ABSTRACT
Federated learning (FL) allows model training from local data collected by edge/mobile devices while preserving data privacy, which has wide applicability to image and vision applications. A challenge is that client devices in FL usually have much more limited computation and communication resources compared to servers in a data center. To overcome this challenge, we propose PruneFL -a novel FL approach with adaptive and distributed parameter pruning, which adapts the model size during FL to reduce both communication and computation overhead and minimize the overall training time, while maintaining a similar accuracy as the original model. PruneFL includes initial pruning at a selected client and further pruning as part of the FL process. The model size is adapted during this process, which includes maximizing the approximate empirical risk reduction divided by the time of one FL round. Our experiments with various datasets on edge devices (e.g., Raspberry Pi) show that: 1) we significantly reduce the training time compared to conventional FL and various other pruning-based methods and 2) the pruned model with automatically determined size converges to an accuracy that is very similar to the original model, and it is also a lottery ticket of the original model.
ABSTRACT
An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.
Subject(s)
Smart Glasses , Virtual Reality , Communication , Humans , Memory , WalkingABSTRACT
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles' function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.
ABSTRACT
The goals of this study were to ascertain whether a specific leadership behavior (developing subordinates) is related to employees' health complaints and determine some of the underlying mechanisms involved. The hypothesized relationships were investigated in a sample composed of 538 employees working in 170 work-units of a public regional health service. Multilevel structural equation modeling was used to estimate the hypothesized relationships at the individual and work-unit levels. Results obtained at the individual level showed, as expected, that leader developing behavior was negatively related to employees' health complaints through two mediators: organizational commitment and emotional exhaustion. At the work-unit level, leader developing behavior was not related to employees' health complaints. Our findings uncover some of the mechanisms linking leader developing behavior and employees' health complaints at the individual level, show that the observed relationships cannot be generalized across levels, and have implications for the Job Demands-Resources theory.
Os objetivos deste estudo foram verificar se um comportamento específico de liderança (desenvolvimento de subordinados) está relacionado a queixas de saúde dos funcionários e determinar alguns dos mecanismos subjacentes envolvidos. As relações hipotetizadas foram investigadas em uma amostra composta por 538 funcionários que atuam em 170 unidades de trabalho de um serviço público de saúde regional. A modelagem de equações estruturais multinível foi usada para estimar os relacionamentos hipotéticos nos níveis individual e da unidade de trabalho. Os resultados obtidos no nível individual mostraram, como esperado, que o comportamento de desenvolvimento do líder estava negativamente relacionado às queixas de saúde dos funcionários por meio de dois mediadores: comprometimento organizacional e esgotamento emocional. No nível da unidade de trabalho, o comportamento de desenvolvimento do líder não estava relacionado às queixas de saúde dos funcionários. Nossas descobertas revelam alguns dos mecanismos que ligam o comportamento de desenvolvimento do líder e as queixas de saúde dos funcionários no nível individual, mostram que as relações observadas não podem ser generalizadas entre os níveis e têm implicações para a teoria de demandas de trabalho-recursos.
Los objetivos de este estudio fueron determinar si una conducta de liderazgo específica (desarrollo de subordinados) está relacionada con las quejas de salud de los empleados y determinar algunos de los mecanismos subyacentes involucrados. Las relaciones hipotetizadas se investigaron en una muestra compuesta por 538 empleados que trabajaban en 170 unidades de trabajo de un servicio regional público de salud. Se utilizó un modelo de ecuaciones estructurales multinivel para estimar las relaciones hipotetizadas a nivel individual y de unidad de trabajo. Los resultados obtenidos a nivel individual mostraron, como se esperaba, que la conducta de desarrollo del líder estaba relacionada negativamente con las quejas de salud de los empleados a través de dos mediadores: el compromiso organizacional y el agotamiento emocional. A nivel de unidad de trabajo, la conducta de desarrollo del líder no estaba relacionada con las quejas de salud de los empleados. Nuestros hallazgos descubren algunos de los mecanismos que vinculan la conducta de desarrollo del líder y las quejas de salud de los empleados a nivel individual, muestran que las relaciones observadas no se pueden generalizar a través de los niveles, y tienen implicaciones para la teoría de las demandas y los recursos laborales.
ABSTRACT
Test of measurement invariance across translated versions of questionnaires is a critical prerequisite to comparing scores on the different versions. In this study, we used exploratory structural equation modeling (ESEM) as an alternative approach to evaluate the measurement invariance of the Spanish version of the Physical Self-Description Questionnaire (PSDQ). The two versions were administered to large samples of Australian and Spanish adolescents. First, we compared the CFA and ESEM approaches and showed that ESEM fitted the data much better and resulted in substantially more differentiated factors. We then tested measurement invariance with a 13-model ESEM taxonomy. Results justified using the Spanish version of the PSDQ to carry out cross-cultural comparisons in sport and exercise psychology research. Overall, the study can stimulate research on physical self-concept across countries and foster better cross-cultural comparisons.