Senior AI Engineers)

Total Page:16

File Type:pdf, Size:1020Kb

Senior AI Engineers) ModelArts User Guide (Senior AI Engineers) Issue 01 Date 2021-08-30 HUAWEI TECHNOLOGIES CO., LTD. Copyright © Huawei Technologies Co., Ltd. 2021. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means without prior written consent of Huawei Technologies Co., Ltd. Trademarks and Permissions and other Huawei trademarks are trademarks of Huawei Technologies Co., Ltd. All other trademarks and trade names mentioned in this document are the property of their respective holders. Notice The purchased products, services and features are stipulated by the contract made between Huawei and the customer. All or part of the products, services and features described in this document may not be within the purchase scope or the usage scope. Unless otherwise specified in the contract, all statements, information, and recommendations in this document are provided "AS IS" without warranties, guarantees or representations of any kind, either express or implied. The information in this document is subject to change without notice. Every effort has been made in the preparation of this document to ensure accuracy of the contents, but all statements, information, and recommendations in this document do not constitute a warranty of any kind, express or implied. Issue 01 (2021-08-30) Copyright © Huawei Technologies Co., Ltd. i ModelArts User Guide (Senior AI Engineers) Contents Contents 1 Operation Guide...................................................................................................................... 1 2 Data Management.................................................................................................................. 5 2.1 Introduction to Data Management...................................................................................................................................5 2.2 Creating a Dataset................................................................................................................................................................10 2.3 Labeling Data......................................................................................................................................................................... 22 2.3.1 Image Classification..........................................................................................................................................................22 2.3.2 Object Detection................................................................................................................................................................ 28 2.3.3 Image Segmentation........................................................................................................................................................ 34 2.3.4 Text Classification.............................................................................................................................................................. 40 2.3.5 Named Entity Recognition............................................................................................................................................. 43 2.3.6 Text Triplet........................................................................................................................................................................... 46 2.3.7 Sound Classification..........................................................................................................................................................50 2.3.8 Speech Labeling................................................................................................................................................................. 53 2.3.9 Speech Paragraph Labeling............................................................................................................................................55 2.3.10 Video Labeling................................................................................................................................................................. 57 2.4 Importing Data...................................................................................................................................................................... 59 2.4.1 Import Operation...............................................................................................................................................................59 2.4.2 Specifications for Importing Data from an OBS Directory..................................................................................63 2.4.3 Specifications for Importing the Manifest File........................................................................................................ 68 2.5 Exporting Data....................................................................................................................................................................... 85 2.6 Modifying a Dataset............................................................................................................................................................ 88 2.7 Publishing a Dataset............................................................................................................................................................ 89 2.8 Deleting a Dataset................................................................................................................................................................91 2.9 Managing Dataset Versions.............................................................................................................................................. 92 2.10 Auto Labeling.......................................................................................................................................................................93 2.11 Confirming Hard Examples............................................................................................................................................. 