Miracle-dz/UniFAR-FTUs huggingface dataset:
Machine Learning, Game Play, and Go

The game of go is an ideal problem domain for exploring machine learning: it is easy to define and there are many human experts, yet existing programs have failed to emulate their level of play to date. Existing literature on go playing programs and applications of machine learning to games are surveyed. An error function based on a database of master games is defined which is used to formulate the learning of go as an optimization problem. A classification technique called pattern preference is presented which is able to automatically derive patterns representative of good moves; a hashing technique allows pattern preference to run efficiently on conventional hardware with graceful degradation as memory size decreases.
Bridging the spatio-temporal semantic gap : a theoretical framework, evaluation and a prototype system

13 CHAPTER I: INTRODUCTION 15 1.1 CHALLENGES AND REQUIREMENTS 17 1.1.1 Space and Time: Bridging the Semantic Gap 17 1.1.2 Supporting Granularities and Indeterminacy 18 1.1.3 Formal Definitions: Ontology-based Semantics 19 1.1.4 Spatio-Temporal Conceptual Design Methodology: Orthogonality 20 1.1.5 Considering Human Factors: Simplicity and Comprehensibility 20 1.1. 6 Design-Support Envirotunent: Realizing the Proposed Model 21 1.2 RESEARCH QUESTIONS 22 1.3 RESEARCH METHODOLOGY 24 1.4 ASSUMPTIONS 26 1.5 ORGANIZATION OF DISSERTATION 28 CHAPTER 2: CONVENTIONAL SEMANTIC MODELING 30 2.1 DATA MODELING AS PROBLEM-SOLVING 30 2.2 THE UNIFYING SEMANTIC MODEL 31 2.2.1 Types of Abstractions 33 2.2.2 Constraints 36 2.3 SUMMARY 38 CHAPTER 3: TIME AND SPACE SEMANTICS 40 3.1 TIME ONTOLOGY 40 3.1.1 Time Domain and Relationships 40 3.1.2 Associating Facts with Time 41 3.1.3 Temporal Granularity 42 3.1.4 Temporal Indeterminacy 46 3.2 SPACE ONTOLOGY 47 3.2.1 Space Domain and Relationships 47 3.2.2 Associating Facts with Space 49 3.2.3 Spatial Granularity 50 3.2. 4 Spatial Indeterminacy 54 3.3 TIME-VARYING SPACE ONTOLOGY 56 3.4 SUMMARY 56
Spécification et validation des systèmes hétérogènes embarqués

La tendance tres recente dans la conception des systemes embarques est l'assemblage des composants standard existants. La difficulte d'une telle conception provient du fait que ces composants sont heterogenes en termes de protocoles de communication, niveaux d'abstraction et langages de specification. Dans ce travail nous avons aborde deux principaux problemes lies a la conception des systemes embarques heterogenes, la specification et la validation. Nos contributions sont : (1) une etude de la specification des systemes heterogenes embarques, etude qui a aide a la definition d'un modele de representation pour la specification en vue de la conception des systemes heterogenes embarques, (2) la proposition d'une methodologie de validation par simulation des systemes heterogenes embarques et (3) la proposition d'un modele de simulation pour la validation rapide des interfaces logicielles (les systemes d'exploitation) dans les systemes embarques. Les concepts proposes ont ete valides sur des applications complexes : deux systemes embarques multiprocesseurs - le modem VDSL et le systeme de telephonie mobile IS-95 CDMA et un micro-systeme optique - le commutateur optique.
Game theory based job allocation/load balancing in distributed systems with applications to grid computing

