In this task, you are given the abstract of a research paper. Your task is to generate a summary of this abstract. Your summary should not be very short, but it's better if it's not more than 30 words.

We present Line-Storm, an interactive computer system for creative performance. The context we investigated was writing on paper using Line-Storm. We used self-report questionnaires as part of research involving human participants, to evaluate Line-Storm. Line-Storm consisted of a writing stylus and writing pad, augmented with electronics. The writing pad was connected to a contact microphone, and the writing stylus had a small micro-controller board and peripherals attached to it. The signals from these electronic augmentations were fed into the audio-synthesis environment Max/MSP to produce an interactive soundscape. We attempted to discover whether Line-Storm enhanced a self-reported sense of being present and engaged during a writing task, and we compared Line-Storm to a non-interactive control condition. After performing statistical analysis in SPSS, we were unable to support our research hypothesis, that presence and engagement were enhanced by Line-Storm. Participants reported they were, on average, no more present and engaged during the experimental condition than during the control condition. As creativity is subtle, and varies with person, time, context,  space and so many other factors, this result was somewhat expected by us. A statistically significant result of our study is that some participants responded to Line-Storm more positively than others. These Preservers of Line-Storm were a group, distinct from other participants, who reported greater presence and engagement and who wrote more words with Line-Storm and during the control condition. We discuss the results of our research and place Line-Storm in an artistic-technological context, drawing upon writings by Martin Heidegger when considering the nature of Line-Storm. Future work includes modifying interactive components, improving aesthetics and using more miniaturized electronics, experimenting with a drawing task instead of a writing task, and collaborating with a composer of electronic music to make a more interesting, immersive, and engaging interactive soundscape for writing or drawing performance.
Interactive stylus based sound incorporating writing system

Computations for the softmax function in neural network models are expensive when the number of output classes is large. This can become a significant issue in both training and inference for such models. In this paper, we present Doubly Sparse Softmax (DS-Softmax), Sparse Mixture of Sparse of Sparse Experts, to improve the efficiency for softmax inference. During training, our method learns a two-level class hierarchy by dividing entire output class space into several partially overlapping experts. Each expert is responsible for a learned subset of the output class space and each output class only belongs to a small number of those experts. During inference, our method quickly locates the most probable expert to compute small-scale softmax. Our method is learning-based and requires no knowledge of the output class partition space a priori. We empirically evaluate our method on several real-world tasks and demonstrate that we can achieve significant computation reductions without loss of
We present doubly sparse softmax, the sparse mixture of sparse of sparse experts, to improve the efficiency for softmax inference through exploiting the two-level overlapping hierarchy. 

The ability to deploy neural networks in real-world, safety-critical systems is severely limited by the presence of adversarial examples: slightly perturbed inputs that are misclassified by the network. In recent years, several techniques have been proposed for training networks that are robust to such examples; and each time stronger attacks have been devised, demonstrating the shortcomings of existing defenses. This highlights a key difficulty in designing an effective defense: the inability to assess a network's robustness against future attacks. We propose to address this difficulty through formal verification techniques. We construct ground truths: adversarial examples with a provably-minimal distance from a given input point. We demonstrate how ground truths can serve to assess the effectiveness of attack techniques, by comparing the adversarial examples produced by those attacks to the ground truths; and also of defense techniques, by computing the distance to the ground truths before and after the defense is applied, and measuring the improvement. We use this technique to assess recently suggested attack and defense techniques.


We use formal verification to assess the effectiveness of techniques for finding adversarial examples or for defending against adversarial examples.