97 2.12 Auto Grouping...................................................................................................................................................................101 2.13 Data Features.................................................................................................................................................................... 103 2.14 Deploying a Model in One Click................................................................................................................................. 109 2.15 Team Labeling................................................................................................................................................................... 111 2.15.1 Introduction to Team Labeling.................................................................................................................................111 2.15.2 Team Management......................................................................................................................................................113 2.15.3 Member Management................................................................................................................................................ 114 Issue 01 (2021-08-30) Copyright © Huawei Technologies Co., Ltd. ii ModelArts User Guide (Senior AI Engineers) Contents 2.15.4 Managing Team Labeling Tasks.............................................................................................................................. 116 3 DevEnviron (Notebook).....................................................................................................123 3.1 Introduction to Notebook................................................................................................................................................123 3.2 Managing Notebook Instances......................................................................................................................................125 3.2.1 Creating a Notebook Instance....................................................................................................................................125 3.2.2 Creating a Notebook Instance with a Git Repository.........................................................................................129 3.2.3 Opening a Notebook Instance................................................................................................................................... 134 3.2.4 Starting or Stopping a Notebook Instance............................................................................................................ 135 3.2.5 Deleting a Notebook Instance....................................................................................................................................135 3.3 Using Jupyter Notebook...................................................................................................................................................135 3.3.1 Introduction to Jupyter Notebook.............................................................................................................................136 3.3.2 Common Operations on Jupyter Notebook........................................................................................................... 136 3.3.3 Configuring the Jupyter Notebook Environment................................................................................................. 139 3.3.3.1 Using the Notebook Terminal Function...............................................................................................................139
Recommended publications
  • Are3na Crabbé Et Al
    ARe3NA Crabbé et al. (2014) AAA for Data and Services (D1.1.2 & D1.2.2): Analysing Standards &Technologies for AAA ISA Action 1.17: A Reusable INSPIRE Reference Platform (ARE3NA) Authentication, Authorization & Accounting for Data and Services in EU Public Administrations D1.1.2 & D1.2.2– Analysing standards and technologies for AAA Ann Crabbé Danny Vandenbroucke Andreas Matheus Dirk Frigne Frank Maes Reijer Copier 0 ARe3NA Crabbé et al. (2014) AAA for Data and Services (D1.1.2 & D1.2.2): Analysing Standards &Technologies for AAA This publication is a Deliverable of Action 1.17 of the Interoperability Solutions for European Public Admin- istrations (ISA) Programme of the European Union, A Reusable INSPIRE Reference Platform (ARE3NA), managed by the Joint Research Centre, the European Commission’s in-house science service. Disclaimer The scientific output expressed does not imply a policy position of the European Commission. Neither the European Commission nor any person acting on behalf of the Commission is responsible for the use which might be made of this publication. Copyright notice © European Union, 2014. Reuse is authorised, provided the source is acknowledged. The reuse policy of the European Commission is implemented by the Decision on the reuse of Commission documents of 12 December 2011. Bibliographic Information: Ann Crabbé, Danny Vandenbroucke, Andreas Matheus, Dirk Frigne, Frank Maes and Reijer Copier Authenti- cation, Authorization and Accounting for Data and Services in EU Public Administrations: D1.1.2 & D1.2.2 – Analysing standards and technologies for AAA. European Commission; 2014. JRC92555 1 ARe3NA Crabbé et al. (2014) AAA for Data and Services (D1.1.2 & D1.2.2): Analysing Standards &Technologies for AAA Contents 1.
    [Show full text]
  • Game Taskification for Crowdsourcing
