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Institution

Microsoft

CompanyRedmond, Washington, United States
About: Microsoft is a company organization based out in Redmond, Washington, United States. It is known for research contribution in the topics: User interface & Context (language use). The organization has 49501 authors who have published 86900 publications receiving 4195429 citations. The organization is also known as: MS & MSFT.


Papers
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Proceedings ArticleDOI
20 Aug 2006
TL;DR: This paper proposes sparse random projections, an approximate algorithm for estimating distances between pairs of points in a high-dimensional vector space that multiplies A by a random matrix R in RD x k, reducing the D dimensions down to just k for speeding up the computation.
Abstract: There has been considerable interest in random projections, an approximate algorithm for estimating distances between pairs of points in a high-dimensional vector space. Let A in Rn x D be our n points in D dimensions. The method multiplies A by a random matrix R in RD x k, reducing the D dimensions down to just k for speeding up the computation. R typically consists of entries of standard normal N(0,1). It is well known that random projections preserve pairwise distances (in the expectation). Achlioptas proposed sparse random projections by replacing the N(0,1) entries in R with entries in -1,0,1 with probabilities 1/6, 2/3, 1/6, achieving a threefold speedup in processing time.We recommend using R of entries in -1,0,1 with probabilities 1/2√D, 1-1√D, 1/2√D for achieving a significant √D-fold speedup, with little loss in accuracy.

668 citations

Proceedings Article
Shipra Agrawal1, Navin Goyal1
16 Jun 2013
TL;DR: In this article, a generalization of Thompson sampling is proposed for the stochastic contextual multi-armed bandit problem with linear payoff functions, where the contexts are provided by an adaptive adversary, and a high probability regret bound of O(d2/e√T1+e) is shown.
Abstract: Thompson Sampling is one of the oldest heuristics for multi-armed bandit problems. It is a randomized algorithm based on Bayesian ideas, and has recently generated significant interest after several studies demonstrated it to have better empirical performance compared to the state-of-the-art methods. However, many questions regarding its theoretical performance remained open. In this paper, we design and analyze a generalization of Thompson Sampling algorithm for the stochastic contextual multi-armed bandit problem with linear payoff functions, when the contexts are provided by an adaptive adversary. This is among the most important and widely studied version of the contextual bandits problem. We prove a high probability regret bound of O(d2/e√T1+e) in time T for any 0 < e < 1, where d is the dimension of each context vector and e is a parameter used by the algorithm. Our results provide the first theoretical guarantees for the contextual version of Thompson Sampling, and are close to the lower bound of Ω(d√T) for this problem. This essentially solves a COLT open problem of Chapelle and Li [COLT 2012].

668 citations

Proceedings ArticleDOI
17 Aug 2014
TL;DR: It is argued that datacenter fabric load balancing is best done in the network, and requires global schemes such as CONGA to handle asymmetry, and CONGA is nearly as effective as a centralized scheduler while being able to react to congestion in microseconds.
Abstract: We present the design, implementation, and evaluation of CONGA, a network-based distributed congestion-aware load balancing mechanism for datacenters. CONGA exploits recent trends including the use of regular Clos topologies and overlays for network virtualization. It splits TCP flows into flowlets, estimates real-time congestion on fabric paths, and allocates flowlets to paths based on feedback from remote switches. This enables CONGA to efficiently balance load and seamlessly handle asymmetry, without requiring any TCP modifications. CONGA has been implemented in custom ASICs as part of a new datacenter fabric. In testbed experiments, CONGA has 5x better flow completion times than ECMP even with a single link failure and achieves 2-8x better throughput than MPTCP in Incast scenarios. Further, the Price of Anarchy for CONGA is provably small in Leaf-Spine topologies; hence CONGA is nearly as effective as a centralized scheduler while being able to react to congestion in microseconds. Our main thesis is that datacenter fabric load balancing is best done in the network, and requires global schemes such as CONGA to handle asymmetry.

666 citations

Journal ArticleDOI
TL;DR: In this paper, the authors review the ways in which actual usability practice diverges from this model and explore the concept of speech genre as an alternative theoretical framework, which is consistent with the goal of eliciting a verbal report that is as undirected, undisturbed and constant as possible.
Abstract: Thinking-aloud protocols may be the most widely used method in usability testing, but the descriptions of this practice in the usability literature and the work habits of practitioners do not conform to the theoretical basis most often cited for it: K.A. Ericsson and H.A. Simon's (1984) seminal work. After reviewing Ericsson and Simon's theoretical basis for thinking aloud, we review the ways in which actual usability practice diverges from this model. We then explore the concept of speech genre as an alternative theoretical framework. We first consider uses of this new framework that are consistent with Ericsson and Simon's goal of eliciting a verbal report that is as undirected, undisturbed and constant as possible. We then go on to consider how the proposed new approach might handle problems that arise in usability testing that appear to require interventions not supported in the older model.

663 citations

Proceedings ArticleDOI
01 Jul 2000
TL;DR: This paper presents techniques for analyzing a video clip to extract its structure, and for synthesizing a new, similar looking video of arbitrary length, and combines video textures with view morphing techniques to obtain 3D video textures.
Abstract: This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, the video sequence as a whole is never repeated exactly. Video textures can be used in place of digital photos to infuse a static image with dynamic qualities and explicit actions. We present techniques for analyzing a video clip to extract its structure, and for synthesizing a new, similar looking video of arbitrary length. We combine video textures with view morphing techniques to obtain 3D video textures. We also introduce video-based animation, in which the synthesis of video textures can be guided by a user through high-level interactive controls. Applications of video textures and their extensions include the display of dynamic scenes on web pages, the creation of dynamic backdrops for special effects and games, and the interactive control of video-based animation.

661 citations


Authors

Showing all 49603 results

NameH-indexPapersCitations
P. Chang1702154151783
Andrew Zisserman167808261717
Alexander S. Szalay166936145745
Darien Wood1602174136596
Xiang Zhang1541733117576
Vivek Sharma1503030136228
Rajesh Kumar1494439140830
Bernhard Schölkopf1481092149492
Thomas S. Huang1461299101564
Christopher D. Manning138499147595
Nicolas Berger137158196529
Georgios B. Giannakis137132173517
Luc Van Gool1331307107743
Eric Horvitz13391466162
Xiaoou Tang13255394555
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Performance
Metrics
No. of papers from the Institution in previous years
YearPapers
202312
2022168
20213,509
20204,696
20194,319
20184,135