Miracle-dz/UniFAR-FTUs huggingface dataset:
Autism Classification using Visual and Behavioral Data

Currently Autism Spectrum Disorder (ASD) is diagnosed via the combination of multiple medical tools and screening tests that require extensive amounts of time and money. Autism diagnosis can be formulated as a typical machine learning classification problem between ASD patients and a control group consisting of neurotypical individuals. In order for this to yield accurate results, large datasets with different modalities are required. However, the unavailability of such robust datasets stands as a threat to this automated diagnosis. To resolve this, we propose a method of Autism Classification using Visual and Behavioral Data. The proposed technique relates datasets of two modalities (visual and behavioral) collected from similar participants by generating common attributes among the records and distributing these records into subclasses. Then records within these subclasses are combined to form an integrated dataset. Finally, decision level fusion is performed on the multimodal data. The main contribution of our work can be outlined as follows: an accuracy of 97.57% in autism classification has been obtained from the integrated data, which is higher than detection from only visual data, we have shown that combining data within sub classes based on common attributes is more accurate than combining them arbitrarily, and finally, we have introduced a novel, integrated multimodal dataset in the ASD domain.
The combined effect of music-induced emotions and neuromodulation on economic decision making: a tDCS study

ABSTRACT Literature highlights how decision makers' behaviour is not driven by pure self-interest but also by emotions. Recent studies have refined these results by including the role of neurological basis. This study aimed at investigating the effect of music-induced emotions and tDCS (transcranial Direct Current Stimulation) neuromodulation of the DLPFC (Dorsolateral Prefrontal Cortex) on the decision-makers' behaviour when playing the Ultimatum Game (UG). 108 participants were randomly assigned to: (i) a tDCS condition; (ii) a music-elicited emotion condition. After receiving the tDCS stimulation and listening to music, participants played the role of proposer in four rounds of UG. Responders were presented as more or less likely to accept an unfair offer. Results suggest that inducing emotions through music affects economic decision-making, in particular when combined with neuromodulation of the DLPFC. After cathodal stimulation participants tended to be more strategic when making decisions, differentiating their offers depending on the responder's characteristics.
X-RAY AND OPTICAL CORRELATION OF TYPE I SEYFERT NGC 3516 STUDIED WITH SUZAKU AND JAPANESE GROUND-BASED TELESCOPES

From 2013 April to 2014 April, we performed X-ray and optical simultaneous monitoring of the type 1.5 Seyfert galaxy NGC 3516. We employed Suzaku and five Japanese ground-based telescopes—the Pirka, Kiso Schmidt, Nayuta, MITSuME, and the Kanata telescopes. The Suzaku observations were conducted seven times with various intervals ranging from days or weeks to months, with an exposure of ∼50 ks each. The optical B-band observations not only covered those of Suzaku almost simultaneously, but also followed the source as frequently as possible. As a result, NGC 3516 was found in its faint phase with a 2–10 keV flux of 0.21–2.70 × 10−11 erg s−1 cm−2. The 2–45 keV X-ray spectra were composed of a dominant variable hard power-law (PL) continuum with a photon index of ∼1.7 and a non-relativistic reflection component with a prominent Fe–Kα emission line. Producing the B-band light curve by differential image photometry, we found that the B-band flux changed by ∼2.7 × 10−11 erg s−1 cm−2, which is comparable to the X-ray variation, and we detected a significant flux correlation between the hard PL component in X-rays and the B-band radiation, for the first time in NGC 3516. By examining their correlation, we found that the X-ray flux preceded that in the B band by days (1σ error). Although this result supports the X-ray reprocessing model, the derived lag is too large to be explained by the standard view, which assumes a “lamppost”-type X-ray illuminator located near a standard accretion disk. Our results are better explained by assuming a hot accretion flow and a truncated disk.
Historical Values of the Earth's Clock Error Δ and the Calculation of Eclipses

