Publications
Our teams aspire to make discoveries that impact everyone, and core to our approach is sharing our research and tools to fuel progress in the field.
Our teams aspire to make discoveries that impact everyone, and core to our approach is sharing our research and tools to fuel progress in the field.
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1 - 15 of 10132 publications
WSDM 2024 Workshop on Large Language Models for Individuals, Groups, and Society
Qiaozhu Mei
Vanessa Murdock
Jie Tang
Hongning Wang
Hamed Zamani
(2024) (to appear)
Preview abstract
This workshop discusses the cutting-edge developments in research and applications of personalizing large language models (LLMs) and adapting them to the demands of diverse user populations and societal needs. The full-day workshop plan includes several keynotes and invited talks, a poster session and a panel discussion.
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Advances in deep learning systems have allowed large models to match or surpass human accuracy on a number of skills such as image classification, basic programming, and standardized test taking. As the performance of the most capable models begin to saturate on tasks where humans already achieve high accuracy, it becomes necessary to benchmark models on increasingly complex abilities. One such task is forecasting the future outcome of events. In this work we describe experiments using a novel dataset of real world events and associated human predictions, an evaluation metric to measure forecasting ability, and the accuracy of a number of different LLM based forecasting designs on the provided dataset. Additionally, we analyze the performance of the LLM forecasters against human predictions and find that models still struggle to make accurate predictions about the future. Our follow-up experiments indicate this is likely due to models' tendency to guess that most events are unlikely to occur (which tends to be true for many prediction datasets, but does not reflect actual forecasting abilities). We reflect on next steps for developing a systematic and reliable approach to studying LLM forecasting.
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Most of our interactions with digital content currently occur inside 2D screens, however moving from that format to immersive setups brings a paradigm shift. From content inside the screen to users inside the content. This change requires a revisit to how we blend the analog and the digital and how we transfer content between the two modes. Perhaps it even asks for new guidelines too. While different solutions appear in the space, the dynamic range only seems to widen. We can start to see what works and what does not work so well, in an empirical or ethnographic approach, beyond laboratory studies. But if we want to accelerate adoption we need to further the understanding on how current tasks can be improved. How this new form of interaction can increase their productivity. In this paper we focus on analyzing and converging what we think works, and envisioning how this new set of immersive devices and interactions can enable productivity beyond already existing tools.
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Can Query Expansion Improve Generalization of Strong Cross-Encoder Rankers?
Minghan Li
Jimmy Lin
Proceedings of the 47th International ACM SIGIR Conference on Research and Development in Information Retrieval (SIGIR ’24) (2024)
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Query expansion has been widely used to improve the search results of first-stage retrievers, yet its influence on second-stage, crossencoder rankers remains under-explored. A recent study shows that current expansion techniques benefit weaker models but harm stronger rankers. In this paper, we re-examine this conclusion and raise the following question: Can query expansion improve generalization of strong cross-encoder rankers? To answer this question, we first apply popular query expansion methods to different crossencoder rankers and verify the deteriorated zero-shot effectiveness. We identify two vital steps in the experiment: high-quality keyword generation and minimally-disruptive query modification. We show that it is possible to improve the generalization of a strong neural ranker, by generating keywords through a reasoning chain and aggregating the ranking results of each expanded query via selfconsistency, reciprocal rank weighting, and fusion. Experiments on BEIR and TREC Deep Learning 2019/2020 show that the nDCG@10 scores of both MonoT5 and RankT5 following these steps are improved, which points out a direction for applying query expansion to strong cross-encoder rankers.
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A Setwise Approach for Effective and Highly Efficient Zero-shot Ranking with Large Language Models
Shengyao Zhuang
Bevan Koopman
Guido Zuccon
Proceedings of the 47th International ACM SIGIR Conference on Research and Development in Information Retrieval (SIGIR ’24) (2024)
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We propose a novel zero-shot document ranking approach based on Large Language Models (LLMs): the Setwise prompting approach. Our approach complements existing prompting approaches for LLM-based zero-shot ranking: Pointwise, Pairwise, and Listwise. Through the first-of-its-kind comparative evaluation within a consistent experimental framework and considering factors like model size, token consumption, latency, among others, we show that existing approaches are inherently characterised by trade-offs between effectiveness and efficiency. We find that while Pointwise approaches score high on efficiency, they suffer from poor effectiveness. Conversely, Pairwise approaches demonstrate superior effectiveness but incur high computational overhead. Our Setwise approach, instead, reduces the number of LLM inferences and the amount of prompt token consumption during the ranking procedure, compared to previous methods. This significantly improves the efficiency of LLM-based zero-shot ranking, while also retaining high zero-shot ranking effectiveness. We make our code and results publicly available at https://github.com/ielab/llm-rankers.
