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Opportunities for failure exist at all levels, from hardware, to low-level software, to content creation engines. As hardware and low-level software rapidly improve, the burden is shifting more to developers of software engines and VR experiences. This chapter presents several topics that may aid engineers and developers in their quest to build better VR systems and experiences. Section 12.1 introduces methods for guiding them to improve their discriminatory power. Rather than adapting to become oblivious to a problem, a developer could train herself to become more sensitive to problems. Section 12.2 applies the fundamentals from this book to provide simple advice for VR developers. Section 12.3 covers VR sickness, including the main symptoms and causes, so that VR systems and experiences may be improved. Section 12.4 introduces general methods for designing experiments that involve human subjects, and includes some specific methods from psychophysics. All of the concepts from this chapter should be used to gain critical feedback and avoid pitfalls in an iterative VR development process.
We will see in this chapter that the apparent perfection of our vision is mostly an illusion because neural structures are filling in plausible details to generate a coherent picture in our heads that is consistent with our life experiences. When building VR technology that co-opts these processes, it important to understand how they work. They were designed to do more with less, and fooling these processes with VR produces many unexpected side effects because the display technology is not a perfect replica of the surrounding world. Section 5.1 discusses the anatomy of the human eye within the optical system. Most of the section is about photoreceptors, which are the “input pixels“ that get paired with the “output pixels” of a digital display for VR. Section 5.2 offers a taste of neuroscience by explaining what is known about the visual information that hierarchically propagates from the photoreceptors up to the visual cortex. Section 5.3 explains how our eyes move, which incessantly interferes with the images in our retinas. Section 5.4 concludes the chapter by applying the knowledge gained about visual physiology to determine VR display requirements, such as the screen resolution.
Knowing how light propagates in the physical world is crucial to understanding VR. One reason is the interface between visual displays and our eyes. Light is emitted from displays and arrives on our retinas in a way that convincingly reproduces how light arrives through normal vision in the physical world. In the current generation of VR headsets, a system of both engineered and natural lenses (parts of our eyes) guides the light. Another reason to study light propagation is the construction of virtual worlds. Section 4.1 covers basic physical properties of light, including its interaction with materials and its spectral properties. Section 4.2 provides idealized models of how lenses work. Section 4.3 then shows many ways that lens behavior deviates from the ideal model, thereby degrading VR experiences. Section 4.4 introduces the human eye as an optical system of lenses. Cameras, which can be considered as engineered eyes, are introduced in Section 4.5. Finally, Section 4.6 briefly covers visual display technologies, which emit light that is intended for consumption by human eyes.
This chapter surveys some topics that could influence widespread VR usage in the future, but are currently in a research and development stage. Sections 13.1 and 13.2 cover the forgotten senses. Earlier in this book, we covered vision, hearing, and balance (vestibular) senses, which leaves touch, smell, and taste. Section 13.1 covers touch, or more generally, the somatosensory system. This includes physiology, perception, and engineering technology that stimulates the somatosensory system. Section 13.2 covers the two chemical senses, smell and taste, along with attempts to engineer “displays” for them. Section 13.3 discusses how robots are used for telepresence and how they may ultimately become our surrogate selves through which the real world can be explored with a VR interface. Just like there are avatars in a virtual world (Section 10.4), the robot becomes a kind of physical avatar in the real world. Finally, Section 13.4 discusses steps toward the ultimate level of human augmentation and interaction: brain–machine interfaces.
Abstractive summarization is an approach to document summarization that is not limited to selecting sentences from the document but can generate new sentences as well. We address the two main challenges in abstractive summarization: how to evaluate the performance of a summarization model and what is a good training objective. We first introduce new evaluation measures based on the semantic similarity of the input and corresponding summary. The similarity scores are obtained by the fine-tuned BERTurk model using either the cross-encoder or a bi-encoder architecture. The fine-tuning is done on the Turkish Natural Language Inference and Semantic Textual Similarity benchmark datasets. We show that these measures have better correlations with human evaluations compared to Recall-Oriented Understudy for Gisting Evaluation (ROUGE) scores and BERTScore. We then introduce a deep reinforcement learning algorithm that uses the proposed semantic similarity measures as rewards, together with a mixed training objective, in order to generate more natural summaries in terms of human readability. We show that training with a mixed training objective function compared to only the maximum-likelihood objective improves similarity scores.
