Accurate modeling of subjective phenomena such as emotion expression requires data annotated with authors' intentions. Commonly such data is collected by asking study participants to donate and label genuine content produced in the real world, or create content fitting particular labels during the study. Asking participants to create content is often simpler to implement and presents fewer risks to participant privacy than data donation. However, it is unclear if and how study-created content may differ from genuine content, and how differences may impact models. We collect study-created and genuine multimodal social media posts labeled for emotion and compare them on several dimensions, including model performance. We find that compared to genuine posts, study-created posts are longer, rely more on their text and less on their images for emotion expression, and focus more on emotion-prototypical events. The samples of participants willing to donate versus create posts are demographically different. Study-created data is valuable to train models that generalize well to genuine data, but realistic effectiveness estimates require genuine data.
A key component of creativity is associative reasoning: the ability to draw novel yet meaningful connections between concepts. We introduce CREATE, a benchmark designed to evaluate models' capacity for creative associative reasoning. CREATE requires models to generate sets of paths connecting concepts in a model's parametric knowledge. Paths should have high specificity (distinctiveness and closeness of the concept connection) and high diversity (dissimilarity from other paths), and models are scored more highly if they produce a larger set of strong, diverse paths. This task shares demands of real creativity tasks like hypothesis generation, including an extremely large search space, but enables collection of a sizable benchmark with objective answer grading. Evaluation of frontier models shows that the strongest models achieve higher creative utility than others, with the high multiplicity of answers and complexity of the search making benchmark saturation difficult to achieve. Furthermore, our results illustrate that thinking models are not always more effective on our task, even with high token budgets. Recent approaches for creative prompting give some but limited additional i
AI chatbots have emerged as promising educational tools for personalized learning experiences, with advances in large language models (LLMs) enabling teachers to create and customize these chatbots for their specific classroom needs. However, there is a limited understanding of how teachers create pedagogical chatbots and integrate them into their lessons. Through semi-structured interviews with seven K-12 teachers, we examined their practices and challenges when designing, implementing, and deploying chatbots. Our findings revealed that teachers prioritize developing task-specific chatbots aligned with their lessons. Teachers engaged in various creation practices and had different challenges; novices in chatbot creation struggled mainly with initial design and technical implementation, while experienced teachers faced challenges with technical aspects and analyzing conversational data. Based on these insights, we explore approaches to supporting teachers' chatbot development and opportunities for designing future chatbot creation systems. This work provides foundational insights from teachers that can empower teacher-created chatbots, facilitating AI-augmented teaching.
Sliding friction between two dry surfaces is reasonably described by the speed-independent Amonton-Coulomb friction force law. However, there are many situations where the frictional contact points between two surfaces are "active" and may not all be moving at the same relative speed. In this work we study the sliding friction properties of a system with multiple active contacts each with independent and controllable speed. We demonstrate that multiple active contacts can produce controllable speed-dependent sliding friction forces, despite each individual contact exhibiting a speed-independent friction. We study in experiment a rotating carousel with ten speed-controlled wheels in frictional contact with the ground. We first vary the contact speeds and demonstrate that the equilibrium system speed is the median of the active contact speeds. Next we directly measure the ground reaction forces and observe how the contact speeds can control the force-speed curve of the system. In the final experiments we demonstrate how control of the force-speed curve can create sliding friction with a controllable effective viscosity and controllable sliding friction coefficient. Surprisingly, we a
Generative AI tools can provide people with the ability to create virtual environments and scenes with natural language prompts. Yet, how people will formulate such prompts is unclear -- particularly when they inhabit the environment that they are designing. For instance, it is likely that a person might say, "Put a chair here", while pointing at a location. If such linguistic features are common to people's prompts, we need to tune models to accommodate them. In this work, we present a wizard-of-oz elicitation study with 22 participants, where we studied people's implicit expectations when verbally prompting such programming agents to create interactive VR scenes. Our findings show that people prompt with several implicit expectations: (1) that agents have an embodied knowledge of the environment; (2) that agents understand embodied prompts by users; (3) that the agents can recall previous states of the scene and the conversation, and that (4) agents have a commonsense understanding of objects in the scene. Further, we found that participants prompt differently when they are prompting in situ (i.e. within the VR environment) versus ex situ (i.e. viewing the VR environment from the
A common way of solving satisfiability instances with quantum methods is to transform these instances into instances of QUBO, which in itself is a potentially difficult and expensive task. State-of-the-art transformations from MAX-3SAT to QUBO currently work by mapping clauses of a 3SAT formula associated with the MAX-3SAT instance to an instance of QUBO and combining the resulting QUBOs into a single QUBO instance representing the whole MAX-3SAT instance. As creating these transformations is currently done manually or via exhaustive search methods and, therefore, algorithmically inefficient, we see potential for including search-based optimization. In this paper, we propose two methods of using evolutionary algorithms to automatically create QUBO representations of MAX-3SAT problems. We evaluate our created QUBOs on 500 and 1000-clause 3SAT formulae and find competitive performance to state-of-the-art baselines when using both classical and quantum annealing solvers.