In this dissertation, we present job allocation or load balancing schemes for distributed systems and grid systems based on game theory. The main goal of our work is to provide fairness to the users and the users' jobs i.e., all the users and their jobs should experience approximately equal expected response time (expected queuing delay + processing time + any communication time) or be charged approximately equal price for their execution independent of the computers allocated, and we will show that game theory provides a suitable framework for characterizing such schemes. Most of the previous work on load balancing did not take the fairness of allocation into account or considered fairness in a system without any communication costs. For distributed systems in which all the jobs belong to a single user (single-class), we use a cooperative game to model the load balancing problem which takes the average system information into account (static load balancing). Our solution is based on the Nash Bargaining Solution which provides a Pareto optimal solution for the distributed system and is also a fair solution. We then extend the system model to include jobs from various users (multi-user/multi-class job distributed system) and include pricing to model a Grid system. For a grid system, we propose three static price-based job allocation schemes whose objective is to minimize the expected price for the grid users. One scheme provides a system optimal solution and is formulated as a constraint minimization problem and the other two schemes provide a fair solution and are formulated as non-cooperative games among the users. We use the concept of Nash equilibrium as the solution of our non-cooperative games and derive distributed algorithms for computing it. We also extend the proposed static load balancing schemes for multi-user jobs and formulate two schemes that take the current state of the system into account (dynamic load balancing). One dynamic scheme tries to minimize the expected response time of the entire system and the other tries to minimize the expected response time of the individual users to provide a fair solution.
Interpreting graphs and tables with cognitive tools

This study explores some ways in which cognitive tools may be used to assist learners to interpret graphs and tables. It investigates ways in which concept mapping tools may be applied to this task, and then it investigates how preservice teachers used a suite of simple cognitive tools designed to reduce cognitive load. All cognitive tools were developed with HyperCard"TM software and these tools were used by preservice teachers (the subjects of this study). The thesis is divided into three linked studies. Study 1 investigated the cognitive strategies employed by preservice teachers when they interpreted graphs and tables. The findings were then used to guide the design of the cognitive tools that were used in Study 2. During Study 1 the ability of various groups of preservice teacher to interpret graphs and tables were compared. The findings showed that when these learners interpreted graphs and tables they had difficulties with understanding the context as described by the accompanying text, sorting and comparing relevant data in tables, and identifying specific global (eg. slope, tuming points, discontinuities) and local features (eg. labels on axes, points on graphs) that were relevant. During Study 2 a prototype of the cognitive tools was developed and trialled. These tools were designed to assist leamers to interpret information in form of text, graphs and tables that related to the destmction of rainforests. During Study 3 the improved cognitive tools were used by 80 preservice teachers. Interviews, artefacts and tracking data were gathered and used to evaluate the tools. The findings from all data sources suggest that there are procedures that we should employ to effectively introduce leamers to cognitive support tools, as it is not just a matter of designing a suitable tool and then handing it over to the learner to use. Analysis of the concept maps and interview transcripts showed that the leamers used one of three strategies to constmct their concept maps, but in most cases there was little difference in the quality of the final map produced. It appears that one strength of the concept mapping tool was that it helps leamers to visually organise knowledge in different ways. Also the other cognitive tools may have acted as mental devices that supported, guided and extended the thinking processes of leamers.
Polyphonic music transcription by non-negative sparse coding of power spectra

We present a system for adaptive spectral basis decomposition that learns to identify independent spectral features given a sequence of short-term Fourier spectra. When applied to recordings of polyphonic piano music, the individual notes are identified as salient features, and hence each short-term spectrum is decomposed into a sum of note spectra; the resulting encoding can be used as a basis for polyphonic transcription. The system is based on a probabilistic model equivalent to a form of noisy independent component analysis (ICA) or sparse coding with non-negativity constraints. We introduce a novel modification to this model that recognises that a short-term Fourier spectrum can be thought of as a noisy realisation of the power spectral density of an underlying Gaussian process, where the noise is essentially multiplicative and non-Gaussian. Results are presented for an analysis of a live recording of polyphonic piano music.
SweNam-A Swedish Named Entity recognizer Its construction, training and evaluation