Kolmogorov conditionalization is a strategy for updating credences based on propositions that have initial probability 0. I explore the connection between Kolmogorov conditionalization and Dutch books. Previous discussions of the connection rely crucially upon a factivity assumption: they assume that the agent updates credences based on true propositions. The factivity assumption discounts cases of misplaced certainty, i.e., cases where the agent invests credence 1 in a falsehood. Yet misplaced certainty arises routinely in scientific and philosophical applications of Bayesian decision theory. I prove a non-factive Dutch book theorem and converse Dutch book theorem for Kolmogorov conditionalization. The theorems do not rely upon the factivity assumption, so they establish that Kolmogorov conditionalization has unique pragmatic virtues that persist even in cases of misplaced certainty.
In this study, we present and assess data-driven approaches for modeling contact line dynamics, using droplet transport on chemically heterogeneous surfaces as a model system. Ground-truth data for training and validation are generated based on long-wave models that are applicable for slow droplet motion with small contact angles, which are known to accurately reproduce the dynamics with minimal computing resources compared to high-fidelity direct numerical simulations. The data-driven models are based on the Fourier neural operator (FNO) and are developed following two different approaches. The first deploys the data-driven method as an iterative neural network architecture, which predicts the future state of the contact line based on a number of previous states. The second approach corrects the time derivative of the contact line by augmenting its low-order asymptotic approximation with a data-driven counterpart, evolving the resulting system using standard time integration methods. The performance of each approach is evaluated in terms of accuracy and generalizability, concluding that the latter approach, although not originally explored within the original contribution on the FNO, outperforms the former.
No serious attempt to answer the question 'What is hate speech?' would be complete without an exploration of the outer limits of the concept(s). This book critically examines both the ordinary and legal concepts of hate speech, contrasting social media platform content policies with national and international laws. It also explores a range of controversial grey area examples of hate speech. Part I focuses on the ordinary concept and looks at hybrid attacks, selective attacks, reverse attacks, righteous attacks, indirect attacks, identity attacks, existential denials, identity denials, identity miscategorisations, and identity appropriations. Part II concentrates on the legal concept. It considers how to distinguish between hate speech and hate crime, and examines the precarious position of denialism laws in national and international law. Together, the authors draw on conceptual analysis, doctrinal analysis, linguistic analysis, critical analysis, and diachronic analysis to map the new frontiers of the concepts of hate speech.
Privacy-preserving computing aims to protect the personal information of users while capitalizing on the possibilities unlocked by big data. This practical introduction for students, researchers, and industry practitioners is the first cohesive and systematic presentation of the field's advances over four decades. The book shows how to use privacy-preserving computing in real-world problems in data analytics and AI, and includes applications in statistics, database queries, and machine learning. The book begins by introducing cryptographic techniques such as secret sharing, homomorphic encryption, and oblivious transfer, and then broadens its focus to more widely applicable techniques such as differential privacy, trusted execution environment, and federated learning. The book ends with privacy-preserving computing in practice in areas like finance, online advertising, and healthcare, and finally offers a vision for the future of the field.
Programming language semantics is an important topic in theoretical computer science, but one that beginners often find challenging. This article provides a tutorial introduction to the subject, in which the language of integers and addition is used as a minimal setting in which to present a range of semantic concepts in simple manner. In this setting, it is easy as 1,2,3.
This paper presents a kinematics modeling and hybrid motion planning framework for wheeled-legged rovers. It is a unified solution for wheeled-legged rovers to traverse multiple challenging terrains using hybrid locomotion. A kinematic model is first established to describe the rover’s motions. Then, a hybrid motion planning framework is proposed to determine the rover’s gait patterns and parameterize the legs’ and the body’s trajectories. Furthermore, an optimization algorithm based on B-spline is utilized to minimize the motors’ energy dissipation and generate smooth trajectories. The wheeled and legged hybridization allows the rover for faster locomotion while maintaining high stability. Besides, it also improves the rover’s ability to overcome obstacles. Prototype experiments are carried out in more complex environments to verify the rover’s flexibility and maneuverability to traverse irregular terrains. The proposed algorithm reduces the swing amplitude by 83.3% compared to purely legged locomotion.
We study the positivity and causality axioms for Markov categories as properties of dilations and information flow and also develop variations thereof for arbitrary semicartesian monoidal categories. These help us show that being a positive Markov category is merely an additional property of a symmetric monoidal category (rather than extra structure). We also characterize the positivity of representable Markov categories and prove that causality implies positivity, but not conversely. Finally, we note that positivity fails for quasi-Borel spaces and interpret this failure as a privacy property of probabilistic name generation.