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Socio-spatial equity analysis of relative wealth index and emergency obstetric care accessibility in urban Nigeria
Kerry L. M. Wong
Aduragbemi Banke-Thomas
Tope Olubodun
Peter M. Macharia
Charlotte Stanton
Narayanan Sundararajan
Yash Shah
Mansi Kansal
Swapnil Vispute
Olakunmi Ogunyemi
Uchenna Gwacham-Anisiobi
Jia Wang
Ibukun-Oluwa Omolade Abejirinde
Prestige Tatenda Makanga
Bosede B. Afolabi
Lenka Beňová
Communications Medicine, 4 (2024), pp. 34
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Background
Better geographical accessibility to comprehensive emergency obstetric care (CEmOC) facilities can significantly improve pregnancy outcomes. However, with other factors, such as affordability critical for care access, it is important to explore accessibility across groups. We assessed CEmOC geographical accessibility by wealth status in the 15 most-populated Nigerian cities.
Methods
We mapped city boundaries, verified and geocoded functional CEmOC facilities, and assembled population distribution for women of childbearing age and Meta’s Relative Wealth Index (RWI). We used the Google Maps Platform’s internal Directions Application Programming Interface to obtain driving times to public and private facilities. City-level median travel time (MTT) and number of CEmOC facilities reachable within 60 min were summarised for peak and non-peak hours per wealth quintile. The correlation between RWI and MTT to the nearest public CEmOC was calculated.
Results
We show that MTT to the nearest public CEmOC facility is lowest in the wealthiest 20% in all cities, with the largest difference in MTT between the wealthiest 20% and least wealthy 20% seen in Onitsha (26 vs 81 min) and the smallest in Warri (20 vs 30 min). Similarly, the average number of public CEmOC facilities reachable within 60 min varies (11 among the wealthiest 20% and six among the least wealthy in Kano). In five cities, zero facilities are reachable under 60 min for the least wealthy 20%. Those who live in the suburbs particularly have poor accessibility to CEmOC facilities.
Conclusions
Our findings show that the least wealthy mostly have poor accessibility to care. Interventions addressing CEmOC geographical accessibility targeting poor people are needed to address inequities in urban settings.
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Beyond SOT: Tracking Multiple Generic Objects at Once
Christoph Mayer
Martin Danelljan
Vittorio Ferrari
Luc Van Gool
WACV'24 (2024)
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Generic Object Tracking (GOT) is the problem of tracking target objects, specified by bounding boxes in the first frame of a video. While the task has received much attention in the last decades, researchers have almost exclusively focused on the single object setting. However multiobject GOT poses its own challenges and is more attractive in real-world applications. We attribute the lack of research interest into this problem to the absence of suitable benchmarks. In this work, we introduce a new largescale GOT benchmark, LaGOT, containing multiple annotated target objects per sequence. Our benchmark allows users to tackle key remaining challenges in GOT, aiming to increase robustness and reduce computation through joint
tracking of multiple objects simultaneously. In addition, we propose a transformer-based GOT tracker baseline capable of joint processing of multiple objects through shared computation. Our approach achieves a 4× faster run-time in case of 10 concurrent objects compared to tracking each object independently and outperforms existing single object trackers on our new benchmark. In addition, our approach achieves highly competitive results on single-object GOT datasets, setting a new state of the art on TrackingNet with a success rate AUC of 84.4%. Our benchmark, code, results and trained models are available at https://github.com/visionml/pytracking.
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Analysis of objective and subjective sleep metrics and smartphone usage patterns
Conor Heneghan
Daniel McDuff
Ari Winbush
Nicholas Allen
John Hernandez
Allen Jiang
Andrew Barakat
Logan Schneider
Benjamin Nelson
Ben Yetton
Preview abstract
Analysis of objective and subjective sleep metrics and smartphone usage patterns
Conor Heneghan, , Daniel McDuff, Ari Winbush, Nicholas Allen, John Hernandez, Allen Jiang,, Andrew Barakat, Logan Schneider, Benjamin Nelson, Ben Yetton
Consumer Health Research Team, Google Inc.