In this paper we describe the development, training and evaluation of a Swedish Named Entity (NE) tagger called SweNam . NE tagging or recognition is the technique where one extracts words describing Persons, Locations, Organizations and Time from a text. We have used a combination of Machine Learning (ML) techniques and matching rules to construct our NE tagger. The training corpus consists of 108 000 Swedish news articles downloaded from Internet during 2000-2001 and we have used a number of ready NE lexicons to bootstrap our system. The evaluation of SweNam has been carried out using 100 manually NE-annotated news texts. The results of the evaluation shows that it is possible to obtain about 92 percent precision and 46 percent recall of the named entities of a text from rule based recognition with training. In order to increase this percentage, additional training and extension of the rules and lexicons are required. A demo is available at SweNam (2001), http:// www.nada. kth.se/~ xmartin/ swene/index-eng.html
Mapeamento do modelo de Melhoria do Processo de Software Brasileiro (MPS.Br) para empresas que utilizam Extreme Programming (XP) como metodologia de desenvolvimento

This paper presents suggestions of changes needed to an enterprise that uses Extreme Programming (XP) as process methodology, it can be certified in level G or F of Melhoria do Processo de Software Brasileiro model (MPS.Br). In this case the enterprise can use the benefits of a disciplined process, easy implementation and fast return of results given by XP and its process appraised by a solid quality model (MPS.Br) at low cost becoming competitive in national market. Resumo. Este artigo apresenta sugestoes de modificacoes necessarias para que uma organizacao que possua Extreme Programming como metodologia de processo, possa se adequar ao nivel G ou F do Modelo de Melhoria do Processo de Software Brasileiro. Neste caso a organizacao pode se beneficiar de um processo disciplinado, de facil implantacao e de retorno de resultados rapido dados por XP, ao mesmo tempo ter seu processo certificado por um modelo de qualidade consolidado (MPS.Br) a um custo muito baixo tornandoa competitiva no mercado nacional.
A Protocol for Building Consensual and Consistent Repositories

Distributed collaborative construction of a repository (e.g. knowledge base, document, design description) requires tools enforcing the consistency of the repository and the agreement of all the collaborators on the content of the repository. The CO4 protocol presented herein manages the communication between collaborators in order to maintain these properties on a hierarchy of repositories. It mimics the submission of articles to peer-reviewed journals (except that each change must be accepted by all the participants). The protocol is independent from the nature of the repository and is based on a restricted set of message types. The communication between collaborators is described through a set of rules. The protocol is live, fair and maintains a consistent repository consensual among the collaborators.
N-Benzyl-4-(hydroxy­imino­meth­yl)pyridinium bromide

The title compound, C13H13N2O+·Br−, is a quaternary derivative of 4-(hydroxy­imino­meth­yl)pyridine. The oxime adopts the E configuration and is involved in an O—H⋯Br hydrogen bond. Cations are linked by C—H⋯π inter­actions into dimers.
The Use of Lanczo's Method to Solve the Large Generalized Symmetric Eigenvalue Problem in Parallel

Abstract : The generalized eigenvalue problem, Kx=LamdaMx, is of significant practical importance, especially in structural engineering where it arises as the vibration and buckling problems. New software, LANZ, based on Lanczo's method has been developed for solving these problems and uns on SUN 3, SUN 4, Convex C-220, Cray 2, and Cray Y-MP systems. Preliminary results of using the Force to obtain a multiprocessor implementation of LANZ on MIMD parallel/vector systems are reported here. A parallel execution time model of LANZ is defined and used to predict the performance of LANZ as well as examine hypothetical modifications to LANZ. The results of using dynamic shifting to improve parallelism are presented. Finally, the results of assigning a group of processors to separate shifts and finding all the desired eigenvalues using LANZ in parallel are reported. Keywords: Eigenvalues; Parallel orientation; Mathematical methods; Computer software; Computer systems.
ON-LINE NEW EVENT DETECTION AND TRACKING IN A MULTI-RESOURCE ENVIRONMENT

