Monday, March 10, 2025
Home Blog Page 1963

New graph processing technology demonstrates significant speed advantages over existing solutions

0
New graph processing technology demonstrates significant speed advantages over existing solutions


Researchers discuss major advance in graph processing speed with GraphCP
The GraphCP architecture Credit: Yongli Cheng

The need for efficient and fast data processing tools in industries that manage large-scale graph data has led to the development of GraphCP, a technology that dramatically improves processing speeds.

GraphCP not only meets but greatly exceeds the performance of existing graph processing systems:

  • GridGraph: GraphCP is 20.5 times faster, making it significantly more efficient in handling large datasets.
  • GraphZ: GraphCP outperforms by a factor of 8.9 times, offering enhanced speed that could transform data analysis timelines.
  • Seraph and GraphSO: These systems are also outpaced by GraphCP, which is faster by 3.5 times and 1.7 times, respectively.

Such performance improvements position GraphCP as a leading solution for applications that depend on quick and efficient graph data processing.

“GraphCP’s advancements in reducing redundant data accesses and improving I/O bandwidth utilization contribute to the development of our field,” says Yongli Cheng, the corresponding author of the research.

With its enhanced speed, GraphCP is particularly beneficial in fields like social networks, the Internet of Things (IoT), and neural networks. Industries can leverage this technology to process data more rapidly, enabling better decision-making and increased operational efficiency.

GraphCP addresses common bottlenecks in traditional graph processing, such as disk input/output operations, by introducing innovative execution models and updating mechanisms. These advancements help minimize redundant data access and improve the overall system’s efficiency, thereby reducing operational costs.

The research behind GraphCP has been published in Frontiers of Computer Science, showcasing the contributions from various experts in the field. This research is a collaborative work between Nanjing University of Science and Technology, Huazhong University of Science and Technology, University of Texas at Arlington, Fuzhou University, and Huazhong University of Science and Technology.

More information:
Xianghao Xu et al, A disk I/O optimized system for concurrent graph processing jobs, Frontiers of Computer Science (2024). DOI: 10.1007/s11704-023-2361-0

Provided by
Higher Education Press

Citation:
New graph processing technology demonstrates significant speed advantages over existing solutions (2024, June 17)
retrieved 24 June 2024
from https://techxplore.com/news/2024-06-graph-technology-significant-advantages-solutions.html

This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no
part may be reproduced without the written permission. The content is provided for information purposes only.





Source link

Apple delays rollout of AI features in Europe

0
Apple holds talks with rival Meta over AI: Report


Apple
Credit: Armand Valendez from Pexels

Apple on Friday said it would delay the rollout of its recently announced AI features in Europe because of “regulatory uncertainties” linked to the EU’s new landmark legislation to curb the power of big tech.

Citing the European Union’s Digital Markets Act (DMA), a spokesperson for the iPhone-making juggernaut said “we do not believe that we will be able to roll out these features to our EU users this year.”

Apple earlier this month unveiled “Apple Intelligence,” its suite of AI features for its coveted devices as it looks to reassure users that it is not falling behind on the AI frenzy.

The announcement included a partnership with OpenAI that would make ChatGPT available to iPhone users on request.

Apple said the feature, as well as its iPhone Mirroring and SharePlay Screen Sharing enhancements, were put on hold over concern “that the interoperability requirements of the DMA could force us to compromise the integrity of our products in ways that risk user privacy and data security.”

Apple Intelligence, which runs only on the company’s in-house technology, will enable users to create their own emojis based on a description in everyday language, or to generate brief summaries of emails in the mailbox.

“We are committed to collaborating with the European Commission in an attempt to find a solution that would enable us to deliver these features to our EU customers without compromising their safety,” the company added.

In an effort to instill fair competition in Europe, the DMA sets out a list of dos and don’ts for the specially designated internet gatekeepers that include Apple.

“The EU is an attractive market of 450 million potential users, and has always been open for business for any company that wants to provide services in the European internal market,” an EU spokesperson said.

