Miracle-dz/UniFAR-FTUs huggingface dataset:
Learning structure and concepts in data through data clustering

Data clustering is an important and applications-oriented branch of machine learning. Its goal is to estimate the structure or density of a set of data without a training signal. There are many approaches to data clustering that vary in their complexity and effectiveness, due to the wide number of applications that these algorithms have. Due to the explosive growth of the amount of data that humans want to analyze, fast (e.g. linear-time) algorithms are necessary, but they can often give poor quality results. While maintaining the runtime characteristics of the fast algorithms, we show modifications that improve clustering algorithms in two ways. The first focus is on finding better solutions for a fixed number of clusters. We decompose the algorithms into fundamental parts, and analyze how the parts affect the quality of clustering solutions. The second focus is on estimating the number of clusters efficiently using statistical hypothesis tests, and how that may be applied in novel ways. We also discuss the application of data clustering to the task of learning the structure of computer programs. We show how clustering may be used to improve the accuracy of computer processor simulations while simultaneously improving their efficiency.
mSpace: Exploring The Semantic Web. A Technical Report in Support of the mSpace software framework

Information on the web is traditionally accessed through keyword searching. This method is powerful in the hands of a user that is experienced in the domain they wish to acquire knowledge within. Domain exploration is a more difficult task in the current environment for a user who does not precisely understand the information they are seeking. Semantic Web technologies can be used to represent a complex information space, allowing the exploration of data through more powerful methods than text search. Ontologies and RDF data can be used to represent rich domains, but can have a high barrier to entry in terms of application or data creation cost. The mSpace interaction model describes a method of easily representing meaningful slices through these multidimensional spaces. This paper describes the design and creation of a system that implements the mSpace interaction model in a fashion that allows it to be applied across almost any set of RDF data with minimal reconfiguration. The system has no requirement for ontological support, but can make use of it if available. This allows the visualisation of existing non-semantic data with minimal cost, without sacrificing the ability to utilise the power that semantically-enabled data can provide.
Using the IDEAL Problem Solving Method in Groups.

MF01/PC01 Plus Postage. *Classroom Techniques; *Cooperative Learning; Group Discussion; *Grouping (Instructional Purposes); *Group Testing; Higher Education; Learning Activities; Learning Strategies; *Problem Solving; *Psychology; Teaching Methods; Teaching Models In introductory psychology courses, the desire to cover content can conflict with the desire to acquaint students with psychological thinking processes. The IDEAL method is a group problem solving quiz technique which addresses both of these goals. In the process, instructors choose key concepts from a given reading and divide the class into groups of four to six students. Each member of each group then chooses a concept to specialize in, completing concept sheets which compare and contrast their concept to other assigned concepts. Groups then determine how to apply their understandings of their concepts to common situations, such as when an individual decides to accompany a group to an event that they do not believe will be enjoyable. Testing is conducted in essentially the same format, with quizzes evaluated on the basis of how aspects of the rcenario exemplify the concept in action or how the students apply the concept to the scenario in order to address the question. The advantages of this method for psychology classes are that it makes use of student learning and gives them practice with problem solving, critical thinking, and group interaction skills while teaching the content of the subject area. A disadvantage is that the amount of material covered must be reduced to allow for time spent on problem solving techniques and teamwork skills. A sample concept sheet is appended. (TGI) *********************************************************************** Reproductions supplied by EDRS are the best that can be made from the original document. ********************************************************************** Using the IDEAL Problem Solving Method in Groups R. Scott Smith, Ph. D. Utica College of Syracuse University March, 1995 "PERMISSION TO REPRODUCE THIS MATERIAL HAS BEEN GRANTED BY
Teacher and Teacher-Directed Student Use of Computers and Software. Teaching, Learning, and Computing: 1998 National Survey. Report #3.