Department of Psychology, University of Oregon
Verily Life Sciences
Department of Psychiatry, Harvard Medical School and Beth Israel Deaconess Medical Center
Introduction: The Digital Wellbeing Study is an IRB approved joint study between the University of Oregon and Google to investigate how smartphone usage interacts with objective and
subjective parameters of well-being such as sleep, exercise and stress. The study recruited a demographically diverse population who each wore a smartwatch and installed a smartphone app linked to the study. Participants completed demographic and health questionnaires including the PROMIS Sleep Disturbance (SD) Short Form. Aims of the study included (a) whether objective sleep duration was correlated with smartphone use, and (b) whether smartphone usage could predict the subjective self reported sleep instrument.
Methods: There was sufficient data from 7,499 users to conduct a population modeling analysis. An Ordinary Least Squares linear model was used as a predictor of each subject’s average total sleep time (TST) and their SD t-score. The inputs to the model included demographics, and population z-scored activity measures (steps, sedentary time, time driving, time at work, home and other locations, phone screen time, frequency of phone unlocks)
over seven days prior to the survey.
Results: The activity measures and baseline demographics could only explain a small amount of the overall variance in TST and SD (R^2=0.04 for TST and R^2=0.05 for SD). Phone screen
time was a statistically significant predictor of both TST (-8.19 mins, p< 0.001) and self-reported sleep disruption (0.611 t-score units, p< 0.001). The number of phone unlocks was a predictor of variability in TST (-3.33 mins, p< 0.001) suggesting that longer session times are correlated with greater TST variability. The effects are minimal (e.g., a subject who has one standard
deviation greater phone screen time than average would be predicted to only see a 2% reduction in TST, and a 0.6% increase in perceived sleep disturbance). Time driving and step count were
also minor predictors of SD and TST.
Conclusion: At a population level, average activity measures from wearables and smartphones such as steps, smartphone usage time, sedentary activity etc. are limited predictors of
objective sleep metrics such as Total Sleep Time, and subjective sleep metrics such as the PROMIS Sleep Disturbance t-score.
Support (if any): This research was funded by Google Inc.
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WindowMirror is a framework for using XR headsets in productivity scenarios. The toolkit provides users with a simulated, extended screen real-estate. It allows users to interact with multiple desktop applications in real-time within a XR environment. Our architecture has two main modules: one a Unity package and a Python backend, which makes it easy to use and extend. WindowMirror supports traditional desktop interaction methods such as mouse, keyboard, and hand tracking. Furthermore, it features a Cylindrical Window Layout, an emerging design pattern which is particularly effective for single-user, egocentric perspectives. The introduction of WindowMirror aims to set a foundation for future research in XR screen-focused productivity scenarios.
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Shorts vs. Regular Videos on YouTube: A Comparative Analysis of User Engagement and Content Creation Trends
Caroline Violot
Tugrulcan Elmais
Mathias Humbert
ACM Web Science Conference 2024 (WEBSCI24) (2024)
Preview abstract
YouTube introduced the Shorts video format in 2021, allowing users to upload short videos that are prominently displayed on its website and app. Despite having such a large visual footprint, there are no studies to date that have looked at the impact Shorts introduction had on the production and consumption of content on YouTube.
This paper presents the first comparative analysis of YouTube Shorts versus regular videos with respect to user engagement (i.e., views, likes, and comments), content creation frequency and video categories. We collected a dataset containing information about 70k channels that posted at least one Short, and we analyzed the metadata of all the videos (9.9M Shorts and 6.9M regular videos) they uploaded between January 2021 and December 2022, spanning a two-year period including the introduction of Shorts. Our longitudinal analysis shows that content creators consistently increased the frequency of Shorts production over this period, especially for newly-created channels, which surpassed that of regular videos. We also observe that Shorts target mostly entertainment categories, while regular videos cover a wide variety of categories. In general, Shorts attract more views and likes per view than regular videos, but attract less comments per view. However, Shorts do not outperform regular videos in the education and political categories as much as they do in other categories.
Our study contributes to understanding social media dynamics, to quantifying the spread of short-form content, and to motivating future research on its impact on society.
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With the increase in the number of privacy regulations, small development teams are forced to make privacy decisions on their own. In this paper, we conduct a mixed-method survey study, including statistical and qualitative analysis, to evaluate the privacy perceptions, practices, and knowledge of members involved in various phases of the Software Development Life Cycle (SDLC). Our survey includes 362 participants from 23 countries, encompassing roles such as product managers, developers, and testers. Our results show diverse definitions of privacy across SDLC roles, emphasizing the need for a holistic privacy approach throughout SDLC. We find that software teams, regardless of their region, are less familiar with privacy concepts (such as anonymization), relying on self-teaching and forums. Most participants are more familiar with GDPR and HIPAA than other regulations, with multi-jurisdictional compliance being their primary concern. Our results advocate the need for role-dependent solutions to address the privacy challenges, and we highlight research directions and educational takeaways to help improve privacy-aware SDLC.