“Gatekeepers are welcome to offer their services in Europe, provided that they comply with our rules aimed at ensuring fair competition,” the EU added.

The EU’s competition supremo Margrethe Vestager on Tuesday warned that Apple was falling short in abiding by the DMA as the bloc carries out a probe over Apple’s business practices.

“We have a number of Apple issues; I find them very serious. I was very surprised that we would have such suspicions of Apple being non-compliant,” Vestager told CNBC.

Her comments came after the Financial Times reported that Apple was about to face charges in relation to the probe, citing people close to the probe.

The DMA empowers the European Commission to investigate, fine and impose structural remedies on non-compliant gatekeepers.

Penalties can reach up to 10 percent of global annual turnover, with repeat offenders facing up to 20 percent.

© 2024 AFP

Citation:
Apple delays rollout of AI features in Europe (2024, June 21)
retrieved 24 June 2024
from https://techxplore.com/news/2024-06-apple-delays-rollout-ai-features.html

This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no
part may be reproduced without the written permission. The content is provided for information purposes only.





Source link

Study explores ice-based electricity generation

0
Study explores ice-based electricity generation


Research on Ice Electricity is Heating Up
Cell construction. Top row from left: (A) Prototype cell from water ice showing the top electrode affixed to a wooden frame. (B) Wooden forms for fabricating the top cells. Forms were sanded and painted (high-gloss, two coats) inside to promote removal. Bottom row from left: (C) Freezing the top cell layers in wooden forms, for subsequent removal and transfer to the bus pans. The top electrodes in their wooden frames are also visible. (D) Middle layer preparation with glass spacers visible. Credit: PLOS ONE (2023). DOI: 10.1371/journal.pone.0285507

Last year, researchers from the US and Canada reported in PLOS ONE creating electrical batteries from ice. The electrical output is modest, just 0.1 milliwatt. But this may be a sign of good things to come. The scientists worked over the course of two seasons to design and produce electrochemical cells that will work to generate electricity.

Dr. Daniel Helman and Dr. Matthew Retallack met at the European Consortium for Political Research in Montreal, Canada in 2015. Helman was presenting ideas about solar panels from ice, and Retallack was the discussant of the session.

“I think there was a mutual respect and love of research,” says Helman. They went on to develop different prototypes. The model that finally won out uses acid to create a difference in pH between two layers of ice plus a few additives.

The most mobile charge carrier in ice is the proton, so it makes sense to think of protons traveling from one layer to the other because of the pH difference. The travel of charged particles is how batteries generate electricity.

In this case, table salt, kaolinite clay and monopotassium phosphate help to donate or receive charged particles, along with muriatic acid (HCl). A mesh screen and sheet aluminum were used as the electrodes.

The materials used in the experiments are all commonly available, and commonly regarded as safe. It makes one wonder what would be possible using more optimized materials. Moreover, photosensitive particles added in can probably produce dye-sensitized solar cells.

The original experiments for dye-sensitized solar cells used chlorophyll taken from spinach to change local pH in response to sunlight. While the electrical output may be small, the point is not lost that large swaths of land at high latitudes might be available.

Fields, lakes or other open land might be safely put to good use in humanity’s quest to transition away from fossil fuels. The additives in this experiment were chosen for their relative safety in the environment.

The generation of electricity from ice also sheds light on one of the more enduring questions facing science right now. Where did life come from? Current thought is that organisms originated either in small ponds near volcanic, geothermal fields, or near mid-ocean ridges. But there is a problem. RNA gets diluted without a membrane, and then cannot act as a catalyst.

An icy setting solves this problem. RNA may remain concentrated in small regions on, for example, the ice of a comet or meteorite. Thus, generation of electricity from ice could provide a proto-metabolism for the start of organismal development with self-catalyzing RNA on such icy meteorites (like the Murchison meteorite) or on an early Snowball Earth.