Numerous observations of the Moon, Sun and planets are recorded in ancient and medieval history. These observations which include many eclipses and lunar and planetary conjunctions frequently attract the interest of historians of astronomy. If the positions of the Moon and Sun (and to a lesser extent the planets) in the historical past are to be computed with high precision, it is usually necessary to make satisfactory allowance for the effect of variations in the Earth's rate of rotation, or, equivalently, the length of the day (LOD). Long-term variations in the LOD are mainly produced by lunar and solar tides, but other causes such as the continuing rise of land that was glaciated during the last ice-age are also significant. Although actual changes in the LOD amount to only a few hundredths of a second over several thousand years, the cumulative effect (known as ~T) of these minute changes can be very large. For instance, the estimated value of ~T at the epoch 1000 B.C. is as much as 7 hours. During this interval, the Moon can change position by nearly 4°. It is therefore a matter of concern that at present there appears to be a degree of confusion and misapprehension among historians of astronomy over the choice of values of ~T that should be used in making retrospective computations of lunar and solar positions. Accurate knowledge of the value of ~T is often crucial in assessing the local circumstances of solar eclipses. Neglect of variations in the Earth's spin rate would materially affect the calculated positions of where these phenomena could be seen on the Earth's surface. In this paper we shall try to elucidate the necessary procedures and in particular draw attention to several important points regarding ~T in the calculation of solar eclipses. We shall place special emphasis on three specific issues: the adopted time-scale, the importance of tidal friction in the ephemeris of the Moon, and the enumeration of ~T at various epochs in the past.
Effect of weed-control practice and irrigation levels on weeds and yield of wheat (Triticum aestivum)

A field experiment was conducted to study the effect of different weed-control practices and irrigation levels on weeds and yield of wheat (Triticum aestivum L. emend. Fiori & Paol.) in winter 2002-03 and 2003-04 in Paki- stan. The experiment comprised four weed-control practices, viz. weedy check, pre-emergence application of pendimethalin, post-emergence application of isoproturon + carfentrazone ethyl and manual weed control (two hoeings), and four irrigation levels, viz. 0.50, 0.75, 1 . OO and 1.25 irrigation water (IW): cumulative pan evapora- tion (CPE). The manual hoeing resulted in minimum weed density and dry weight of weeds, and gave maximum grain yield of 62.46 and 61.45 qlha due to more spike-bearing tillers, 1,000-grain weight and number of grains1 spike, but was statistically similar to post-emergence application of isoproturon + carfentrazone ethyl. The effect of irrigation levels on weed density and dry weight of weeds was non-signifcant in 2002-03 but was significant in 2003-04. The maximum grain yield was obtained at 1.25 IW:CPE.
Does LUCE Outperform OBA? Comparison Study of Two Bush-Based Algorithms for Traffic Assignment Problem

This paper compares two bush-based traffic assignment algorithms, the origin-based algorithm (OBA) and the local user cost equilibrium algorithm (LUCE). The two algorithms are closely related with only one major difference: they solve the decomposed elementary node-based subproblem using different methods. Specifically, LUCE employs a greedy algorithm that is able to solve the subproblem exactly, whereas OBA uses a one-step quasi-Newton method known as gradient projection to solve the subproblem approximately. Therefore, LUCE seems to hold promises to improve OBA because its subproblem solver is presumably faster and more precise. Numerical experiments reported in this paper, however, indicate that LUCE not only provides no obvious computational advantages over OBA, it often fails to converge beyond a certain point. The focus of this paper is to find an answer to this counter-intuitive phenomenon. Our analysis suggests that the greedy method used by LUCE require highly accurate estimation of second-order derivatives. When second-order derivatives are subject to large errors, the greedy method can provide consistently sub-optimal descent direction, which it has no mechanism to fix.
Policies of Misconduct: A Content Analysis of Codes of Conduct for Online Multiplayer Games

In this paper we searched the websites of 60 popular online multiplayer games to locate their codes of conduct and then performed a content analysis on 32 unique codes of conduct. Our analysis consisted of a two-cycle coding process including initial coding, and then pattern coding for clustering categories and themes together. Our aim was to better understand how game companies include codes of conduct on their websites and what content they include in the codes of conduct. The two-cycle coding process identified five main themes: (1) game company values, (2) expectations of players, (3) bad behaviors and rules, (4) moderation practices, and finally (5) document structure. Our findings suggest that codes of conduct are routinely inaccessible, if present at all, and that codes of conduct are often framed around punitive legal language that reflect policies of misconduct rather than expressing communal values and expectations. Our findings can help contribute towards community management in online games and make codes of conduct more accessible for all stakeholders in online gaming communities. We have also provided design recommendations and a design process that should help guide game companies looking to create value focused codes of conduct.
The Effect of Auditory-Motor Synchronization in Exergames on the Example of the VR Rhythm Game BeatSaber

Physical inactivity and an increasingly sedentary lifestyle constitute a significant public health concern. Exergames try to tackle this problem by combining exercising with motivational gameplay. Another approach in sports science is the use of auditory-motor synchronization, the entrainment of movements to the rhythm of music. There are already commercially successful games making use of the combination of both, such as the popular VR rhythm game BeatSaber. However, unlike traditional exercise settings often relying on periodic movements that can be easily entrained to a rhythmic pulse, exergames typically offer an additional cognitive challenge through their gameplay and might be based more on reaction or memorization. That poses the question as to what extent the effects of auditory-motor synchronization can be transferred to exergames, and if the synchronization of music and gameplay facilitates the playing experience. We conducted a user study (N = 54) to investigate the effects of different degrees of synchronization between music and gameplay using the VR rhythm game BeatSaber. Results show significant effects on performance, perceived workload, and player experience between the synchronized and non-synchronized conditions, but the results seem to be strongly mediated by the ability of the participants to consciously perceive the synchronization differences.
Intrinsically-typed definitional interpreters à la carte