This report, the third in a series from the spring 1998 national survey, "Teaching, Learning, and Computing," focuses on how teachers have incorporated computers into their instructional practices. The study is comprised of completed questionnaire responses from teachers, principals, and school technology coordinators from 1,616 schools. Part 1 discusses teacher-directed student use of computers, including basic descriptive statistics, access to classroom computers, and computer platforms used by students. The extent and variety of software used and teachers' objectives for use are addressed in part 2, including types of software used, software that teachers judge as most valuable for students, patterns of software use, objectives for computer use, and student computer use for school work on their own time. Part 3 considers teacher computer expertise and professional use, including teacher professional use of software, and teacher self-reported expertise with computers. It was found that teachers who are the most technically knowledgeable about computers are the ones most likely to have students use computers in varied and complicated ways. At any level, the cluster of teachers strong in most aspects of computer use is small (5% of elementary school teachers, 4% of middle school teachers, and 13% of high school teachers). Although small in numbers, these teachers constitute the standard for instructional computer use, and their numbers are likely to increase in the near future. Data are presented in 24 tables throughout the report. Supplementary tables and a summary of study methodology are appended. (MES) Reproductions supplied by EDRS are the best that can be made from the original document. Teacher and Teacher-Directed Student Use of Computers and Software Henry J. Becker Jason L. Ravitz YanTien Wong Teaching, Learning, and Computing: 1998 National Survey
Estudando o português tal como é usado: o serviço AC/DC

The AC/DC service has been giving access to Portuguese corpora through the Web since 1999. This paper describes the tasks related to processing and making the texts publicly available. It also provides an overview on the interface with which the users can query the corpora and finalizes pointing future directions. Resumo. O AC/DC é um serviço que desde 1999 dá acesso a corpos em português através da Internet. Neste artigo descrevemos sucintamente o processo pelo qual os textos são processados e tornados públicos e a interface através da qual se podem fazer as pesquisas. Concluímos lançando pontes para o desenvolvimento futuro deste serviço.
Annotation at a distance in augmented reality

Outdoor Augmented Reality (AR) allows mobile computer users to see and interact with virtual content that is located in and registered to the real world around them. A common example of a use for this is a tourism guide where users are presented with extra information about buildings or other objects in the real world and that information is co-located with the real world objects. A natural way to make this concept even more powerful is to create a way for users to add new content while mobile. With such functionality, users would be able to write restaurant review, leave personal notes, or author any other kind of content they wanted, in a similar way to how users can now create their own content on the web. This dissertation looks at several components of building a successful system to allow users to position new annotations, while using a wearable AR system. Before we discuss our system to position annotations, we first must define what an annotation is. To do this, we have built a taxonomy of annotation that defines annotation and also explores many of the characteristics of different types of annotation. We use AR applications from a variety of application domains to support our findings. The first component of building a system for AR annotation that we examine is choosing which hardware to use. This is a difficult question because there are several competing motivations for choosing different types of hardware. With this in mind, we explore different choices and present an evaluation comparing different display setups for the task of annotation. Choosing the right hardware is not suffficient to create a successful AR annotation system however, it is also necessary to provide fast and intuitive techniques that work well with the chosen hardware platform, to create the annotations. We present new techniques for annotating distant objects from a static location, allowing the annotation process to be faster and less complicated than in previous work. We also discuss different types of applications that annotation of distant objects allows, and propose two example applications. The first one uses our annotation construction techniques to build a tour guide of a local attraction. Our second example application uses and extends our annotation techniques to automatically build a partial or complete model of the environment around a static user. This model can then be used to enhance the AR experience by having the real world objects that have been modeled occlude virtual objects in the scene.
Timed model-based programming: executable specifications for robust mission-critical sequences

There is growing demand for high-reliability embedded systems that operate robustly and autonomously in the presence of tight real-time constraints. For robotic spacecraft, robust plan execution is essential during time-critical mission sequences, due to the very short time available for recovery from anomalies. Traditional approaches to encoding these sequences can lead to brittle behavior under off-nominal execution conditions, due to the high level of complexity in the control specification required to manage the complex spacecraft system interactions. This work describes timed model-based programming, a novel approach for encoding and robustly executing mission-critical spacecraft sequences. The timed model-based programming approach addresses the issues of sequence complexity and unanticipated low-level system interactions by allowing control programs to directly read or write “hidden” states of the plant, that is, states that are not directly observable or controllable. It is then the responsibility of the program's execution kernel to map between hidden states and the plant sensors and control variables. This mapping is performed automatically by a deductive controller using a common-sense plant model, freeing the programmer from the error-prone process of reasoning through a complex set of interactions under a range of possible failure situations. Time is central to the execution of mission-critical sequences; a robust executive must consider time in its control and behavior models, in addition to reactively managing complexity. In timed model-based programming, control programs express goals and constraints in terms of both system state and time. Plant models capture the underlying behavior of the system components, including nominal and off-nominal modes, probabilistic transitions, and timed effects such as state transition latency. The contributions of this work are threefold. First, a semantic specification of the timed model-based programming approach is provided. The execution semantics of a timed model-based program are defined in terms of legal state evolutions of a physical plant, represented as a factored Partially Observable Semi-Markov Decision Process. The second contribution is the definition of graphical and textual languages for encoding timed control programs and plant models. The adoption of a visual programming paradigm allows timed model-based programs to be specified and readily inspected by the systems engineers in charge of designing the mission-critical sequences. The third contribution is the development of a Timed Model-based Executive, which takes as input a timed control program and executes it, using timed plant models to track states, diagnose faults and generate control actions. The Timed Model-based Executive has been implemented and demonstrated on a representative spacecraft scenario for Mars entry, descent and landing. (Copies available exclusively from MIT Libraries, Rm. 14-0551, Cambridge, MA 02139-4307. Ph. 617-253-5668; Fax 617-253-1690.)
Problem-Based Learning in K-8 Classrooms: A Teacher's Guide to Implementation