Both of these ideas are not so far fetched. Solar panels from ice may be useful in some settings. And an icy worlds hypothesis for the origin of life may explain why we don’t see any of the early stages here on Earth now.

Dr. Helman is currently a visiting assistant professor of Environmental Studies at Wofford College in Spartanburg, South Carolina. Dr. Retallack ran the experiments while at Carleton University in Toronto.

More information:
Daniel S. Helman et al, Electrochemical cells from water ice? Preliminary methods and results, PLOS ONE (2023). DOI: 10.1371/journal.pone.0285507

Provided by
Wofford College

Citation:
Study explores ice-based electricity generation (2024, June 10)
retrieved 24 June 2024
from https://techxplore.com/news/2024-06-explores-ice-based-electricity-generation.html

This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no
part may be reproduced without the written permission. The content is provided for information purposes only.





Source link

DeepMind demonstrates Genie, an AI app that can generate playable 2D worlds from a single image

0
DeepMind demonstrates Genie, an AI app that can generate playable 2D worlds from a single image


DeepMind demonstrates Genie, an AI app that can generate playable 2D worlds from a single image
Playing from Image Prompts: We can prompt Genie with images generated by text-to-image models, hand-drawn sketches or real-world photos. In each case we show the prompt frame and a second frame after taking one of the latent actions four consecutive times. In each case we see clear character movement, despite some of the images being visually distinct from the dataset. Credit: arXiv (2024). DOI: 10.48550/arxiv.2402.15391

AI researchers at Google’s DeepMind, working with colleagues at the University of British Columbia, have announced the development of Genie, an AI-backed application capable of turning a single image into a playable 2D virtual world.

The team has posted a paper on the arXiv preprint server outlining their work and have also posted an announcement page on DeepMind’s research site.

Two-dimensional video games, such as Super Mario Brothers, allow players to manipulate a character on a video screen as they proceed through a virtual world. In this new effort, the team at DeepMind has automated the process of creating 2D video games by allowing Genie to accept a single image, such as a character in front of an imagined background, and then using it to generate the rest of the game. This was made possible by training it on thousands of hours of video from hundreds of 2D video games.

To create Genie, the team first built an AI application that was able to tokenize video frames into millions of parameters that it could use to build new frames. They then added what they describe as a “latent action model” to make predictions about what a given next scene might look like based on the current image.

Next, they added a module to generate a dynamic model to make guesses about possible next sequences based on what it learned during the training phase. The result is a series of frames linked together to form what looks like a 2D virtual world.







Credit: Google DeepMind

The researchers acknowledge that Genie is still very much a work in progress. It has several limitations not easily seen in the examples provided. It takes a very long time to run, for example—it is approximately 20 to 30 times slower than what the average player would consider normal speed. It also makes a lot of mistakes—it can create unrealistic worlds that are not playable, for example. It is also currently limited in scope—it can only run 16 frames at a time.

Still, the team at DeepMind suggests that Genie demonstrates a new step forward in video game development, allowing users to generate their own games based on their own unique preferences.

More information:
Jake Bruce et al, Genie: Generative Interactive Environments, arXiv (2024). DOI: 10.48550/arxiv.2402.15391

Genie: Generative Interactive Environments: sites.google.com/view/genie-2024/home and
deepmind.google/research/publications/60474/

Journal information:
arXiv


© 2024 Science X Network

Citation:
DeepMind demonstrates Genie, an AI app that can generate playable 2D worlds from a single image (2024, March 6)
retrieved 24 June 2024
from https://techxplore.com/news/2024-03-deepmind-genie-ai-app-generate.html

This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no
part may be reproduced without the written permission. The content is provided for information purposes only.





Source link

New dimensions of haptics in virtual reality

0
New dimensions of haptics in virtual reality


Tricking the brain: New dimensions of haptics in virtual reality
André Zenner with the tubular controller “Shifty,” in which a movable weight is installed. Credit: Oliver Dietze, DFKI

How can virtual reality (VR) be experienced haptically, i.e., through the sense of touch? This is one of the fundamental questions that modern VR research is investigating.

