Difference between revisions of "Resource:Seminar"

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{{SemNote
{{SemNote
|time='''2022-10-10 9:01'''
|time='''2022-10-18 16:30'''
|addr=4th Research Building A527-B
|addr=4th Research Building A527-B
|note=Useful links: [[Resource:Reading_List|Readling list]]; [[Resource:Seminar_schedules|Schedules]]; [[Resource:Previous_Seminars|Previous seminars]].
|note=Useful links: [[Resource:Reading_List|Readling list]]; [[Resource:Seminar_schedules|Schedules]]; [[Resource:Previous_Seminars|Previous seminars]].
Line 7: Line 7:
===Latest===
===Latest===
{{Latest_seminar
{{Latest_seminar
|abstract = Hidden screen-camera communication techniques emerge as a new paradigm that embeds data imperceptibly into regular videos while remaining unobtrusive to human viewers. Three key goals on imperceptible, high rate, and reliable communication are desirable but conflicting, and existing solutions usually made a trade-off among them. In this paper, we present the design and implementation of ChromaCode, a screen-camera communication system that achieves all three goals simultaneously. In our design, we consider for the first time color space for perceptually uniform lightness modifications. On this basis, we design an outcome-based adaptive embedding scheme, which adapts to both pixel lightness and regional texture. Last, we propose a concatenated code scheme for robust coding and devise multiple techniques to overcome various screen-camera channel errors. Our prototype and experiments demonstrate that ChromaCode achieves remarkable raw throughputs of >700 kbps, data goodputs of 120 kbps with BER of 0.05, and with fully imperceptible flicker for viewing proved by user study, which significantly outperforms previous works.  
|abstract = As a representative technology of low power wide area network, LoRa has been widely adopted to many appli-cations. A fundamental question in LoRa is how to improve its reception quality in ultra-low SNR scenarios. Different from existing studies that exploit either spatial or temporal correlation for LoRa reception recovery, this paper jointly leverages the fine-grained spatial-temporal correlation among multiple gateways. We exploit the spatial and temporal correlation in LoRa packets to jointly process received signals so that the fine-grained offsets including Central Frequency Offset (CFO), Sampling Time Offset (STO) and Sampling Frequency Offset (SFO) are well compensated, and signals from multiple gateways are combined coherently. Moreover, a deep learning based soft decoding scheme is developed to integrate the energy distribution of each symbol into the decoder to further enhance the coding gain in a LoRa packet. We evaluate our work with commodity LoRa devices (i.e., Semtech SX1278) and gateways (i.e., USRP-B210) in both indoor and outdoor environments. Extensive experiment results show that our work achieves 4.6dB higher signal-to-noise ratio (SNR) and 1.5× lower bit error rate (BER) compared with existing approaches.  
|confname=TMC 2021
|confname=ICNP 2022
|link=https://dl.acm.org/doi/pdf/10.1145/3241539.3241543
|link=https://www.jianguoyun.com/p/DXDTOyEQ_LXjBxiLjt8EIAA
|title=ChromaCode: A Fully Imperceptible Screen-Camera Communication System
|title=CONST: Exploiting Spatial-Temporal Correlation for Multi-Gateway based Reliable LoRa Reception
|speaker=Mengyu}}
|speaker=Kaiwen}}
{{Latest_seminar
{{Latest_seminar
|abstract = We present MVPose, a novel system designed to enable real-time multi-person pose estimation (PE) on commodity mobile devices, which consists of three novel techniques. First, MVPose takes a motion-vector-based approach to fast and accurately track the human keypoints across consecutive frames, rather than running expensive human-detection model and pose-estimation model for every frame. Second, MVPose designs a mobile-friendly PE model that uses lightweight feature extractors and multi-stage network to significantly reduce the latency of pose estimation without compromising the model accuracy. Third, MVPose leverages the heterogeneous computing resources of both CPU and GPU to execute the pose estimation model for multiple persons in parallel, which further reduces the total latency. We present extensive experiments to evaluate the effectiveness of the proposed tecniques by implemented the MVPose on five off-the-shelf commercial smartphones. Evaluation results show that MVPose achieves over 30 frames per second PE with 4 persons per frame, which significantly outperforms the state-of-the-art baseline, with a speedup of up to 5.7 and 3.8 in latency on CPU and GPU, respectively. Compared with baseline, MVPose achieves an improvement of 10.1% in multi-person PE accuracy. Furthermore, MVPose achieves up to 74.3% and 57.6% energy-per-frame saving on average.