    Game taskification for crowdsourcing A design framework to integrate tasks into digital games. Anna Quecke Master of Science Digital and Interaction design Author Anna Quecke 895915 Academic year 2019-20 Supervisor Ilaria Mariani Table of Contents 1 Moving crowds to achieve valuable social 2.2.2 Target matters. A discussion on user groups innovation through games 11 in game-based crowdsourcing 102 1.1 From participatory culture to citizen science 2.2.3 Understanding players motivation through and game-based crowdsourcing systems 14 Self-Determination Theory 108 1.2 Analyzing the nature of crowdsourcing 17 2.3 Converging players to new activities: research aim 112 1.2.1 The relevance of fun and enjoyment 3 Research methodology 117 in crowdsourcing 20 3.1 Research question and hypothesis 120 1.2.2 The rise of Games with a Purpose 25 3.2 Iterative process 122 1.3 Games as productive systems 32 4 Testing and results 127 1.3.1 Evidence of the positive effects of gamifying a crowdsourcing system 37 4.1 Defining a framework for game 1.4 Design between social innovation taskification for crowdsourcing 131 and game-based crowdsourcing 42 4.1.1 Simperl’s framework for crowdsourcing design 132 1.4.1 Which impact deserves recognition? 4.1.2 MDA, a game design framework 137 Disputes on Game for Impact definition 46 4.1.3 Diegetic connectivity 139 1.4.2 Ethical implications of game-based 4.1.4 Guidelines Review 142 crowdsourcing systems 48 T 4.1.5 The framework 153 1.4.3 For a better collaboration 4.2 Testing through pilots 160 between practice and
    [Show full text]
  • The Horizon Report
    T H E H O R I Z O N R E P O R T 2 0 0 8 E D I T I O N a collaboration between The NEW MEDIA CONSORTIUM and the EDUCAUSE Learning Initiative An EDUCAUSE Program The 2008 Horizon Report is a collaboration between The NEW MEDIA CONSORTIUM and the EDUCAUSE Learning Initiative An EDUCAUSE Program © 2008, The New Media Consortium. Permission is granted under a Creative Commons Attribution-NonCommercial-NoDerivs license to replicate and distribute this report freely for noncommercial purposes provided that it is distributed only in its entirety. To view a copy of this license, visit creativecommons.org/licenses/by-nc-nd/2.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. ISBN 0-9765087-6-1 TA B L E O F C O N T E N T S Executive Summary ....................................................................................................................................... 3 O Key Emerging Technologies O Critical Challenges O Signi!cant Trends O After Five Years: The Metatrends O About the Horizon Project Time-to-Adoption: One Year or Less Grassroots Video ..................................................................................................................................... 10 O Overview O Relevance for Teaching, Learning, and Creative Expression O Examples O For Further Reading Collaboration Webs ................................................................................................................................. 13 O Overview O Relevance for Teaching, Learning, and Creative
    [Show full text]
  • HOT SOLO Google Resource
    HOOKED ON THINKING SOLO GOOGLE APPLICATIONS Planning Learning Experiences Student Learning Outcomes - Structure of Observed Learning Outcomes - SOLO Taxonomy coded against Student Learning Learning outcomes Learning outcomes show Learning outcomes show full Learning outcomes go beyond Outcomes using GOOGLE show unconnected connections are made, but connections made, and subject and makes links to Applications information, no significance to overall meaning is synthesis of parts to the other concepts - generalises organisation. missing/ Learning outcomes show overall meaning simple connections but importance not noted. Prestructural Unistructural Multistructural Relational Extended Abstract Content reference from: George Chinnery (2008) “You’ve got some GALL: Google- Assisted Language Learning.” Language, Learning & Technology. February 2008, BLOOM’S TAXONOMY: Understanding and BLOOM’S TAXONOMY : Analyse and BLOOM’S TAXONOMY: Create and Volume 12, Number 1 pp. 3-11 Remembering Apply Evaluate http://llt.msu.edu/vol12num1/pdf/net.pdf No prior knowledge SOLO: Bringing in ideas: Identify/ Label/ List/ SOLO Linking ideas: Compare/ SOLO Putting linked ideas in another Define/ Describe/ Retell/ Recall/ Recite/ Contrast/ Causal/ Sequence/ context: Predict/ Hypothesise/ Classify/ Part whole/ Explain/ Generalise/ Imagine/ Reflect/ Classify/ Questioning Evaluate/ Create Google as an Informative Tool: Using a dictionary command (“define: strategy”), learners can discover meaning (definition, usage, correct spelling,) Using Google Suggest, learners can get real time alternate suggestions (“did you mean _?”) for their search term. Using Google Books will give learners returns of rich prose. Google Trends will return geographic information Synonyms (~term), vocabulary development (Google Image Labeler), and listing and brainstorming (Google Sets) are © Hooked-on-Thinking, Pam Hook and Julie Mills, 2004. All rights reserved.
    [Show full text]
  • March 2014 M&A and Investment Summary
    March 2014 M&A and Investment Summary Expertise. Commitment. Results. Table of Contents 1 Overview of Monthly M&A and Investment Activity 3 2 Monthly M&A and Investment Activity by Industry Segment 9 3 Additional Monthly M&A and Investment Activity Data 41 4 About Petsky Prunier 54 Securities offered through Petsky Prunier Securities, LLC, member of FINRA. This M&A and Investment Summary has been prepared by and is being distributed in the United States by Petsky Prunier, a broker dealer register with the U.S. SEC and a member of FINRA. Petsky Prunier is not affiliated with Altium Capital Ltd, but has partnered with Altium to expand its international presence. Altium has not prepared or verified the information in this Summary. Persons in the United States should contact Petsky Prunier for further information or services. This M&A and Investment Summary is not being distributed by Altium Capital Ltd in the United States and Altium Capital Ltd is not offering any services to persons in the United States. 2| M&A and Investment Summary March 2014 M&A and Investment Summary for All Segments Transaction Distribution . A total of 406 deals were announced in March 2014, of which 234 were worth $38.7 billion in aggregate reported value . Digital Media/Commerce was the most active segment with 99 deals announced, respectively . Traditional Media was the highest reported value segment with 14 deals announced, of which eight were reported at $13.2 billion in aggregate value . Strategic buyers announced 191 deals (47 percent of total volume), of which 41 were worth $25 billion in aggregate value .
