Miracle-dz/UniFAR-FTUs huggingface dataset:
OpenPiton

Industry is building larger, more complex, manycore processors on the back of strong institutional knowledge, but academic projects face difficulties in replicating that scale. To alleviate these difficulties and to develop and share knowledge, the community needs open architecture frameworks for simulation, chip design, and software exploration that support extensibility, scalability, and configurability, alongside an established base of verification tools and supported software. In this article, we present OpenPiton, an open source framework for building scalable architecture research prototypes from one core to 500 million cores. OpenPiton is the world's first open source, general-purpose, multithreaded manycore processor, and framework. OpenPiton is highly configurable, providing a rich design space spanning a variety of hardware parameters that researchers can change. OpenPiton designs can be emulated on FPGAs, where they can run full-stack multiuser Debian Linux. OpenPiton is designed to scale to very large core fabrics, enabling researchers to measure operating system, compiler, and software scalability. The mature code-base reflects the complexity of an industrial-grade design and provides the necessary scripts to build new chips, making OpenPiton a natural choice for computer-aided design (CAD) research. OpenPiton has been validated with a 25-core chip prototype, named Piton, and is bolstered by a validation suite that has thousands of tests, providing an environment to test new hardware designs while verifying the correctness of the whole system. OpenPiton is being actively used in research both internally to Princeton and in the wider community, as well as being adopted in education, industry, and government settings.
Bureaucracy as a Lens for Analyzing and Designing Algorithmic Systems

Scholarship on algorithms has drawn on the analogy between algorithmic systems and bureaucracies to diagnose shortcomings in algorithmic decision-making. We extend the analogy further by drawing on Michel Crozier's theory of bureaucratic organizations to analyze the relationship between algorithmic and human decision-making power. We present algorithms as analogous to impartial bureaucratic rules for controlling action, and argue that discretionary decision-making power in algorithmic systems accumulates at locations where uncertainty about the operation of algorithms persists. This key point of our essay connects with Alkhatib and Bernstein's theory of 'street-level algorithms', and highlights that the role of human discretion in algorithmic systems is to accommodate uncertain situations which inflexible algorithms cannot handle. We conclude by discussing how the analysis and design of algorithmic systems could seek to identify and cultivate important sources of uncertainty, to enable the human discretionary work that enhances systemic resilience in the face of algorithmic errors.
Vasoactive intestinal peptide (VIP) stimulates [Ca2+]iand cyclic AMPin CHO cells expressing Gα16

The stimulatory effect of vasoactive intestinal peptide (VIP) and analogues on [Ca2+]i has been investigated in chinese hamster ovary (CHO) cells stably transfected with the reporter gene aequorin, and expressing either the human VPAC1or VPAC2 receptor in absence or in presence of the Galpha16. In cells that were not transfected with Galpha16 and expressed a similar density of receptors, the VIP induced [Ca2+]i ncrease was higher in VPAC1 than in VPAC2 receptor expressing cells. In aequorin/Galpha16 cotransfected cells, the VIP-induced response was higher, reaching 70 to 80% of the maximal calcium response, obtained after digitonin treatment, in response to both VPAC1 and VPAC2 receptor stimulation. The results suggest that in hematopoietic cells, which express both VIP receptors and Galpha16, the signalling pathway of VIP could be mediated through both cyclic AMP and [Ca2+]i increase.
Haptic-go-round: A Surrounding Platform for Encounter-type Haptics in Virtual Reality Experiences

We present Haptic-go-round, a surrounding platform that allows deploying props and devices to provide haptic feedbacks in any direction in virtual reality experiences. The key component of Haptic-go-round is a motorized turntable that rotates the correct haptic device to the right direction at the right time to match what users are about to touch. We implemented a working platform including plug-and-play prop cartridges and a software interface that allow experience designers to agilely add their haptic components and use the platform for their applications. We conducted technical experiments and two user studies on Haptic-go-round to evaluate its performance. We report the results and discuss our insights and limitations.
QMaps: Engaging Students in Voluntary Question Generation and Linking

Generating multiple-choice questions is known to improve students' critical thinking and deep learning. Visualizing relationships between concepts enhances meaningful learning, students' ability to relate new concepts to previously learned concepts. We designed and deployed a collaborative learning process through which students generate multiple-choice questions and represent the prerequisite knowledge structure between questions as visual links in a shared map, using a variation of Concept Maps that we call "QMap. " We conducted a four-month study with 19 undergraduate students. Students sustained voluntary contributions, creating 992 good questions, and drawing 1,255 meaningful links between the questions. Through analyzing self-reports, observations, and usage data, we report on the technical and social design features that led students to sustain their motivation.
Creating Illusion of Wind Blowing with Air Vortex-induced Apparent Tactile Motion