|abstract = This paper proposes Mandheling, the first system that enables highly resource-efficient on-device training by orchestrating the mixed-precision training with on-chip Digital Signal Processing (DSP) offloading. Mandheling fully explores the advantages of DSP in integer-based numerical calculation by four novel techniques: (1) a CPU-DSP co-scheduling scheme to mitigate the overhead from DSP-unfriendly operators; (2) a self-adaptive rescaling algorithm to reduce the overhead of dynamic rescaling in backward propagation; (3) a batch-splitting algorithm to improve the DSP cache efficiency; (4) a DSP-compute subgraph reusing mechanism to eliminate the preparation overhead on DSP. We have fully implemented Mandheling and demonstrated its effectiveness through extensive experiments. The results show that, compared to the state-of-the-art DNN engines from
|confname=TMC 2021
TFLite and MNN, Mandheling reduces the per-batch training time by 5.and the energy consumption by 8.on average. In end-to-end training tasks, Mandheling reduces up to 10.7× convergence time and 13.1× energy consumption, with only 1.9%–2.7% accuracy loss compared to the FP32 precision setting.
|link=https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=9673682
|confname=Mobicom 2022
|title=MVPose:Realtime Multi-Person Pose Estimation using Motion Vector on Mobile Devices
|link=https://arxiv.org/pdf/2206.07509.pdf
|speaker=Silence}}
|title=Mandheling: Mixed-Precision On-Device DNN Training with DSP Offloading
|speaker=Wenjie}}
{{Latest_seminar
{{Latest_seminar
|abstract = Games are energy-intensive applications on mobile devices. Optimizing the energy efficiency of games is hence critical for battery-limited mobile devices. Although the advent of energy-aware scheduling (EAS) integrated in recent devices has provided opportunities for improved energy management, the framework is not specifically tuned for game applications. In this paper, we aim to improve the energy efficiency of game applications running on EAS-enabled mobile devices. To this end, we first analyze the functional characteristics of games, and investigate the source of the energy inefficiency. We then propose a scheme, called System-level Energy-optimization for Game Applications (SEGA), to improve the energy efficiency of games. SEGA governs CPU and GPU power consumption in a tightly coupled manner by employing three key techniques: (1) Lsync-aware GPU DVFS governor, (2) adaptive capacity clamping, and (3) on-demand touch boosting. We implemented SEGA on the latest Android-based smartphones. The evaluation results for 23 popular games showed that SEGA reduced the energy consumption of the Google Pixel 2 XL and Samsung Galaxy S9 Plus smartphones, at the device level, by 6.1–22.3 and 4.0–11.7 percent, respectively, with a quality of service (QoS) degradation of 1.1 and 0.5 percent, on average.
|abstract = Vehicular edge computing (VEC) is a promising paradigm based on the Internet of vehicles to provide computing resources for end users and relieve heavy traffic burden for cellular networks. In this paper, we consider a VEC network with dynamic topologies, unstable connections and unpredictable movements. Vehicles inside can offload computation tasks to available neighboring VEC clusters formed by onboard resources, with the purpose of both minimizing system energy consumption and satisfying task latency constraints. For online task scheduling, existing researches either design heuristic algorithms or leverage machine learning, e.g., deep reinforcement learning (DRL). However, these algorithms are not efficient enough because of their low searching efficiency and slow convergence speeds for large-scale networks. Instead, we propose an imitation learning enabled online task scheduling algorithm with near-optimal performance from the initial stage. Specially, an expert can obtain the optimal scheduling policy by solving the formulated optimization problem with a few samples offline. For online learning, we train agent policies by following the expert’s demonstration with an acceptable performance gap in theory. Performance results show that our solution has a significant advantage with more than 50 percent improvement compared with the benchmark.
|confname=TMC 2021
|confname=TMC 2022
|link=https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=9352566
|link=https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=9151371
|title=Optimizing Energy Consumption of Mobile Games
|title=Imitation Learning Enabled Task Scheduling for Online Vehicular Edge Computing
|speaker=Luwei}}
|speaker=Zhenguo}}





Revision as of 22:13, 13 October 2022

Time: 2022-10-18 16:30
Address: 4th Research Building A527-B
Useful links: Readling list; Schedules; Previous seminars.

