Difference between revisions of "Resource:Seminar"

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|title=ChromaCode: A Fully Imperceptible Screen-Camera Communication System
|title=ChromaCode: A Fully Imperceptible Screen-Camera Communication System
|speaker=Mengyu}}
|speaker=Mengyu}}
{{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 = 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.
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|title=MVPose:Realtime Multi-Person Pose Estimation using Motion Vector on Mobile Devices
|title=MVPose:Realtime Multi-Person Pose Estimation using Motion Vector on Mobile Devices
|speaker=Silence}}
|speaker=Silence}}
{{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 = 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.
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|title=Optimizing Energy Consumption of Mobile Games
|title=Optimizing Energy Consumption of Mobile Games
|speaker=Luwei}}
|speaker=Luwei}}





Revision as of 08:46, 8 October 2022

Time: 2022-10-10 9:00
Address: 4th Research Building A527-B
Useful links: Readling list; Schedules; Previous seminars.

Latest

  1. [TMC 2021] ChromaCode: A Fully Imperceptible Screen-Camera Communication System, Mengyu
    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.
  2. [TMC 2021] MVPose:Realtime Multi-Person Pose Estimation using Motion Vector on Mobile Devices, Silence
    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.
  3. [TMC 2021] Optimizing Energy Consumption of Mobile Games, Luwei
    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.


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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