos nos últimos vinte anos. Com base em entrevistas a compositores e utilizadores de música de catálogo, bem como na análise de materiais publicitários e didáticos online a eles dirigidos, coloco em diálogo os pontos de vista de diversos agentes que interagem com esta música ao longo da sua produção, categorização ou utilização. O cruzamento de testemunhos de compositores situados em diferentes pontos do espectro desta indústria musical revela uma experiência heterogénea e multifacetada, complexificando assim retratos simplistas que predominam sobre a música de catálogo. Destaco também a relevância de examinar a música de catálogo como resultado da ação conjunta de indivíduos que intervêm de forma decisiva nos potenciais significados de uma faixa, seja através da sua etiquetagem, da sua alteração ou da sua inserção em novos contextos audiovisuais. Atender às perspetivas destes agentes permite demonstrar a importância do propósito de funcionalidade na música de catálogo: o facto de ser desde a sua génese concebida como música funcional destinada a audiovisuais é uma particularidade que governa não só as suas características sonoras como todo o seu percurso, desde a sua composição, categorização e promoção à sua modificação e articulação com imagens. Esse estatuto assumidamente utilitário constitui uma das propriedades específicas mais centrais à música de catálogo a partir da sua emergência na primeira metade do século XX. Desde então, esta age como um repositório das tendências e estereótipos musicais que marcam a produção cinematográfica e televisiva em determinado momento. Nesse sentido, os catálogos refletem e simultaneamente reforçam associações tipificadas entre música, imagens e narrativas que integram um vocabulário cultural amplamente partilhado. Para além de discernir velhos hábitos que se mantêm na produção e uso desta música, realço também novas dinâmicas e critérios que surgiram neste mundo artístico com a expansão de formatos digitais e da Web 2.0. Salienta-se nomeadamente a procura por faixas que possam ser desmontadas e rearranjadas o mais possível. Identifico assim um entendimento crescente da música de catálogo como uma matéria-prima que se encontraria incompleta até ao momento da sua transformação por outros agentes que não os seus compositores.This thesis focuses on library music (also known as stock or production music): tracks that are specifically composed for future use in audiovisual media, and categorized in catalogues according to musical genre, mood, instrumentation, among other possibilities. Although the client base of this music industry was initially limited to professional audiovisual creators, the growth of digital technologies and of Web 2.0’s video sharing platforms fostered a new market of amateur and semiprofessional videographers. Today, library music represents a source of income for a significant number of composers, as well as a musical resource extensively used in audiovisual productions. Departing from an interdisciplinary angle that counts the sociology of music as one of its theoretical and methodological foundations, I identify the essential specificities of library music, seeking a deeper understanding of the patterns and conventions that define it as a distinct art world. To examine this question, I focus on a sample of European and North-American libraries active in the last twenty years. Drawing from interviews to library music composers and users, as well as from an analysis of online promotional and instructional materials that address them, I inquire into the perspectives of various agents who interact with library music during its production, categorisation or usage. Observing the activity of composers who engage in a wide range of practices in this industry reveals their heterogeneous and multifaceted experience, emphasizing the need to move beyond the overly simplistic image of library music that is still prevalent today. I also stress the relevance of understanding this music as resulting from the joint action of individuals who intervene decisively in the possible meanings of a track, be it with its tagging, editing or inclusion in new audiovisual contexts. Comparing the discourses and viewpoints of these agents allows us to demonstrate the vital importance of the functional purpose that underlies library music: the fact that it is from the start conceived as functional music for media governs its sonic characteristics and composition, as well as its categorisation, promotion, modification and synchronisation with images. Library music’s explicitly utilitarian status has been central to its definition since its beginnings in the first half of the twentieth century. Since then, library music has acted as a repository of musical formulas that were commonplace in film and television productions in given moments. In that respect, libraries both reflect and simultaneously reinforce stereotyped associations between music, visuals and narratives that are part of a widely shared cultural vocabulary. In addition to ascertaining old habits that endure to the present day in the production and use of library music, I also shed light on new dynamics and criteria that have emerged in this art world with the expansion of digital formats and Web 2.0. Among these, I highlight the demand for tracks that can be deconstructed and rearranged as much as possible. I thus identify a growing understanding of library music as a raw material that is considered incomplete until its transformation and use by agents other than its composers
Serving to secure "Global Korea": Gender, mobility, and flight attendant labor migrants
This dissertation is an ethnography of mobility and modernity in contemporary South Korea (the Republic of Korea) following neoliberal restructuring precipitated by the Asian Financial Crisis (1997). It focuses on how comparative “service,” “security,” and “safety” fashioned “Global Korea”: an ongoing state-sponsored project aimed at promoting the economic, political, and cultural maturation of South Korea from a once notoriously inhospitable, “backward” country (hujin’guk) to a now welcoming, “advanced country” (sŏnjin’guk). Through physical embodiments of the culturally-specific idiom of “superior” service (sŏbisŭ), I argue that aspiring, current, and former Korean flight attendants have driven the production and maintenance of this national project.