Enhancing a user's sense of presence and immersion with haptic technologies has recently been getting increasing attention in virtual reality (VR). Yet while several devices that use wind as a haptic modality have been proposed, it is difficult to precisely and quickly control the stimulation of the wind. In this study, we tackle creating an illusion of wind blowing with multiple air cannons that provides clear and low-latency tactile sensations in a specific area. Although air cannons are limited to providing short one-time stimuli, we propose a method for creating a sense of wind blowing with air cannons based on the perception of apparent tactile motion (ATM). We conducted an experiment with 12 participants to investigate the occurrence of the wind blowing sensation and the optimal parameters for it using three air cannons that were placed to hit three parts on the face. Finally, based on the results, we have exhibited a demonstration of the wind-blowing illusion with three air cannons. It created a sense that virtual objects passed in front of the participants by synchronizing with the sound source movement.
Glissade: Generating Balance Shifting Feedback to Facilitate Auxiliary Digital Pen Input

This paper introduces Glissade, a digital pen that generates balance shifting feedback by changing the weight distribution of the pen. A pulley system shifts a brass mass inside the pen to change the pen's center of mass and moment of inertia. When the mass is stationary, the pen delivers a constant yet natural sensation of weight, which can be used to convey a status. The pen can also generate a variety of haptic clues by actuating the mass according to the tilt or rotation of the pen, two commonly-used auxiliary pen input channels. Glissade demonstrates new possibilities that balance shifting feedback can bring to digital pen interactions. We validated the usability of this feedback by determining the recognizability of six balance patterns  a mix of static and dynamic patterns chosen based on our design considerations  in two controlled experiments. The results show that, on average, the participants could distinguish between the patterns with a 94.25% accuracy. At the end, we demonstrate a set of novel interactions enabled by Glissade and discuss the directions for future research.
Gaiters: Exploring Skin Stretch Feedback on Legs for Enhancing Virtual Reality Experiences

We propose generating two-dimensional skin stretch feedback on the user's legs. Skin stretch is useful cutaneous feedback to induce the perception of virtual textures and illusory forces and to deliver directional cues. This feedback has been applied to the head, body, and upper limbs to simulate rich physical properties in virtual reality (VR). However, how to expand the benefit of skin stretch feedback and apply it to the lower limbs, remains to be explored. Our first two psychophysical studies examined the minimum changes in skin stretch distance and stretch angle that are perceivable by participants. We then designed and implemented Gaiters, a pair of ungrounded, leg-worn devices, each of which is able to generate multiple two-dimensional skin stretches on the skin of the user's leg. With Gaiters, we conducted an exploratory study to understand participants' experiences when coupling skin stretch patterns with various lower limb actions. The results indicate that rich haptic experiences can be created by our prototype. Finally, a user evaluation indicates that participants enjoyed the experiences when using Gaiters and considered skin stretch as compelling haptic feedback on the legs.
Investigating Representation of Text and Audio in Educational VR using Learning Outcomes and EEG

This paper reports findings from a between-subjects experiment that investigates how different learning content representations in virtual environments (VE) affect the process and outcomes of learning. Seventy-eight participants were subjected to an immersive virtual reality (VR) application, where they received identical instructional information, rendered in three different formats: as text in an overlay interface, as text embedded semantically in a virtual book, or as audio. Learning outcome measures, self-reports, and an electroencephalogram (EEG) were used to compare conditions. Results show that reading was superior to listening for the learning outcomes of retention, self-efficacy, and extraneous attention. Reading text from a virtual book was reported to be less cognitively demanding, compared to reading from an overlay interface. EEG analyses show significantly lower theta and higher alpha activation in the audio condition. The findings provide important considerations for the design of educational VR environments.
EmpathicGPS: Exploring the Role of Voice Tonality in Navigation Systems during Simulated Driving

Emotional arousal influences focus, attention and decision-making, which are critical when driving. To help promote an optimal arousal level, this work considers a closed-loop navigation system that adapts its voice tonality based on the physiology of the driver. In a controlled driving simulator study, 18 participants were requested to follow the instructions of a navigation system under three different conditions: 1) "neutral" in which the voice of the navigation was always the same, 2) "congruent" in which the perceived arousal of the voice mirrored the physiological arousal of the driver, and 3) "incongruent" in which the voice of the navigation system mirrored the inverted arousal of the driver. Our results show that adapting the voice tonality can significantly influence subjective self-reported ratings as well as different aspects of driving performance.
A kinetic model for microbic organic-matter decomposition in marine sediments