Preface Acknowledgements About the Author 1. The What and Why of Problem-Based Learning 2. PBL and the K-1 Classroom 3. PBL and the 2-3 Classroom 4. PBL and the 4-6 Classroom 5. PBL and the 7-8 Classroom 6. Putting PBL to Work and to the Test Appendix A: PBL Facilitator Do's and Don'ts: Suggestions for Prompting and Guiding Students Appendix B: Additional PBL Problem Examples by Grade Level Appendix C: Completed PBL Process Chart, Single Chart Appendix D: Completed PBL Process Chart, Multiple Charts Appendix E: Bibliographic Information for Referenced PBL Problem Resources References Suggested Readings Index
Eclipse Modeling Framework

The authoritative guide to the Eclipse Modeling Framework (EMF)--written by the lead EMF designers! Shows how EMF unifies three important technologies: Java, XML, and UML @BULLET= Provides a comprehensive overview of the EMF classes including a complete quick reference for all the classes and methods in the EMF 1.1 API. Includes examples of many common framework customizations and programming techniques.
Three-dimensional chaotic advection in a cylindrical domain

• A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers.
RapidIO: The Embedded System Interconnect

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Ubiquitous projection new interfaces using mobile projectors

The miniaturization of projection technology has enabled a new class of lightweight mobile devices with embedded projectors. Projection engines as small as a postage stamp are currently being embedded in thousands of mobile devices. Mobile projector-based devices differ in very fundamental ways from the display-based devices we commonly use. Mobile projectors can be carried with the user and project imagery into almost any space, projected content is visible to multiple users and supports social interaction, physical objects and surfaces can be augmented with projected content, and embedded projectors can enable new form-factors for mobile displays. This research investigates the potential of mobile projectors as a new platform for human-computer interaction. I aim to demonstrate that the unique affordances created by the miniaturization of projection technology can inspire new and compelling interaction with single-users, multi-users, the environment, and projector-embedded objects. This research presents a comprehensive survey of mobile projector-based interaction – documenting interaction with historic projection devices; introducing novel interaction techniques, metaphors, and principles for mobile projector-based systems; providing implementation details of functional prototype devices using mobile projectors; presenting technical innovations, such as the development of specialized projectors and custom marker tracking algorithms; and detailing results from preliminary user testing with the prototype systems created. This research forms a systematic investigation of the past, the present, and a possible future for interaction using mobile projectors.
TRANSLATION STRATEGIES EMPLOYED BY THE TRANSLATORS IN THE TRANSLATION OF ENGLISH NOVEL TITLES INTO INDONESIAN

ABSTRACT Rizki Apriliastari, “Translation Strategies Employed by The Translators in The Translation of English Novel Titles into Indonesian”: Faculty of Letter : English Department. Gunadarma University. Skripsi. Advisor (1) Prof. Dr. Mashadi Said, M.Pd. ; (2) Hawasi, S.S. , S.Hum, M.A Key Words: translation, novel titles, translation strategy The reason was conducted this research is that to find out the strategies employed in the translation of English novel titles into Indonesian. The data is taken from online Gramedia bookstore site. The aims of this study are 1) to describe the translation strategies employed by the translator in translating English novel titles into Indonesian and 2) to find out the most common strategies employed by the translator in translating English novel titles into Indonesian. This research employed qualitative method which to produce descriptive data in the form of word and expression (soft data). The result of the research that shows the translator translated the titles of the novels mainly into three major categories, namely a) based on source language emphasis or showing respect to the original titles, consist of literal, omission, general word, couplet, transference, naturalization, descriptive equivalence, 2) based on target language emphasis consist of adapting translation only and 3) creating a new title. The most common strategies employed in the translation were based on source language emphasis or showing respect to the original title (79%), the second is based on target language (12%) and the third is creating a new title (9%).
Programming Multi-Agent Systems in AgentSpeak using Jason (Wiley Series in Agent Technology)