    [Show full text]
  • A Smartphone-Based Approach to Automatic Image Tagging
    TagSense: A Smartphone-based Approach to Automatic Image Tagging Chuan Qinyx∗ Xuan Baox Romit Roy Choudhuryx Srihari Nelakuditiy [email protected] [email protected] [email protected] [email protected] yUniversity of South Carolina xDuke University Columbia, SC, USA Durham, NC, USA ABSTRACT 1. INTRODUCTION Mobile phones are becoming the convergent platform for per- Automatic image tagging has been a long standing problem. sonal sensing, computing, and communication. This paper While the fields of image processing and face recognition have attempts to exploit this convergence towards the problem of made significant progress, it remains difficult to automatically automatic image tagging. We envision TagSense, a mobile label a given picture. However, digital pictures and videos phone based collaborative system that senses the people, ac- are undergoing an explosion, especially with the proliferation tivity, and context in a picture, and merges them carefully to of high quality digital cameras embedded in mobile devices. create tags on-the-fly. The main challenge pertains to discrim- As these pictures get stored in online content warehouses, inating phone users that are in the picture from those that are the need to search and browse them is becoming crucial [1]. not. We deploy a prototype of TagSense on 8 Android phones, Furthermore, the growing sophistication in textual search is and demonstrate its effectiveness through 200 pictures, taken raising the expectations from image retrieval – users are ex- in various social settings. While research in face recognition pecting to search for pictures as they do for textual content. continues to improve image tagging, TagSense is an attempt Efforts to engage humans for labeling pictures (with crowd- to embrace additional dimensions of sensing towards this end sourcing or online gaming [2–5]) may be a stop-gap solution, goal.
    [Show full text]
  • Add Cookie to Axios Request
    Add Cookie To Axios Request Sapphic and new-mown Skipp close-ups her bant fends or transistorizing corporally. Given and aspiratory Adolpho still insphere his gasolier intendedly. Dreamful Caesar ammoniated his isagoge mumm ywis. Tutorial is not be too many mobile development, your axios to appear similar to set directly to users can easily swap it may need on login using ssl to If request value would need to cookies and on the requested. Cors requests data from axios instance for your cookies including but it might signal the cookie in react and send to indicate future. The axios instance before actual format your request to add axios to this decorator marks a casual exploit this hacker has access, you would be able to a daily. Authorization server uses the top of your needs a request to add axios using dynamically generated by the cookie to your embedded network. The requested tokens in the axios? You understand how to a new section into performing very useful when a page visibility and you will reject with. Lately i add axios and cookies. We want to maintain, you prefer to make http request is a session data through available users. The requested permission notice how you can be other vulnerabilities cannot use jwt claims that we should be. This request that add authentication scheme: the cookies by extending our marketing platform waarop de aanschaf zowel aan het resultaat van veilige en betrouwbare hosting. This cookie was a cookie until runtime you add a pair of cookies, bouw ik stem de opdrachtgever altijd mee.
