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- All Subjects: artificial intelligence
- Creators: Berisha, Visar
- Member of: Theses and Dissertations
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
To overcome these challenges, recent works have extensively investigated model compression techniques such as element-wise sparsity, structured sparsity and quantization. While most of these works have applied these compression techniques in isolation, there have been very few studies on application of quantization and structured sparsity together on a DNN model.
This thesis co-optimizes structured sparsity and quantization constraints on DNN models during training. Specifically, it obtains optimal setting of 2-bit weight and 2-bit activation coupled with 4X structured compression by performing combined exploration of quantization and structured compression settings. The optimal DNN model achieves 50X weight memory reduction compared to floating-point uncompressed DNN. This memory saving is significant since applying only structured sparsity constraints achieves 2X memory savings and only quantization constraints achieves 16X memory savings. The algorithm has been validated on both high and low capacity DNNs and on wide-sparse and deep-sparse DNN models. Experiments demonstrated that deep-sparse DNN outperforms shallow-dense DNN with varying level of memory savings depending on DNN precision and sparsity levels. This work further proposed a Pareto-optimal approach to systematically extract optimal DNN models from a huge set of sparse and dense DNN models. The resulting 11 optimal designs were further evaluated by considering overall DNN memory which includes activation memory and weight memory. It was found that there is only a small change in the memory footprint of the optimal designs corresponding to the low sparsity DNNs. However, activation memory cannot be ignored for high sparsity DNNs.
This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of speech, such as tone of voice or loudness, to one another over the course of a conversation. Correlated with liking and task success, a dialogue system which entrains may enhance rapport. Entrainment, however, is very challenging to model. People entrain on different features in many ways and how to design entrainment to build rapport is unclear. The first goal of this dissertation is to explore how acoustic-prosodic entrainment can be modeled to build rapport.
Towards this goal, this work presents a series of studies comparing, evaluating, and iterating on the design of entrainment, motivated and informed by human-human dialogue. These models of entrainment are implemented in the dialogue system of a robotic learning companion. Learning companions are educational agents that engage students socially to increase motivation and facilitate learning. As a learning companion’s ability to be socially responsive increases, so do vital learning outcomes. A second goal of this dissertation is to explore the effects of entrainment on concrete outcomes such as learning in interactions with robotic learning companions.
This dissertation results in contributions both technical and theoretical. Technical contributions include a robust and modular dialogue system capable of producing prosodic entrainment and other socially-responsive behavior. One of the first systems of its kind, the results demonstrate that an entraining, social learning companion can positively build rapport and increase learning. This dissertation provides support for exploring phenomena like entrainment to enhance factors such as rapport and learning and provides a platform with which to explore these phenomena in future work.
Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.
statistical learning applications due to their vast expressive power. Most
applications run DNNs on the cloud on parallelized architectures. There is a need
for for efficient DNN inference on edge with low precision hardware and analog
accelerators. To make trained models more robust for this setting, quantization and
analog compute noise are modeled as weight space perturbations to DNNs and an
information theoretic regularization scheme is used to penalize the KL-divergence
between perturbed and unperturbed models. This regularizer has similarities to
both natural gradient descent and knowledge distillation, but has the advantage of
explicitly promoting the network to and a broader minimum that is robust to
weight space perturbations. In addition to the proposed regularization,
KL-divergence is directly minimized using knowledge distillation. Initial validation
on FashionMNIST and CIFAR10 shows that the information theoretic regularizer
and knowledge distillation outperform existing quantization schemes based on the
straight through estimator or L2 constrained quantization.
This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.
This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.