Preface. 1 Introduction. 1.1 Autonomous Agents. 1.2 Characteristics of Agents. 1.3 Multi-Agent Systems. 1.4 Hello World! 2 The BDI Agent Model. 2.1 Agent-Oriented Programming. 2.2 Practical Reasoning. 2.3 A Computational Model of BDI Practical Reasoning. 2.4 The Procedural Reasoning System. 2.5 Agent Communication. 3 The Jason Agent Programming Language. 3.1 Beliefs. 3.2 Goals. 3.3 Plans. 3.4 Example: A Complete Agent Program. 3.5 Exercises. 4 Jason Interpreter. 4.1 The Reasoning Cycle. 4.2 Plan Failure. 4.3 Interpreter Configuration and Execution Modes. 4.4 Pre-Defined Plan Annotations. 4.5 Exercises. 5 Environments. 5.1 Support for Defining Simulated Environments. 5.2 Example: Running a System of Multiple Situated Agents. 5.3 Exercises. 6 Communication and Interaction. 6.1 Available Performatives. 6.2 Informal Semantics of Receiving Messages. 6.3 Example: Contract Net Protocol. 6.4 Exercises. 7 User-Defined Components. 7.1 Defining New Internal Actions. 7.2 Customising the Agent Class. 7.3 Customising the Overall Architecture. 7.4 Customising the Belief Base. 7.5 Pre-Processing Directives. 7.6 Exercises. 8 Advanced Goal-Based Programming. 8.1 BDI Programming. 8.2 Declarative (Achievement) Goal Patterns. 8.3 Commitment Strategy Patterns. 8.4 Other Useful Patterns. 8.5 Pre-Processing Directives for Plan Patterns. 9 Case Studies. 9.1 Case Study I: Gold Miners. 9.2 Case Study II: Electronic Bookstore. 10 Formal Semantics. 10.1 Semantic Rules. 10.2 Semantics of Message Exchange in a Multi-Agent System. 10.3 Semantic Rules for Receiving Messages. 10.4 Semantics of the BDI Modalities for AgentSpeak. 11 Conclusions. 11.1 Jason and Agent-Oriented Programming. 11.2 Ongoing Work and Related Research. 11.3 General Advice on Programming Style and Practice. A Reference Guide. A.1 EBNF for the Agent Language. A.2 EBNF for the Multi-Agent Systems Language. A.3 Standard Internal Actions. A.4 Pre-Defined Annotations. A.5 Pre-Processing Directives. A.6 Interpreter Configuration. Bibliography.
Jester - a JUnit test tester

Extreme programmers have confidence in their code if it passes their unit tests. More experienced extreme programmers only have confidence in their code if they also have confidence in their tests. A technique used by extreme programmers to gain confidence in their tests is to make sure that their tests spot deliberate errors in the code. This sort of manual test testing is either time consuming or very superficial. Jester is a test tester for JUnit tests; it modifies the source in a variety of ways, and checks whether the tests fail for each modification. Jester indicates code changes that can be made that do not cause the tests to fail. If code can be modified without the tests failing, it either indicates that there is a test missing or that the code is redundant. Jester can be used to gain confidence that the existing tests are adequate, or give clues about the tests that are missing. Jester is different than code coverage tools, because it can find code that is executed by the running of tests but not actually tested. Jester will be compared with conventional code coverage tools. Results of using Jester will be discussed. 1 INTRODUCTION Extreme programmers[1] have confidence in code if it passes tests, and have confidence in tests if they catch errors. Many extreme programmers temporarily put deliberate errors in their code to check that their tests catch those errors, before correcting the code to pass the tests. In some project teams, a project saboteur[4] is appointed, whose role is to verify that errors that they deliberately introduce to a copy of the code base are caught by the tests. Jester performs similar test testing mechanically, by making some change to a source file, recompiling that file, running the tests, and if the tests pass Jester displays a message saying what it changed. Jester makes its changes one at a time, to every source file in a directory tree, making many different changes to each source file. The different types of change made are