31,308 research outputs found

    Sparse Attentive Backtracking: Temporal CreditAssignment Through Reminding

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    Learning long-term dependencies in extended temporal sequences requires credit assignment to events far back in the past. The most common method for training recurrent neural networks, back-propagation through time (BPTT), requires credit information to be propagated backwards through every single step of the forward computation, potentially over thousands or millions of time steps. This becomes computationally expensive or even infeasible when used with long sequences. Importantly, biological brains are unlikely to perform such detailed reverse replay over very long sequences of internal states (consider days, months, or years.) However, humans are often reminded of past memories or mental states which are associated with the current mental state. We consider the hypothesis that such memory associations between past and present could be used for credit assignment through arbitrarily long sequences, propagating the credit assigned to the current state to the associated past state. Based on this principle, we study a novel algorithm which only back-propagates through a few of these temporal skip connections, realized by a learned attention mechanism that associates current states with relevant past states. We demonstrate in experiments that our method matches or outperforms regular BPTT and truncated BPTT in tasks involving particularly long-term dependencies, but without requiring the biologically implausible backward replay through the whole history of states. Additionally, we demonstrate that the proposed method transfers to longer sequences significantly better than LSTMs trained with BPTT and LSTMs trained with full self-attention.Comment: To appear as a Spotlight presentation at NIPS 201

    Reclaiming human machine nature

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    Extending and modifying his domain of life by artifact production is one of the main characteristics of humankind. From the first hominid, who used a wood stick or a stone for extending his upper limbs and augmenting his gesture strength, to current systems engineers who used technologies for augmenting human cognition, perception and action, extending human body capabilities remains a big issue. From more than fifty years cybernetics, computer and cognitive sciences have imposed only one reductionist model of human machine systems: cognitive systems. Inspired by philosophy, behaviorist psychology and the information treatment metaphor, the cognitive system paradigm requires a function view and a functional analysis in human systems design process. According that design approach, human have been reduced to his metaphysical and functional properties in a new dualism. Human body requirements have been left to physical ergonomics or "physiology". With multidisciplinary convergence, the issues of "human-machine" systems and "human artifacts" evolve. The loss of biological and social boundaries between human organisms and interactive and informational physical artifact questions the current engineering methods and ergonomic design of cognitive systems. New developpment of human machine systems for intensive care, human space activities or bio-engineering sytems requires grounding human systems design on a renewed epistemological framework for future human systems model and evidence based "bio-engineering". In that context, reclaiming human factors, augmented human and human machine nature is a necessityComment: Published in HCI International 2014, Heraklion : Greece (2014

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    Resilience markers for safer systems and organisations

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    If computer systems are to be designed to foster resilient performance it is important to be able to identify contributors to resilience. The emerging practice of Resilience Engineering has identified that people are still a primary source of resilience, and that the design of distributed systems should provide ways of helping people and organisations to cope with complexity. Although resilience has been identified as a desired property, researchers and practitioners do not have a clear understanding of what manifestations of resilience look like. This paper discusses some examples of strategies that people can adopt that improve the resilience of a system. Critically, analysis reveals that the generation of these strategies is only possible if the system facilitates them. As an example, this paper discusses practices, such as reflection, that are known to encourage resilient behavior in people. Reflection allows systems to better prepare for oncoming demands. We show that contributors to the practice of reflection manifest themselves at different levels of abstraction: from individual strategies to practices in, for example, control room environments. The analysis of interaction at these levels enables resilient properties of a system to be ‘seen’, so that systems can be designed to explicitly support them. We then present an analysis of resilience at an organisational level within the nuclear domain. This highlights some of the challenges facing the Resilience Engineering approach and the need for using a collective language to articulate knowledge of resilient practices across domains

    Both Generic Design and Different Forms of Designing

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    This paper defends an augmented cognitively oriented "generic-design hypothesis": There are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (i.e., related to the designers, the artefact, and other task variables influencing these two) introduce specificities in the corresponding design activities and cognitive structures that are used. We thus combine the generic-design hypothesis with that of different "forms" of designing. In this paper, outlining a number of directions that need further elaboration, we propose a series of candidate dimensions underlying such forms of design

    Pair programming and the re-appropriation of individual tools for collaborative software development

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    Although pair programming is becoming more prevalent in software development, and a number of reports have been written about it [10] [13], few have addressed the manner in which pairing actually takes place [12]. Even fewer consider the methods used to manage issues such as role change or the communication of complex issues. This paper highlights the way resources designed for individuals are re-appropriated and augmented by pair programmers to facilitate collaboration. It also illustrates that pair verbalisations can augment the benefits of the collocated team, providing examples from ethnographic studies of pair programmers 'in the wild'
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