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Adam Eversole

dblp:14/1507 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › object manipulation
object alignment
0.112005
Snap-and-go: helping users align objects without the modality of traditional snapping · CHI 2005
Interaction techniques and input › target selection
pointing
0.112005
Snap-and-go: helping users align objects without the modality of traditional snapping · CHI 2005
Interaction techniques and input › direct manipulation
graphical object manipulation
0.012005
Snap-and-go: helping users align objects without the modality of traditional snapping · CHI 2005

Methods — techniques the papers use, named apart from their topics

user study · 0.1snap-and-go · 0.1
YearPublicationVenuePosition
2014 An introduction to computational networks and the computational network toolkit (invited talk)
Dong Yu 0001, Adam Eversole, Michael L. Seltzer, Kaisheng Yao, Brian Guenter, Oleksii Kuchaiev, Frank Seide, Huaming Wang, Jasha Droppo, Zhiheng Huang, Geoffrey Zweig, Christopher J. Rossbach, Jon Currey
INTERSPEECH2
2012 Pipelined Back-Propagation for Context-Dependent Deep Neural Networks
abstract
The Context-Dependent Deep-Neural-Network HMM, or CD-DNN-HMM, is a recently proposed acoustic-modeling tech-nique for HMM-based speech recognition that can greatly out-perform conventional Gaussian-mixture based HMMs. For ex-ample, a CD-DNN-HMM trained on the 2000h Fisher corpus achieves 14.4 % word error rate on the Hub5’00-FSH speaker-independent phone-call transcription task, compared to 19.6% obtained by a state-of-the-art, conventional discriminatively trained GMM-based HMM. That CD-DNN-HMM, however, took 59 days to train on a modern GPGPU—the immense computational cost of the mini-batch based back-propagation (BP) training is a major road-block. Unlike the familiar Baum-Welch training for conven-tional HMMs, BP cannot be efficiently parallelized across data. In this paper we show that the pipelined approximation to BP, which parallelizes computation with respect to layers, is an efficient way of utilizing multiple GPGPU cards in a single server. Using 2 and 4 GPGPUs, we achieve a 1.9 and 3.3 times end-to-end speed-up, at parallelization efficiency of 0.95 and 0.82, respectively, at no loss of recognition accuracy. Index Terms: speech recognition, deep neural networks, paral-lelization, GPGPU
Xie Chen 0001, Adam Eversole, Gang Li 0012, Dong Yu 0001, Frank Seide
INTERSPEECH2
2005 Snap-and-go: helping users align objects without the modality of traditional snapping
abstract
Snapping is a widely used technique that helps users position graphical objects precisely, e.g., to align them with a grid or other graphical objects. Unfortunately, whenever users want to position a dragged object close to such an aligned location, they first need to deactivate snapping. We propose snap-and-go, a snapping technique that overcomes this limitation. By merely stopping dragged objects at aligned positions, rather than "warping" them there, snap-and-go helps users align objects, yet still allows placing dragged objects anywhere else. While this approach of inserting additional motor space renders snap-and-go slightly slower than traditional snapping, snap-and-go simplifies the user interface by eliminating the need for a deactivation option and thereby allows introducing snapping to application scenarios where traditional snapping is inapplicable. In our user studies, participants were able to align objects up to 138% (1D) and 231% (2D) faster with snap-and-go than without and snap-and-go proved robust against the presence of distracting snap targets.
Patrick Baudisch, Edward Cutrell, Ken Hinckley, Adam Eversole
CHI4