Latest

  1. [ICNP 2022] CONST: Exploiting Spatial-Temporal Correlation for Multi-Gateway based Reliable LoRa Reception, Kaiwen
    Abstract: As a representative technology of low power wide area network, LoRa has been widely adopted to many appli-cations. A fundamental question in LoRa is how to improve its reception quality in ultra-low SNR scenarios. Different from existing studies that exploit either spatial or temporal correlation for LoRa reception recovery, this paper jointly leverages the fine-grained spatial-temporal correlation among multiple gateways. We exploit the spatial and temporal correlation in LoRa packets to jointly process received signals so that the fine-grained offsets including Central Frequency Offset (CFO), Sampling Time Offset (STO) and Sampling Frequency Offset (SFO) are well compensated, and signals from multiple gateways are combined coherently. Moreover, a deep learning based soft decoding scheme is developed to integrate the energy distribution of each symbol into the decoder to further enhance the coding gain in a LoRa packet. We evaluate our work with commodity LoRa devices (i.e., Semtech SX1278) and gateways (i.e., USRP-B210) in both indoor and outdoor environments. Extensive experiment results show that our work achieves 4.6dB higher signal-to-noise ratio (SNR) and 1.5× lower bit error rate (BER) compared with existing approaches.
  2. [Mobicom 2022] Mandheling: Mixed-Precision On-Device DNN Training with DSP Offloading, Wenjie
    Abstract: This paper proposes Mandheling, the first system that enables highly resource-efficient on-device training by orchestrating the mixed-precision training with on-chip Digital Signal Processing (DSP) offloading. Mandheling fully explores the advantages of DSP in integer-based numerical calculation by four novel techniques: (1) a CPU-DSP co-scheduling scheme to mitigate the overhead from DSP-unfriendly operators; (2) a self-adaptive rescaling algorithm to reduce the overhead of dynamic rescaling in backward propagation; (3) a batch-splitting algorithm to improve the DSP cache efficiency; (4) a DSP-compute subgraph reusing mechanism to eliminate the preparation overhead on DSP. We have fully implemented Mandheling and demonstrated its effectiveness through extensive experiments. The results show that, compared to the state-of-the-art DNN engines from

TFLite and MNN, Mandheling reduces the per-batch training time by 5.5× and the energy consumption by 8.9× on average. In end-to-end training tasks, Mandheling reduces up to 10.7× convergence time and 13.1× energy consumption, with only 1.9%–2.7% accuracy loss compared to the FP32 precision setting.

  1. [TMC 2022] Imitation Learning Enabled Task Scheduling for Online Vehicular Edge Computing, Zhenguo
    Abstract: Vehicular edge computing (VEC) is a promising paradigm based on the Internet of vehicles to provide computing resources for end users and relieve heavy traffic burden for cellular networks. In this paper, we consider a VEC network with dynamic topologies, unstable connections and unpredictable movements. Vehicles inside can offload computation tasks to available neighboring VEC clusters formed by onboard resources, with the purpose of both minimizing system energy consumption and satisfying task latency constraints. For online task scheduling, existing researches either design heuristic algorithms or leverage machine learning, e.g., deep reinforcement learning (DRL). However, these algorithms are not efficient enough because of their low searching efficiency and slow convergence speeds for large-scale networks. Instead, we propose an imitation learning enabled online task scheduling algorithm with near-optimal performance from the initial stage. Specially, an expert can obtain the optimal scheduling policy by solving the formulated optimization problem with a few samples offline. For online learning, we train agent policies by following the expert’s demonstration with an acceptable performance gap in theory. Performance results show that our solution has a significant advantage with more than 50 percent improvement compared with the benchmark.


History

History

2024

2023

2022

2021

2020

  • [Topic] [ The path planning algorithm for multiple mobile edge servers in EdgeGO], Rong Cong, 2020-11-18

2019

2018

2017

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