    [Show full text]
  • Mechanism Design for Incentivizing Social Media Contributions
    Mechanism Design for Incentivizing Social Media Contributions Vivek K. Singh, Ramesh Jain, and Mohan Kankanhalli Abstract Despite recent advancements in user-driven social media platforms, tools for studying user behavior patterns and motivations remain primitive. We highlight the voluntary nature of user contributions and that users can choose when (and when not) to contribute to the common media pool. A Game theoretic framework is pro- posed to study the dynamics of social media networks where contribution costs are individual but gains are common. We model users as rational selfish agents, and consider domain attributes like voluntary participation, virtual reward structure, network effect, and public-sharing to model the dynamics of this interaction. The created model describes the most appropriate contribution strategy from each user’s perspective and also highlights issues like ‘free-rider’ problem and individual ra- tionality leading to irrational (i.e. sub-optimal) group behavior. We also consider the perspective of the system designer who is interested in finding the best incen- tive mechanisms to influence the selfish end-users so that the overall system utility is maximized. We propose and compare multiple mechanisms (based on optimal bonus payment, social incentive leveraging, and second price auction) to study how a system designer can exploit the selfishness of its users, to design incentive mech- anisms which improve the overall task-completion probability and system perfor- mance, while possibly still benefiting the individual users. 1 Introduction With the emergence of Web 2.0 and multiple related social media applications (e.g. Flickr, Youtube, Facebook, Wikipedia) research interest has grown in multiple as- V.K.
    [Show full text]
  • Sede Amministrativa: Università Degli Studi Di Padova
    Sede Amministrativa: Università degli Studi di Padova Dipartimento di Matematica ___________________________________________________________________ SCUOLA DI DOTTORATO DI RICERCA IN: SCIENZE MATEMATICHE INDIRIZZO: INFORMATICA CICLO: XXVIII SMARTPHONE AS UBIQUITOUS DEVICES FOR BEHAVIOR ANALYSIS AND BETTER LIFESTYLE PROMOTION Direttore della Scuola: Ch.mo Prof. Pierpaolo Soravia Coordinatore d’indirizzo: Ch.mo Prof. Francesca Rossi Supervisore: Ch.mo Prof. Ombretta Gaggi Dottorando: Matteo Ciman Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion PhD student: Matteo Ciman Supervisor: Ombretta Gaggi Doctoral School in Mathematical Sciences Computer Science area, XXVIII course University of Padua, Italy Contents Abstract......................................................7 I Introduction 1 Introduction.................................................. 13 1.1 Ubiquitous computing for health 13 1.2 Problem Statement 16 1.2.1 Cross-platform application development.......................... 16 1.2.2 Ubiquitous smartphone computing for behavior analysis............. 17 1.2.3 Power of serious games on people life............................ 18 1.3 Research Contributions 20 1.4 List of Publications 22 1.5 Structure of the Thesis 25 II Cross-platform frameworks 2 Cross-platform frameworks overview.......................... 29 2.1 Cross-platform frameworks classification 30 3 Development Tools analysis................................... 35 3.1 Related works 36 3.2 Case Study 37 3.3 Analysis guidelines 38 3.3.1
    [Show full text]
  • Mtagatune: Mobile Tagatune -- Audio Files Tagging Mobile Game
    2011 10th International Conference on Mobile Business mTagATune: mobile TagATune Audio Files Tagging Mobile Game Francisco Javier Díaz, Claudia Alejandra Queiruga, Alejandro Ferraresso, José Luis Larghi LINTI – Facultad de Informática – UNLP La Plata, Argentina [email protected], [email protected], [email protected], [email protected] Abstract—mTagATune is a mobile application based on of a processing that produces information, which can TagATune [9] and developed in JAVA for Android later be used in other successive processing. cellphones. mTagATune implements the concept of GWAP encourages people to do voluntary work, but not GWAP [2] and seizes the capabilities and wide acceptance with the intention of obtaining income, as is the case of of current smartphones. GWAP promotes the creation of employment. If we think about the task of tagging computer games that encourage people to do voluntary music fragments, the amount of elements requiring work. mTagATune implements a game that collects information on audio files to facilitate future searches on processing is enormous which would require a them. By means of a collaborative game, mTagATune tremendous workforce to complete it, yielding the task enables an ubiquitous collection of information on audio impractical due to cost. files that can later be used in search results. Smartphones, with their many advantages, allow for the implementation of GWAP on mobile telephones, I. INTRODUCTION providing permanent access to the games and increasing Despite technological advances, computers still do not the amount of players (and, as a result, the amount of have the creativity or perception human beings have by hours dedicated to each game as well).