Recent advancements in machine learning and computer vision have led to the proliferation of Deepfakes. As technology democratizes over time, there is an increasing fear that novice users can create Deepfakes, to discredit others and undermine public discourse. In this paper, we conduct user studies to understand whether participants with advanced computer skills and varying levels of computer science expertise can create Deepfakes of a person saying a target statement using limited media files. We conduct two studies; in the first study (n = 39) participants try creating a target Deepfake in a constrained time frame using any tool they desire. In the second study (n = 29) participants use pre-specified deep learning-based tools to create the same Deepfake. We find that for the first study, 23.1% of the participants successfully created complete Deepfakes with audio and video, whereas, for the second user study, 58.6% of the participants were successful in stitching target speech to the target video. We further use Deepfake detection software tools as well as human examiner-based analysis, to classify the successfully generated Deepfake outputs as fake, suspicious, or real. The sof
Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent novel views of a scene. These generated views can be used as input to robust 3D reconstruction techniques to produce 3D representations that can be rendered from any viewpoint in real-time. CAT3D can create entire 3D scenes in as little as one minute, and outperforms existing methods for single image and few-view 3D scene creation. See our project page for results and interactive demos at https://cat3d.github.io .
SMS phishing, also known as "smishing", is a growing threat that tricks users into disclosing private information or clicking into URLs with malicious content through fraudulent mobile text messages. In recent past, we have also observed a rapid advancement of conversational generative AI chatbot services (e.g., OpenAI's ChatGPT, Google's BARD), which are powered by pre-trained large language models (LLMs). These AI chatbots certainly have a lot of utilities but it is not systematically understood how they can play a role in creating threats and attacks. In this paper, we propose AbuseGPT method to show how the existing generative AI-based chatbot services can be exploited by attackers in real world to create smishing texts and eventually lead to craftier smishing campaigns. To the best of our knowledge, there is no pre-existing work that evidently shows the impacts of these generative text-based models on creating SMS phishing. Thus, we believe this study is the first of its kind to shed light on this emerging cybersecurity threat. We have found strong empirical evidences to show that attackers can exploit ethical standards in the existing generative AI-based chatbot services by c
Previous works of video captioning aim to objectively describe the video's actual content, which lacks subjective and attractive expression, limiting its practical application scenarios. Video titling is intended to achieve this goal, but there is a lack of a proper benchmark. In this paper, we propose to CREATE, the first large-scale Chinese shoRt vidEo retrievAl and Title gEneration benchmark, to facilitate research and application in video titling and video retrieval in Chinese. CREATE consists of a high-quality labeled 210K dataset and two large-scale 3M/10M pre-training datasets, covering 51 categories, 50K+ tags, 537K manually annotated titles and captions, and 10M+ short videos. Based on CREATE, we propose a novel model ALWIG which combines video retrieval and video titling tasks to achieve the purpose of multi-modal ALignment WIth Generation with the help of video tags and a GPT pre-trained model. CREATE opens new directions for facilitating future research and applications on video titling and video retrieval in the field of Chinese short videos.
An algorithm to create difficult Sudoku puzzles is proposed. An Ising spin-glass like Hamiltonian describing difficulty of puzzles is defined, and difficult puzzles are created by minimizing the energy of the Hamiltonian. We adopt the replica exchange Monte Carlo method with simultaneous temperature adjustments to search lower energy states efficiently, and we succeed in creating a puzzle which is the world hardest ever created in our definition, to our best knowledge. (Added on Mar. 11, the created puzzle can be solved easily by hand. Our definition of the difficulty is inappropriate.)
Information Extraction (IE) tasks are commonly studied topics in various domains of research. Hence, the community continuously produces multiple techniques, solutions, and tools to perform such tasks. However, running those tools and integrating them within existing infrastructure requires time, expertise, and resources. One pertinent task here is triples extraction and linking, where structured triples are extracted from a text and aligned to an existing Knowledge Graph (KG). In this paper, we present PLUMBER, the first framework that allows users to manually and automatically create suitable IE pipelines from a community-created pool of tools to perform triple extraction and alignment on unstructured text. Our approach provides an interactive medium to alter the pipelines and perform IE tasks. A short video to show the working of the framework for different use-cases is available online under: https://www.youtube.com/watch?v=XC9rJNIUv8g
Recent studies from all over the world show that more boys than girls play video games. The numbers are different for mobile gaming apps, where 65% of women are identified as gamers. Adapting game design activities for academic purposes is a widely applied approach at schools or off-school initiatives is seen as a promising opportunity for all teenagers to learn to code in an entertaining way. This raise the questions do special girls' game-design patterns exist, and what can we learn from them? This paper describes a girl-only intervention where girls were asked to create their own games. This "Girls' Coding Week" was designed as an off-school event and took place during summer 2018 with 13 girls between 11 to 14 years old. To explain the basic steps of programming and to create personalized games, the visual coding app Pocket Code, an app developed at Graz University of Technology, was used. The girls created their own games with the help of a storyboard after receiving all important information about coding. Qualitative and quantitative data was collected through open interviews, as well as created artefacts and surveys which refer to motivational aspects. The findings show that
We prove the condition for local trace-preserving channels to create quantum correlation from initially classical states. For two-qubit states, the necessary and sufficient condition for a channel that cannot create quantum correlation in any initially classical state is that it is either a completely decohering channel or a mixing channel. For states in higher dimensions, we show that even a mixing channel can create quantum correlation from a classically correlated state. Our results reveal that mixedness is important for creation of quantum correlation in high-dimension quantum systems.