Specifying and mechanically verifying type safe programming languages requires significant effort. This effort can in theory be reduced by defining and reusing pre-verified, modular components. In practice, however, existing approaches to modular mechanical verification require many times as much specification code as plain, monolithic definitions. This makes it hard to develop new reusable components, and makes existing component specifications hard to grasp. We present an alternative approach based on intrinsically-typed interpreters, which reduces the size and complexity of modular specifications as compared to existing approaches. Furthermore, we introduce a new abstraction for safe-by-construction specification and composition of pre-verified type safe language components: language fragments. Language fragments are about as concise and easy to develop as plain, monolithic intrinsically-typed interpreters, but require about 10 times less code than previous approaches to modular mechanical verification of type safety.
Neural architecture search using property guided synthesis

Neural architecture search (NAS) has become an increasingly important tool within the deep learning community in recent years, yielding many practical advancements in the design of deep neural network architectures. However, most existing approaches operate within highly structured design spaces, and hence (1) explore only a small fraction of the full search space of neural architectures while also (2) requiring significant manual effort from domain experts. In this work, we develop techniques that enable efficient NAS in a significantly larger design space. In particular, we propose to perform NAS in an abstract search space of program properties. Our key insights are as follows: (1) an abstract search space can be significantly smaller than the original search space, and (2) architectures with similar program properties should also have similar performance; thus, we can search more efficiently in the abstract search space. To enable this approach, we also introduce a novel efficient synthesis procedure, which performs the role of concretizing a set of promising program properties into a satisfying neural architecture. We implement our approach, αNAS, within an evolutionary framework, where the mutations are guided by the program properties. Starting with a ResNet-34 model, αNAS produces a model with slightly improved accuracy on CIFAR-10 but 96% fewer parameters. On ImageNet, αNAS is able to improve over Vision Transformer (30% fewer FLOPS and parameters), ResNet-50 (23% fewer FLOPS, 14% fewer parameters), and EfficientNet (7% fewer FLOPS and parameters) without any degradation in accuracy.
Erratum to: The SCUBA-2 web survey: I. Observations of CO(3–2) in hyper-luminous QSO fields

A primary goal of the SCUBA-2 Web survey is to perform tomography of the early inter-galactic medium by studying systems containing some of the brightest quasi-stellar objects (QSOs; 2.5 1014 L⊙) QSOs with previous submillimetre continuum detections were followed up with CO(3–2) observations using the NOEMA interferometer. All but two of the QSOs are detected in CO(3–2); for one non-detection, our observations show a tentative 2σ line at the expected position and redshift, and for the other non-detection we find only continuum flux density an order of magnitude brighter than the other sources. In three of the fields, a companion potentially suitable for tomography is detected in CO line emission within 25 arcsec of the QSO. We derive gas masses, dynamical masses and far-infrared luminosities, and show that the QSOs in our sample have similar properties as compared to less luminous QSOs and SMGs in the literature, despite the fact that their black-hole masses (which are proportional to LAGN) are 1–2 orders of magnitude larger. We discuss two interpretations of these observations: this is due to selection effects, such as preferential face-on viewing angles and picking out objects in the tail ends of the scatter in host-galaxy mass and black-hole mass relationships; or the black hole masses have been overestimated because the accretion rates are super-Eddington.
THE KAPTEYN MOVING GROUP IS NOT TIDAL DEBRIS FROM ω CENTAURI

The Kapteyn moving group has been postulated as tidal debris from ω Centauri. If true, members of the group should show some of the chemical abundance patterns known for stars in the cluster. We present an optical and near-infrared high-resolution, high-signal-to-noise ratio spectroscopic study of 14 stars of the Kapteyn group, plus 10 additional stars (the ω Cen group) that, while not listed as members of the Kapteyn group as originally defined, have nevertheless been associated dynamically with ω Centauri. Abundances for Na, O, Mg, Al, Ca, and Ba were derived from the optical spectra, while the strength of the chromospheric He i 10830 Å line is studied as a possible helium abundance indicator. The resulting Na–O and Mg–Al patterns for stars of the combined Kapteyn and ω Cen group samples do not resemble those of ω Centauri, and are not different from those of field stars of the Galactic halo. The distribution of equivalent widths of the He i 10830 Å line is consistent with that found among non-active field stars. Therefore, no evidence is found for second-generation stars within our samples, which most likely rules out a globular-cluster origin. Moreover, no hint of the unique barium overabundance at the metal-rich end, well established for ω Centauri stars, is seen among stars of the combined samples. Because this specific Ba pattern is present in ω Centauri irrespective of stellar generation, this would rule out the possibility that our entire sample might be composed of only first-generation stars from the cluster. Finally, for the stars of the Kapteyn group, the possibility of an origin in the hypothetical parent galaxy of ω Centauri is disfavored by the different run of α-elements with metallicity between our targets and stars from present-day dwarf galaxies.
Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games