ON-LINE NEW EVENT DETECTION AND TRACKING IN A MULTI-RESOURCE ENVIRONMENT Hakan Kurt M.S. in Computer Engineering Supervisor: Prof. Dr. H. Altay Guvenir September, 2001 As the amount of electronically available information resources increase, the need for information also increases. Today, it is almost impossible for a person to keep track all the information resources and find new events as soon as possible. In this thesis, we present an on-line new event detection and tracking system, which automatically detects new events from multiple news resources and immediately start tracking events as they evolve. Since we implemented the on-line version of event detection approach, the novelty decision about a news story is done before processing the next one. We also present a new threshold, called support threshold, used in detection process to decrease the number of new event alarms, that are caused by informative and one-time-only news. The support threshold can be used to tune the weights of news resources. We implemented the tracking phase as an unsupervised learning process, that is, detected events are automatically tracked by training the system using the first news story of an event. Since events evolve over time, an unsupervised adaptation is used to retrain the tracking system in order to increase the tracking system performance. Adaptation is achieved by adding predicted documents to the training process. From the corpus observations, we conclude that one news story can be associated to more than one event. For this reason, the tracking system can relate a news story to more than one event. The on-line new event detection and tracking system has been tested on the Reuters news feed, available on the Internet. The Reuters news feed, that we used, comprises four independent news resources. The news stories are in Turkish.
Forensic Memory Analysis for Apple OS X

Abstract : Analysis of raw memory dumps has become a critical capability in digital forensics because it gives insight into the state of a system that cannot be fully represented through traditional disk analysis. Interest in memory forensics has grown steadily in recent years, with a focus on the Microsoft Windows operating systems. However, similar capabilities for Linux and Apple OS X have lagged by comparison. The volafox open source project has begun work on structured memory analysis for OS X. The tool currently supports a limited set of kernel structures to parse hardware information, system build number, process listing, loaded kernel modules, syscall table, and socket connections. This research addresses one memory analysis deficiency on OS X by introducing a new volafox module for parsing file handles. When open files are mapped to a process, an examiner can learn which resources the process is accessing on disk. This listing is useful for determining what information may have been the target for exfilitration or modification on a compromised system. Comparing output of the developed module and the UNIX lsof (list open files) command on two version of OS X and two kernel architectures validates the methodology used to extract file handle information.
Hand gesture recognition using hidden markov models: a review on techniques and approaches

Many ways of communications are used between human and computer, while using gesture is considered to be one of the most natural ways in a virtual reality system. Hand gesture is one of the typical methods of non-verbal communication for human beings and we naturally use various gestures to express our own intentions in everyday life. Gesture recognizers are supposed to capture and analyze the information transmitted by the hands of a person who communicates in sign language. This is a prerequisite for automatic sign-to-spoken-language translation, which has the potential to support the integration of deaf people into society. This paper present part of literature review on ongoing research and findings on different technique and approaches in gesture recognition using Hidden Markov Models for vision-based approach.
Structure in Language: A Dynamic Perspective

1. A Structural Model of Language Production 2. Hierarchicalness and Branching in English 3. Interaction between Degree of Hierarchicalness and Position of Level in the Linguistic Hierarchy 4. Structure in the History of English 5. Structural Variation Across Languages 6. Structure and Typological Perspectives 7. Acquistion of Structure 8. Sensitivity to Structural Effects 9. Differences in Structure Sensitivity 10. The Whys and Wherefores of Structure
Reinforcement learning AI to Hive

This report is about the game Hive, which is a very unique board game. Firstly we cover what Hive is, and then later details on our implementations of it, which issues we ran into during the implementation and how we solved those issues. Also we attempted to make an AI and by using reinforcement learning teaching it to become good at playing Hive. More precisely we used two AI that has no knowledge of Hive other than game rules. This however turned out to be impossible within reasonable timeframe, our estimations is that it would have to run on an upper-end home computer for at least 140 years to become decent at playing the game.
Enhanced Image-Aided Navigation Algorithm with Automatic Calibration and Affine Distortion Prediction