In deep learning, \textit{depth}, as well as \textit{nonlinearity}, create non-convex loss surfaces. Then, does depth alone create bad local minima? In this paper, we prove that without nonlinearity, depth alone does not create bad local minima, although it induces non-convex loss surface. Using this insight, we greatly simplify a recently proposed proof to show that all of the local minima of feedforward deep linear neural networks are global minima. Our theoretical results generalize previous results with fewer assumptions, and this analysis provides a method to show similar results beyond square loss in deep linear models.
Magnetization dynamics in nanomagnets has attracted broad interest since it was predicted that a dc-current flowing through a thin magnetic layer can create spin-wave excitations. These excitations are due to spin-momentum transfer, a transfer of spin angular momentum between conduction electrons and the background magnetization, that enables new types of information processing. Here we show how arrays of spin-torque nano-oscillators (STNO) can create propagating spin-wave interference patterns of use for memory and computation. Memristic transponders distributed on the thin film respond to threshold tunnel magnetoresistance (TMR) values thereby detecting the spin-waves and creating new excitation patterns. We show how groups of transponders create resonant (reverberating) spin-wave interference patterns that may be used for polychronous wave computation of arithmetic and boolean functions and information storage.
The role that highly curated knowledge, provided by domain experts, could play in creating effective tutoring systems is often overlooked within the AI for education community. In this paper, we highlight this topic by discussing two ways such highly curated expert knowledge could help in creating novel educational systems. First, we will look at how one could use explainable AI (XAI) techniques to automatically create lessons. Most existing XAI methods are primarily aimed at debugging AI systems. However, we will discuss how one could use expert specified rules about solving specific problems along with novel XAI techniques to automatically generate lessons that could be provided to learners. Secondly, we will see how an expert specified curriculum for learning a target concept can help develop adaptive tutoring systems, that can not only provide a better learning experience, but could also allow us to use more efficient algorithms to create these systems. Finally, we will highlight the importance of such methods using a case study of creating a tutoring system for pollinator identification, where such knowledge could easily be elicited from experts.
Creating realistic and natural-sounding synthetic speech remains a big challenge for voice identities unseen during training. As there is growing interest in synthesizing voices of new speakers, here we investigate the ability of normalizing flows in text-to-speech (TTS) and voice conversion (VC) modes to extrapolate from speakers observed during training to create unseen speaker identities. Firstly, we create an approach for TTS and VC, and then we comprehensively evaluate our methods and baselines in terms of intelligibility, naturalness, speaker similarity, and ability to create new voices. We use both objective and subjective metrics to benchmark our techniques on 2 evaluation tasks: zero-shot and new voice speech synthesis. The goal of the former task is to measure the precision of the conversion to an unseen voice. The goal of the latter is to measure the ability to create new voices. Extensive evaluations demonstrate that the proposed approach systematically allows to obtain state-of-the-art performance in zero-shot speech synthesis and creates various new voices, unobserved in the training set. We consider this work to be the first attempt to synthesize new voices based on
Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people's natural experience of manipulating physical objects, we design interactions based on the combination of 3D manipulations in immersive environments. Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequentl
Apple and Google introduced their versions of privacy nutrition labels to the mobile app stores to better inform users of the apps' data practices. However, these labels are self-reported by developers and have been found to contain many inaccuracies due to misunderstandings of the label taxonomy. In this work, we present Matcha, an IDE plugin that uses automated code analysis to help developers create accurate Google Play data safety labels. Developers can benefit from Matcha's ability to detect user data accesses and transmissions while staying in control of the generated label by adding custom Java annotations and modifying an auto-generated XML specification. Our evaluation with 12 developers showed that Matcha helped our participants improved the accuracy of a label they created with Google's official tool for a real-world app they developed. We found that participants preferred Matcha for its accuracy benefits. Drawing on Matcha, we discuss general design recommendations for developer tools used to create accurate standardized privacy notices.