Abstract The microbial decomposition of organic matter in marine sediments has been described using a rate law which is linear in the concentration of the metabolizable organic matter, entirely independent of the biomass concentration, and displays a Monod-like dependence on the concentration of the oxidant species being utilized. This paper develops a quasi-reaction mechanism to explain these observed dependencies. The Monod dependence on the oxidant concentration and the biomass independence can both be traced back to the preponderance of occupied sites on the organic matter and pseudo-steady state concentrations of occupied sites during most of the decay process. In the framework of the proposed reaction scheme, the linearity of the rate with the organic matter concentration is possible only if there is a linear proportionality between surface area and mass of organic matter. The rate law described above divides natural organic matter into a finite collection of reactive types. This paper also reformulates this rate law model in terms of a continuum of reactive types as proposed by Boudreau and Ruddick (Am. J. Sci. 291, 507–538, 1991). It is shown that this continuum model can produce a better fit to kinetic rate data than the discrete model.
In Helping a Vulnerable Bot, You Help Yourself: Designing a Social Bot as a Care-Receiver to Promote Mental Health and Reduce Stigma

Helping others can have a positive effect on both the giver and the receiver. However, supporting someone with depression can be complicated and overwhelming. To address this, we proposed a Facebook-based social bot displaying depressive symptoms and disclosing vulnerable experiences that allows users to practice providing reactions online. We investigated how 55 college students interacted with the social bot for three weeks and how these support-giving experiences affected their mental health and stigma. By responding to the bot, the participants reframed their own negative experiences, reported reduced feelings of danger regarding an individual with depression and increased willingness to help the person, and presented favorable attitudes toward seeking treatment for depression. We discuss design opportunities for accessible social bots that could help users to keep practicing peer support interventions without fear of negative consequences.
Identification of the Geometric Requirements for Allosteric Communication between the α- and β-Subunits of Tryptophan Synthase*

The pyridoxal 5′-phosphate-dependent tryptophan synthase α2β2 complex is a paradigmatic protein for substrate channeling and allosteric regulation. The enzymatic activity is modulated by a ligand-mediated equilibrium between open (inactive) and closed (active) conformations of the α- and β-subunit, predominantly involving the mobile α loop 6 and the β-COMM domain that contains β helix 6. The α ligand-triggered intersubunit communication seems to rely on a single hydrogen bond formed between the carbonyl oxygen of βSer-178 of β helix 6 and the NH group of αGly-181 of α loop 6. We investigated whether and to what extent mutations of αGly-181 and βSer-178 affect allosteric regulation by the replacement of βSer-178 with Pro or Ala and of αGly-181 with either Pro to remove the amidic proton that forms the hydrogen bond or Ala, Val, and Phe to analyze the dependence on steric hindrance of the open-closed conformational transition. The α and β activity assays and the equilibrium distribution of β-subunit catalytic intermediates indicate that mutations do not significantly influence the intersubunit catalytic activation but completely abolish ligand-induced α-to β-subunit signaling, demonstrating distinct pathways for α-β-site communication. Limited proteolysis experiments indicate that the removal of the interaction between βSer-178 and αGly-181 strongly favors the more trypsin-accessible open conformation of the α-active site. When the hydrogen bond cannot be formed, the α-subunit is unable to attain the closed conformation, and consequently, the allosteric signal is aborted at the subunit interface.
Chase Lights in the Peripheral View: How the Design of Moving Patterns on an LED Strip Influences the Perception of Speed in an Automotive Context

LEDs on a strip, when turned on and off in a specific order, result in the perception of apparent motion (i.e. beta movement). In the automotive domain such chase lights have been used to alter drivers' perception of driving speed by manipulating the pixel speed of LEDs. We argue that the perceived velocity of beta movement in the peripheral view is not only based on the actual pixel speed but can be influenced by other factors such as frequency, width and brightness of lit LED segments. We conducted a velocity matching experiment (N=25) by systematically varying these three properties, in order to determine their influence on a participant's perceived velocity in a vehicle mock-up. Results show that a higher frequency and stronger brightness increased perceived velocity, whereas segment width had no influence. We discuss how findings may be applied when designing systems that use beta movement to influence the perception of ambient light velocity.
Biosignal-Sensitive Memory Improvement and Support Systems

Memory is necessary for our daily lives and activities, yet it is often fallible. Memory augmentation technology could improve and support our memory by facilitating memory training and providing memory assistance respectively. However, there remains a lack of research on utilising users' internal states to enable just-in-time delivery of these interventions to improve receptivity and effectiveness. With the focus on helping older adults, my research involves the design, development and evaluation of memory training and memory assistance artifacts which infer users' internal and cognitive context through physiological signals (biosignals). This work will contribute new concepts that build on previous research in the field of mobile computing and design guidelines for future work on augmenting human memory.
Treble

