127 research outputs found
Augmenting Mobility Simulation by Public Transport: A Case Study for the ONE Simulator
The Opportunistic Network Environment (ONE) simulator is an extensible tool for evaluating Delay-Tolerent Networking (DTN) protocols and applications under different types of mobility patterns. To further increase the reality of the public transportation system modeling, we enable the modeling for metro system by extending the ONE simulator into a multi-plane structure as a first order approximation for a 3-dimensional (3D) world modeling.
As there are more and more public transit agencies open their timetable data to public, it is possible to utilize those open data and make the public transportation vehicles follow the real-world schedules. To achieve that, we developed tools for converting timetable data into the compatible format for the ONE simulator, and extended the movement model for public transport vehicles so that they can follow the provisioned schedule.
This master’s thesis presents how the new features were designed, implemented and verified. In addition, we show sample simulations to demonstrate the impact of the new supported scenarios
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of
technological progress, offering various applications like gaming, film, and
augmented/virtual reality. The capability to stylize and de-couple objects
within these scenarios is a crucial factor, providing an advanced level of
control throughout the editing process. This control extends not just to
manipulating geometric attributes like translation and scaling but also
includes managing appearances, such as stylization. Current methods for scene
stylization are limited to applying styles to the entire scene, without the
ability to separate and customize individual objects. Addressing the
intricacies of this challenge, we introduce a unique pipeline designed for
synthesis 3D indoor scenes. Our approach involves strategically placing objects
within the scene, utilizing information from professionally designed bounding
boxes. Significantly, our pipeline prioritizes maintaining style consistency
across multiple objects within the scene, ensuring a cohesive and visually
appealing result aligned with the desired aesthetic. The core strength of our
pipeline lies in its ability to generate 3D scenes that are not only visually
impressive but also exhibit features like photorealism, multi-view consistency,
and diversity. These scenes are crafted in response to various natural language
prompts, demonstrating the versatility and adaptability of our model
StarNet: Style-Aware 3D Point Cloud Generation
This paper investigates an open research task of reconstructing and
generating 3D point clouds. Most existing works of 3D generative models
directly take the Gaussian prior as input for the decoder to generate 3D point
clouds, which fail to learn disentangled latent codes, leading noisy
interpolated results. Most of the GAN-based models fail to discriminate the
local geometries, resulting in the point clouds generated not evenly
distributed at the object surface, hence degrading the point cloud generation
quality. Moreover, prevailing methods adopt computation-intensive frameworks,
such as flow-based models and Markov chains, which take plenty of time and
resources in the training phase. To resolve these limitations, this paper
proposes a unified style-aware network architecture combining both point-wise
distance loss and adversarial loss, StarNet which is able to reconstruct and
generate high-fidelity and even 3D point clouds using a mapping network that
can effectively disentangle the Gaussian prior from input's high-level
attributes in the mapped latent space to generate realistic interpolated
objects. Experimental results demonstrate that our framework achieves
comparable state-of-the-art performance on various metrics in the point cloud
reconstruction and generation tasks, but is more lightweight in model size,
requires much fewer parameters and less time for model training
Tessel: Boosting Distributed Execution of Large DNN Models via Flexible Schedule Search
Increasingly complex and diverse deep neural network (DNN) models necessitate
distributing the execution across multiple devices for training and inference
tasks, and also require carefully planned schedules for performance. However,
existing practices often rely on predefined schedules that may not fully
exploit the benefits of emerging diverse model-aware operator placement
strategies. Handcrafting high-efficiency schedules can be challenging due to
the large and varying schedule space. This paper presents Tessel, an automated
system that searches for efficient schedules for distributed DNN training and
inference for diverse operator placement strategies. To reduce search costs,
Tessel leverages the insight that the most efficient schedules often exhibit
repetitive pattern (repetend) across different data inputs. This leads to a
two-phase approach: repetend construction and schedule completion. By exploring
schedules for various operator placement strategies, Tessel significantly
improves both training and inference performance. Experiments with
representative DNN models demonstrate that Tessel achieves up to 5.5x training
performance speedup and up to 38% inference latency reduction.Comment: The paper is accepted by HPCA 202
Empirical Analysis of Reputation-aware Task Delegation by Humans from a Multi-agent Game (Extended Abstract)
ABSTRACT What are the strategies people adopt when deciding how to delegated tasks to agents when the agents' reputation and productivity information is available? How effective are these strategies under different conditions? These questions are important since they have significant implications to the ongoing research of reputation aware task delegation in multi-agent systems (MASs). In this paper, we conduct an empirical study to address the aforementioned research questions by providing a gamified mechanism for people to report the reputation-aware task delegation strategies they adopt. The findings from this empirical study may help MAS researchers develop multi-agent trust evaluation testbeds with more realistic simulated human behaviours
Towards data-driven software engineering skills assessment
Purpose - Today’s software engineers often work in teams to develop complex software systems. Therefore, successful software engineering in practice require team members to possess not only sound programming skills such as analysis, design, coding and testing but also soft skills such as communication, collaboration and self-management. However, existing examination-based assessments are often inadequate for quantifying students’ soft skill development. The purpose of this paper is to explore alternative ways for assessing software engineering students’ skills through a data-driven approach. Design/methodology/approach - In this paper, the exploratory data analysis approach is adopted. Leveraging the proposed online agile project management tool – Human-centred Agile Software Engineering (HASE), a study was conducted involving 21 Scrum teams consisting of over 100 undergraduate software engineering students in multi-week coursework projects in 2014. Findings - During this study, students performed close to 170,000 software engineering activities logged by HASE. By analysing the collected activity trajectory data set, the authors demonstrate the potential for this new research direction to enable software engineering educators to have a quantifiable way of understanding their students’ skill development, and take a proactive approach in helping them improve their programming and soft skills. Originality/value - To the best of the authors’ knowledge, there has yet to be published previous studies using software engineering activity data to assess software engineers’ skills
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