Many games use engagement rewards as incentives for players to engage, e.g., daily login rewards, repeatable challenges, or seasonal rewards like holiday skins. These rewards may serve players by facilitating enjoyment or motivation; however, they may also be considered differently by skeptical players, e.g., as dark patterns that do not benefit players, and may detract from-or even harm-player experiences. As they are widely prevalent in a variety of games, it is important to understand how such rewards are experienced by players to inform potential pitfalls, such as when they are negative for gaming experience or lead to unhealthy gaming behaviours. 178 participants completed a mixed-methods survey and described such rewards in games they play, the tasks required to acquire them, and their experience qualitatively and with validated scales of motivation regulation and passion orientation. We found that players perceived these rewards as beneficial (e.g., as motivation), as negative (e.g., by promoting fear of missing out), or even as an obligation or chore. Quantitative results further support the dualistic experience of such rewards. We contribute findings and design recommendations that are useful for understanding and designing widely used but potentially detrimental reward mechanics.
Points entiers dans les polyèdres convexes

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Feeling Good and In Control: In-game Tools to Support Targets of Toxicity

Game developers, researchers, and players recognize the harm of toxic behaviour in online games-yet toxicity persists. Players' coping strategies are limited to tools that focus on punishing toxic players (e.g., muting, blocking, reporting), which are inadequate and often misused. To address the needs of players experiencing toxicity, we took inspiration from research in other online spaces that provide support tools for targets of harassment. We iteratively designed and evaluated in-game tools to support targets of toxicity. While we found that most players prefer tools that explicitly address toxicity and increase feelings of control, we also found that tools that solely provide social or emotional support also decrease stress, increase feelings of control, and increase positive affect. Our findings suggest that players may benefit from variety in toxicity support tools that both explicitly address toxicity in the moment and help players cope after it has occurred.
Can guided decomposition help end-users write larger block-based programs? a mobile robot experiment

Block-based programming environments, already popular in computer science education, have been successfully used to make programming accessible to end-users in domains like robotics, mobile apps, and even DevOps. Most studies of these applications have examined small programs that fit within a single screen, yet real-world programs often grow large, and editing these large block-based programs quickly becomes unwieldy. Traditional programming language features, like functions, allow programmers to decompose their programs. Unfortunately, both previous work, and our own findings, suggest that end-users rarely use these features, resulting in large monolithic code blocks that are hard to understand. In this work, we introduce a block-based system that provides users with a hierarchical, domain-specific program structure and requires them to decompose their programs accordingly. Through a user study with 92 users, we compared this approach, which we call guided program decomposition, to a traditional system that supports functions, but does not require decomposition. We found that while almost all users could successfully complete smaller tasks, those who decomposed their programs were significantly more successful as the tasks grew larger. As expected, most users without guided decomposition did not decompose their programs, resulting in poor performance on larger problems. In comparison, users of guided decomposition performed significantly better on the same tasks. Though this study investigated only a limited selection of tasks in one specific domain, it suggests that guided decomposition can benefit end-user programmers. While no single decomposition strategy fits all domains, we believe that similar domain-specific sub-hierarchies could be found for other application areas, increasing the scale of code end-users can create and understand.
miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory

Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we present the miniPXI---an eleven-item measure of the popular Player Experience Inventory (PXI)---providing single items for each of its eleven constructs. To develop the scale and examine its reliability and validity, we present three studies, conducted with 15 experts and 628 digital game players across continents. In the first survey study (n=366, 15 experts), single items were selected. In a second survey study (n=232), we explored reliability and validity of the single-item scale. Participants completed both full and single-item (SI) variants in three days. In the last study (n=30), we established the validity and sensitivity via an experimental evaluation of two games. The results are nuanced; SI reliability estimates for PXI constructs range from . 51 to . 83 with an average of . 68, we could confirm the validity for nine constructs. We conclude that the miniPXI can be a valuable tool for PX evaluations where a longer measure is not feasible, and provide practical considerations for its use.