Computer scientist André Zenner, who is based in Saarbrücken, Germany, has come a significant step closer to answering this question in his doctoral thesis—by inventing new devices and developing software-based techniques inspired by human perception. He has now been awarded the “Best Dissertation Award” at the world’s leading VR conference.

The award-winning work is about how physical props (technical term: “proxies”) can be used to make objects in virtual environments tangible.

“Of course, you can’t have a proxy for every virtual object, then the approach wouldn’t be scalable. In my dissertation, I, therefore, thought about what devices could look like that could be used to simulate the physical properties of several different virtual objects as effectively as possible,” explains Zenner, who completed his doctorate at the Saarbrücken Graduate School of Computer Science at Saarland University and is now conducting research at Saarland University and the German Research Center for Artificial Intelligence.

This resulted in the prototypes for two special VR controllers, “Shifty” and “Drag:on.” VR controllers are devices that can be held in the user’s hand to control or manipulate objects in virtual reality using tracking technology.






“Shifty” is a tubular controller in which a movable weight is installed. The weight can be moved along the lengthwise axis by a motor, changing the center of gravity and inertia of the rod.

“In combination with corresponding visualizations in virtual reality, Shifty can be used to create the illusion that a virtual object is getting longer or heavier,” explains Zenner. In experiments, he was able to prove that objects are perceived as lighter or smaller when the weight is close to the user’s hand and that, coupled with the corresponding visual input; they are perceived as longer and heavier the further the weight in the rod moves away from the user.

“This is mainly due to changes in the inertia of the controller, as the overall weight does not change,” explains Zenner. The research and development department of gaming giant Sony is already experimenting with this concept and cites Zenner’s work in the development of new VR controllers.






The second controller, “Drag:on,” consists of two flamenco fans that can be unfolded using servomotors, thus increasing the air resistance of the controller. This means that the further the fans are unfolded, the more force the user has to exert to move the controller through the air.

“Coupled with the right visual stimuli, Drag:on can be used to create the impression that the user is holding a small shovel or a large paddle, for example, or that they are pushing a heavy trolley or are twisting a knob that is difficult to turn,” explains Zenner.

Both controllers are basic research and so-called “proof of concepts.” This means that the prototypes can be used to show in user experiments that different controller states can improve the perception of different VR objects. Still, specific products using this technology are not yet available on the market.

With the controllers, the Saarbrücken-based computer scientist first addressed the so-called ‘similarity problem.” The aim here is to ensure that virtual and real objects feel as similar as possible. In the second part of his work, he dealt with the so-called “colocation problem,” i.e., the question of how the proxy can be spatially located in real life where the user sees it in virtual reality.






This is particularly challenging as the controllers act as proxies for different virtual objects. Consequently, the user must be given the illusion that they are reaching for various objects, although in reality, they will always grasp the same proxy.

To achieve this, the researcher made use of the already established method of “hand redirection.” As the name suggests, this involves redirecting the movement of the hand in virtual reality so that the user thinks they are reaching to the left, for example, even though they are actually stretching their hand forward.

“We conducted experiments to investigate the point at which users realize that their hand has been redirected. Our results showed that this point was reached quickly, so we thought about how we could better conceal the hand redirection,” says Zenner.

The solution: he tricked the brain by only redirecting the hand when the brain was blind to visual changes—namely during blinking. Together with a student under his supervision, he developed the appropriate software and used the eye trackers built into many VR headsets.

In control studies, the team was then able to show that their new controllers, in combination with hand redirection algorithms, led to more convincing VR perceptions than previously possible.

Provided by
Universität des Saarlandes

Citation:
Tricking the brain: New dimensions of haptics in virtual reality (2024, June 10)
retrieved 24 June 2024
from https://techxplore.com/news/2024-06-brain-dimensions-haptics-virtual-reality.html

This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no
part may be reproduced without the written permission. The content is provided for information purposes only.





Source link