This paper presents our experience with Treble, a two-year initiative to build the modular base in Android, a Java-based mobile platform running on the Linux kernel. Our Treble architecture splits the hardware independent core framework written in Java from the hardware dependent vendor implementations (e.g., user space device drivers, vendor native libraries, and kernel written in C/C++). Cross-layer communications between them are done via versioned, stable inter-process communication interfaces whose backward compatibility is tested by using two API compliance suites. Based on this architecture, we repackage the key Android software components that suffered from crucial post-launch security bugs as separate images. That not only enables separate ownerships but also independent updates of each image by interested ecosystem entities. We discuss our experience of delivering Treble architectural changes to silicon vendors and device makers using a yearly release model. Our experiments and industry rollouts support our hypothesis that giving more freedom to all ecosystem entities and creating an equilibrium are a transformation necessary to further scale the world largest open source ecosystem with over two billion active devices.
Supporting Software Developers' Focused Work on Window-Based Desktops

Software developers, like other information workers, continuously switch tasks and applications to complete their work on their computer. Given the high fragmentation and complexity of their work, staying focused on the relevant pieces of information can become quite challenging in today's window-based environments, especially with the ever increasing monitor screen-size. To support developers in staying focused, we conducted a formative study with 18 professionals in which we examined their computer based and eye-gaze interaction with the window environment and devised a relevance model of open windows. Based on the results, we developed a prototype to dim irrelevant windows and reduce distractions, and evaluated it in a user study. Our results indicate that our model was able to predict relevant open windows with high accuracy and participants felt that integrating visual prominence into the desktop environment reduces clutter and distraction, which results in reduced window switching and an increase in focus.
Influence of Soil Type on the Distribution of Two Closely Related Species of Erigeron

On soils derived from a uniform bedrock two closely related species of Erigeron replace each other elevationally in the White Mountains of California. Populations of the two species occur side—by—side at places at the same elevation but on dissimilar soils because of compensations provided by the interactions of substrate color, temperature, moisture, and chemistry. The altitudinal distribution of the species is controlled by temperature at the upper limits and moisture at the lower. See full-text article at JSTOR
Designing, Developing, and Evaluating a Global Filter to Work Around Local Interference for Children with Autism

People have an innate ability to process environmental information by integrating and updating multiple streams of sensory input. When local and global visual information are not integrated smoothly, it becomes difficult for an individual to formulate the whole from the details. This ability is important when it comes to understanding a scene or "seeing the big picture. " In this work, we design, develop, and evaluate a system to augment the integration of global with local features, alongside Speech-Language Pathologists (SLPs) who work with autistic children having significant speech and language disorders. We present our preliminary experiment with a high-fidelity global filter and hypothesize that the filtered image can shift eye gaze (and therefore visual attention) from local details to global features. Global interpretation will be further encouraged by asking participants "what was the picture about? " We present results and discuss limitations and future work.
Molder: An Accessible Design Tool for Tactile Maps

Tactile materials are powerful teaching aids for students with visual impairments (VIs). To design these materials, designers must use modeling applications, which have high learning curves and rely on visual feedback. Today, Orientation and Mobility (O&M) specialists and teachers are often responsible for designing these materials. However, most of them do not have professional modeling skills, and many are visually impaired themselves. To address this issue, we designed Molder, an accessible design tool for interactive tactile maps, an important type of tactile materials that can help students learn O&M skills. A designer uses Molder to design a map using tangible input techniques, and Molder provides auditory feedback and high-contrast visual feedback. We evaluated Molder with 12 participants (8 with VIs, 4 sighted). After a 30-minute training session, the participants were all able to use Molder to design maps with customized tactile and interactive information.
EAST: Early Autism Screening Tool for Preschoolers

We describe the iterative co-design process and evaluation of an early autism screening tool (EAST). EAST is an intermediary interactive tablet based app that assists in the early-detection of Autism Spectrum Disorder (ASD) by screening preschoolers in Pakistan through play-based activities in a home, school or clinical setting. Medical professionals, parents of autistic children and teachers were surveyed through focus groups to understand the reasons that contribute to the increasing number of missed early detections, and late- or misdiagnoses. We also evaluate the acceptability, usability and validity of our tool. We tested EAST with both typically developed and autistic children on how they relate to people, imitation, motor skills, visual and intellectual response. They were scored via time taken, the number of wrong attempts, or incorrect answers and audiovisual feedback. This paper contributes towards a digital autism screening tool that delivers insights into the child's behaviour and enables collaboration among parents, teachers and medical professionals.