Abstract : This research aims at improving two key steps within the image aided navigation process: camera calibration and landmark tracking. The camera calibration step is improved by automating the point correspondence calculation within the standard camera calibration algorithm, thereby reducing the required time for calibration while maintaining the output model accuracy. The feature landmark tracking step is improved by digitally simulating affine distortions on input images in order to calculate more accurate feature descriptors for improved feature matching in high relative viewpoint change. These techniques are experimentally demonstrated in an outdoor environment with a consumer-grade inertial sensor and three imaging sensors, one of which is orthogonal to the rest. Using a tactical-grade inertial sensor coupled with GPS position data for comparison, the improved image aided navigation algorithm is shown to reduce navigation errors by 24% in position, 16% in velocity and 35% in attitude when compared to the standard image-aided navigation algorithm.
Website Design: The Concepts of Informational and Computational Equivalence

“To the end users, the user interface is the system. ” This slogan has been widely used in human-computer interaction field to stress the importance of user interface design. In the Internet and electronic commerce area, the website is not only the system, but it also projects an image of the organization in cyberspace. The design of websites is central to businesses as they create the first impression of organizations to visitors. For a virtual organization, the website is also the only medium that visitors rely on to form their impression of the organization. In this paper, we look at theories and frameworks from cognitive psychology, particularly the Informational and Computational Equivalence theory, and investigate their implications on website designs. A weaker version of the theory, Weak Informational and Weak Computational Equivalence, is also proposed.
The Writing Style of Predatory Publishers

In 2010, librarian Jeffrey Beall started a list of journals that allegedly use predatory practices to recruit manuscripts for publication. Coined “Beall’s List,” 1 this working catalogue highlights over two hundred open-access journals that may feign editorial processes, peer-review, or other procedures of a reputable publisher. Given the recent attention to scientific misconduct 2-8 , an important question is whether there are methods to detect predatory publishers from authentic ones. In this study, we apply an automated language analysis technique from the social sciences to examine how predatory and authentic journals differ in their writing style in the About Us and Aim/Scope sections of their websites. Compared to authentic journals, predatory journals use more discrepancy terms (e.g., “should” “would”) and positive emotions (e.g., “exciting”) but fewer function words, including articles (e.g., “a” “the”), and prepositions (e.g., “before” “in”), quantifiers (e.g., “more” “less”), and terms related to causality (e.g., “therefore”). These results follow recent patterns in the deception literature 9-13 , suggesting that language features may be useful when evaluating predatory versus authentic publishers. In addition to analyzing writing style, we examined meta-linguistic properties of predatory publishers (i.e., editorial statistics, website features, and contact information) from the same database of journals. Compared to authentic publishers, predatory publishers use more third-party email addresses, claim false impact factors, fake rapid peer review, and simulate academic expertise. This is the first study to investigate predatory publishing through an empirical social science lens and our results suggest that there are quantifiable linguistic and meta-linguistic indicators that can, to some degree, distinguish between predatory publishers and those journals that seek to publish honestly.
Placement, visibility and coverage analysis of dynamic pan/tilt/zoom camera sensor networks

Multi-camera vision systems have important application in a number of fields, including robotics and security. One interesting problem related to multi-camera vision systems is to determine the effect of camera placement on the quality of service provided by a network of Pan/Tilt/Zoom (PTZ) cameras with respect to a specific image processing application. The goal of this work is to investigate how to place a team of PTZ cameras, potentially used for collaborative tasks, such as surveillance, and analyze the dynamic coverage that can be provided by them. Computational Geometry approaches to various formulations of sensor placement prob lems have been shown to offer very elegant solutions; however, they often involve unre alistic assumptions about real-world sensors, such as infinite sensing range and infinite rotational speed. Other solutions to camera placement have attempted to account for the constraints of real-world computer vision applications, but offer solutions that are approx imations over a discrete problem space. A contribution of this work is an algorithm for camera placement that leverages Com putational Geometry principles over a continuous problem space utilizing a model for dy namic camera coverage that is simple, yet representative. This offers a balance between accounting for real-world application constraints and creating a problem that is tractable.