More broadly, as a driver of this national project, this occupation has emerged out of the country’s own aspirational flights from an earlier history of authoritarian rule, labor violence, and xenophobia. Against the backdrop of the Korean state’s aggressive neoliberal restructuring, globalization efforts, and current “Hell Chosun” (Helchosŏn) economy, a group of largely academically and/or class disadvantaged young women have been able secure individualized modes of pleasure, self-fulfillment, and class advancement via what I deem “service mobilities.” Service mobilities refers to the participation of mostly women in a traditionally devalued but growing sector of the global labor market, the “pink collar” economy centered around “feminine” care labor. Korean female flight attendants share labor skills resembling those of other foreign labor migrants (chiefly from the “Global South”), who perform care work deemed less desirable. Yet, Korean female flight attendants elude the stigmatizing, classed, and racialized category of “labor migrant.” Moreover, within the context of South Korea’s unique history of rapid modernization, the flight attendant occupation also commands considerable social prestige.
Based on ethnographic and archival research on aspiring, current, and former Korean flight attendants, this dissertation asks how these unique care laborers negotiate a metaphorical and literal series of sustained border crossings and inspections between Korean flight attendants’ contingent status as lowly care-laboring migrants, on the one hand, and ostensibly glamorous, globetrotting elites, on the other. This study contends the following: first, the flight attendant occupation in South Korea represents new politics of pleasure and pain in contemporary East Asia. Second, Korean female flight attendants’ enactments of soft, sanitized, and glamorous (hwaryŏhada) service help to purify South Korea’s less savory past. In so doing, Korean flight attendants reconstitute the historical role of female laborers as burden bearers and caretakers of the Korean state.U of I OnlyAuthor submitted a 2-year U of I restriction extension request
Learning Agile Soccer Skills for a Bipedal Robot with Deep Reinforcement Learning
We investigate whether Deep Reinforcement Learning (Deep RL) is able to
synthesize sophisticated and safe movement skills for a low-cost, miniature
humanoid robot that can be composed into complex behavioral strategies in
dynamic environments. We used Deep RL to train a humanoid robot with 20
actuated joints to play a simplified one-versus-one (1v1) soccer game. We first
trained individual skills in isolation and then composed those skills
end-to-end in a self-play setting. The resulting policy exhibits robust and
dynamic movement skills such as rapid fall recovery, walking, turning, kicking
and more; and transitions between them in a smooth, stable, and efficient
manner - well beyond what is intuitively expected from the robot. The agents
also developed a basic strategic understanding of the game, and learned, for
instance, to anticipate ball movements and to block opponent shots. The full
range of behaviors emerged from a small set of simple rewards. Our agents were
trained in simulation and transferred to real robots zero-shot. We found that a
combination of sufficiently high-frequency control, targeted dynamics
randomization, and perturbations during training in simulation enabled
good-quality transfer, despite significant unmodeled effects and variations
across robot instances. Although the robots are inherently fragile, minor
hardware modifications together with basic regularization of the behavior
during training led the robots to learn safe and effective movements while
still performing in a dynamic and agile way. Indeed, even though the agents
were optimized for scoring, in experiments they walked 156% faster, took 63%
less time to get up, and kicked 24% faster than a scripted baseline, while
efficiently combining the skills to achieve the longer term objectives.
Examples of the emergent behaviors and full 1v1 matches are available on the
supplementary website.Comment: Project website: https://sites.google.com/view/op3-socce
Estimation of control area in badminton doubles with pose information from top and back view drone videos
The application of visual tracking to the performance analysis of sports
players in dynamic competitions is vital for effective coaching. In doubles
matches, coordinated positioning is crucial for maintaining control of the
court and minimizing opponents' scoring opportunities. The analysis of such
teamwork plays a vital role in understanding the dynamics of the game. However,
previous studies have primarily focused on analyzing and assessing singles
players without considering occlusion in broadcast videos. These studies have
relied on discrete representations, which involve the analysis and
representation of specific actions (e.g., strokes) or events that occur during
the game while overlooking the meaningful spatial distribution. In this work,
we present the first annotated drone dataset from top and back views in
badminton doubles and propose a framework to estimate the control area
probability map, which can be used to evaluate teamwork performance. We present
an efficient framework of deep neural networks that enables the calculation of
full probability surfaces. This framework utilizes the embedding of a Gaussian
mixture map of players' positions and employs graph convolution on their poses.
In the experiment, we verify our approach by comparing various baselines and
discovering the correlations between the score and control area. Additionally,
we propose a practical application for assessing optimal positioning to provide
instructions during a game. Our approach offers both visual and quantitative
evaluations of players' movements, thereby providing valuable insights into
doubles teamwork. The dataset and related project code is available at
https://github.com/Ning-D/Drone_BD_ControlAreaComment: 15 pages, 10 figures, to appear in Multimedia Tools and Application
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