    [Show full text]
  • Download Here the PDF “Brand As a System: the Local Meets the Global”
    Brand as a System: The Local meets the Global Fang Wan, Ph.D. Professor of Marketing Ross Johnson Research Fellow Asper School of Business University of Manitoba, Canada The 5th International Research Symposium on Branding in Emergent Markets, Dec 10, Nanjing 万方 Fang Wan, Ph.D. 万方博士, ,博士导师 品牌中国规划院理事(国家级智库),品牌思为俱乐部联合创始人 Director of International Executive Program, 国际高管培训项目总监 Professor of Marketing 市场营销教授 Ross Johnson Research Fellow 罗斯约翰逊研究员 Asper School of Business艾斯伯商学院 University of Manitoba, Canada 加拿大曼尼托巴大学 希伯来大学,泰国UTCC,中欧商学院,新加坡国立,南洋理工,清华,香港中文, 香港理工,河北理工,陕西理工,西南财大,讲座, 客座海外教授; Hebrew University,. UTCC Thailand, CEIBS, National University of Singapore, Nanyang Technological University, Hong Kong Polytech University, Qinghua, Chinese U of Hong Kong, Hebei Technological University, Shannxi Technological University, SWUFE, Managerial Hat . Brand China Planning and Strategy Institute 品牌中国规划院理事,海外部长,中国 . Executive Committee Member of Einstein Legacy Project 爱因斯坦品 牌执行董事, 以色列 . Founder, Book Club of Chinese Chamber of Commerce, 加拿大 华商会读书会创始人 . Co-founder, Fella Club, 成都FELLA学社联合创始人 . Co-founder, Branding Thought and Action, 品牌思为俱乐部联合 创始人,清华大数据协会 我的穿梭 My Journey 品牌实战 品牌理论 Brand Practice Brand Theory 品牌实战家 品牌学者 Coach Researcher 西方 中国 China West 世界 Global Interbrand: Top 100 Global Brands 2015 5 6 7 8 Part of My job during the past few years: Decoding/coaching Learning/imitation/emulation/Innovation 9 洞见 insight 真相 truth 开脑洞 open up mind 新的视角 new 多元视角 diverse perspectives 整合,运用, 落地 My Integrate, landing Intentions: 执行,跟踪, 反思 我的框架 Execute, track, reflect Three Anecdotes Emulation Imitation Learning of what? 11 Dove Real Beauty Models Functional Defining Debunking Self Evolution of Beginning Beauty Myths Acceptance Evolution Authentic Happy Me: Dove Ideal Me: Mainstream 99% 14 What branding is NOT? 15 Visible and Invisible Facets of Branding Brand artifacts: Customers Visible e.g., logos, graphics, Choice/purchase Marketing tactics Internal brand Employees: processes: their endorsement corporate culture Invisible Drivers Mindset of leaders: Brand Soul: long vs.
    [Show full text]
  • Recognition Markets and Visual Privacy
    Recognition Markets and Visual Privacy Ryan Shaw UC Berkeley School of Information [email protected] Every year on April 20th, University of Colorado students gather in Farrand Field for an act of civil disobedience and hedonism: the mass consumption of marijuana. In 2006, the University of Colorado Police Department prepared for this event by placing cameras around the field and posting signs notifying visitors that all activity there would be photographed and videotaped. Confident in their numbers, the students ignored the signs, perhaps secure in their belief that though they might be seen, they wouldn't be recognized. The UCPD duly captured images of the ensuing conflagration, and then made a novel move: they posted the images on a public web server, with the explanation that anyone who successfully identified a pot-smoking miscreant would receive fifty dollars (Frauenfelder). Within days a substantial portion of those depicted had been recognized.1 The UCPD used the web to enroll a mass audience in the task of identification, in effect creating a human-machine hybrid technology of image recognition. Throwing images against a wall of eyeballs to see what sticks is not entirely new: consider the Most Wanted posters on the wall at the post office. What is new is the scale and speed at which the Internet can bring together those willing to sell their powers of recognition with those willing to buy. This realization has resulted in an explosion of proposals for, and some implementations of, new socio-technical systems which use "human-in-the-loop" approaches to solve image recognition problems.
    [Show full text]