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In this paper, we investigate a problem of \emph{actively} learning threshold in latent space, where the \emph{unknown} reward $g(\gamma, v)$ depends on the proposed threshold $\gamma$ and latent value $v$ and it can be \emph{only} achieved if the threshold is lower than or equal to the \emph{unknown} latent value. This problem has broad applications in practical scenarios, e.g., reserve price optimization in online auctions, online task assignments in crowdsourcing, setting recruiting bars in hiring, etc. We first characterize the query complexity of learning a threshold with the expected reward at most $\eps$ smaller than the optimum and prove that the number of queries needed can be infinitely large even when $g(\gamma, v)$ is monotone with respect to both $\gamma$ and $v$. On the positive side, we provide a tight query complexity $\Tilde{\Theta}(1/\eps^3)$ when $g$ is monotone and the CDF of value distribution is Lipschitz. Moreover, we show a tight $\Tilde{\Theta}(1/\eps^3)$ query complexity can be achieved as long as $g$ satisfies one-sided Lipschitzness, which provides a complete characterization for this problem. Finally, we extend this model to an online learning setting and demonstrate a tight $\Theta(T^{2/3})$ regret bound using continuous-arm bandit techniques and the aforementioned query complexity results.
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Language Model Beats Diffusion -- Tokenizer is Key to Visual Generation
Nitesh Bharadwaj Gundavarapu
Luca Versari
Kihyuk Sohn
Agrim Gupta
Xiuye Gu
Alex Hauptmann
Boqing Gong
Lu Jiang
ICLR (2024)
Preview abstract
While Large Language Models (LLMs) are the dominant models for generative tasks in language, they do not perform as well as diffusion models on image and video generation. To effectively use LLMs for visual generation, one crucial component is the visual tokenizer that maps pixel-space inputs to discrete tokens appropriate for LLM learning. In this paper, we introduce MAGVIT-v2, a video tokenizer designed to generate concise and expressive tokens for both videos and images using a common token vocabulary. Equipped with this new tokenizer, we show that LLMs outperform diffusion models on standard image and video generation benchmarks including ImageNet and Kinetics. In addition, we demonstrate that our tokenizer surpasses the previously top-performing video tokenizer on two more tasks: (1) video compression comparable to the next-generation video codec (VCC) according to human evaluations, and (2) learning effective representations for action recognition tasks.
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The evolution of AI is a pivotal moment in history, but it’s not the first time we have experienced technological advances that have changed how humans work. By looking at the advances in automobiles, we are reminded of the importance of focusing on our developers' needs and goals.
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Exploring the Feasibility of Remote Cardiac Auscultation Using Earphones
Tao Chen
Yongjie Yang
Xiuzhen Guo
Jie Xiong
Shangguan Longfei
MobiCom 2024: The 30th Annual International Conference On Mobile Computing And Networking
Preview abstract
The elderly over 65 accounts for 80% of COVID deaths in the United States. In response to the pandemic, the federal, state governments, and commercial insurers are promoting video visits, through which the elderly can access specialists at home over the Internet, without the risk of COVID exposure. However, the current video visit practice barely relies on video observation and talking. The specialist could not assess the patient's health conditions by performing auscultations.
This paper tries to address this key missing component in video visits by proposing Asclepius, a hardware-software solution that turns the patient's earphones into a stethoscope, allowing the specialist to hear the patient's fine-grained heart sound (i.e., PCG signals) in video visits. To achieve this goal, we contribute a low-cost plug-in peripheral that repurposes the earphone's speaker into a microphone and uses it to capture the patient's minute PCG signals from her ear canal. As the PCG signals suffer from strong attenuation and multi-path effects when propagating from the heart to ear canals, we then propose efficient signal processing algorithms coupled with a data-driven approach to de-reverberate and further correct the amplitude and frequency distortion in raw PCG receptions. We implement Asclepius on a 2-layer PCB board and follow the IRB protocol to evaluate its performance with 30 volunteers. Our extensive experiments show that Asclepius can effectively recover Phonocardiogram (PCG) signals with different types of earphones. The feedback from cardiologists also confirms the efficacy and efficiency of our system. PCG signal samples and benchmark results can be found at an anonymous link https://asclepius-system.github.io/
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