Miracle-dz/UniFAR-FTUs huggingface dataset:
Extended Behavior Networks for the magmaFreiburg Team

In this paper we descibe the process of action control used by the agents of the magmaFreiburg team. It is based on extended behavior networks, which add situation-dependent motivational influence on the agent and extend original behavior networks to exploit information from continuous domains. Advantages of the original networks, such as reactivity, planning capabilities, robustness, accountance for multiple goals and its cheap and distributed calculations are maintained. 1 Extended Behavior Networks Maes [4, 5, 6] suggested a mechanism for action selection in dynamic and unpredictable domains based on so-called behavior networks. Although Maes’ networks do work in continuous domains, they do not exploit the additional information provided by continuous states. Similarly, though there are mechanisms to distinguish different types of goals in MASM, there are no means to support goals with a continuous truth state (like ’have stamina’) to become increasingly demanding the less they are satisfied. We propose an extended version of [5] and [3] that takes the step from discrete to continuous domains by introducing real-valued propositions. It also allows for advanced motivational control by situation-dependent goals. In [2] we have shown that the extensions proposed showed significantly higher success in the RoboCup domain [7]. 1.1 Behavior Network Description Behavior networks consist of the goals of the agent, its capabilities represented by so-called competence modules and its perceptions [4]. A goal of an extended behavior network is represented by the (static) importance value of the goal, a goal condition which describes the situation in which the goal is satisfied, and a relevance condition whose truth value represents the (dynamic) relevance of the goal.
First Attempt towards a Standard Glossary of Ontology Engineering Terminology

In this paper we present the consensus reaching process followed within the NeOn consortium for the identification and definition of the activities involved in the ontology network development process. This work was conceived due to the lack of standardization in the Ontology Engineering terminology, which clearly contrasts with the Software Engineering field that boasts the IEEE Standard Glossary of Software Engineering Terminology. The paper also includes the NeOn Glossary of Activities, which is the result of the consensus reaching process here explained. Our future aim is to standardize the NeOn Glossary of Activities.
ELEKTROANALISER PADA PENGUKURAN CAIRAN TUBUH

Pengukuran cairan tubuh manusia dilakukan dengan menganalisa warna dengan fotodioda dan LED. Warna yang diperoleh akan diidentifikasi oleh sistem untuk mengetahui kondisi normal dan kondisi tidak sehat. Karakterisasi foto dioda pada penelitian ini adalah karakteristik statis yang terdiri dari fungsi transfer, sensivitas, hubungan input output, saturasi dan repeatabilitas. Pengolahan data dilakukan dengan mikrokontroler ATMEGA-8 yang akan mengontrol pengoperasian seluruh sistem. Keluaran ditampilkan dengan LCD berupa nilai skala dari warna cairan tubuh yang diukur. Hasil deteksi sensor fotodioda akan diproses oleh sistem dan menghasilkan nilai fungsi transfer 0,125 I + 0,152. Korelasi sistem dan Repeatabilitas sangat menentukan hasil pengujian. Implementasi pada sampel yang dilakukan dengan keberhasilan 97% menunjukkan sistem yang dibangun telah berhasil menganalisa cairan tubuh manusia.
Novel Assessment of Different Intelligent Tools for Problem Solving

Teaching programming to novices is a difficult task down to the co mplex essence of the subject, the negative views associated with programming, and because initial programming courses are not often successful in encouraging students to understand the concepts. Foundation programming lessons should concentrate on problem-solving skills and introduction to the basic manners of algorith mic thinking. This paper's aim illustrates the progress and results obtained by investigating the different existing programming solving tools in order to achieve a new tool with high-performance capability. By using the intelligent visual tool, a user can comfo rtably analyze the problem and enhance the problem solving skills. This literature study's aim is to present a brief overview of the programming difficulties faced by novice students and of existing visualization tools in programming education.
A GPU-based integrated approach to simulation for deformable surface meshes

Surgical techniques have evolved from direct hands-on maneuvers to indirect minimallyinvasive procedures, learning which involves using virtual simulation environments with standardized exercises typically comprising scene representation, collision-detection, force feedback, and rendering. Key challenges are the need to improve speed and realism of the simulation while being run on consumer-grade computing platforms. This thesis aims at overcoming these challenges by developing an algorithm to utilize the Graphics Processing Unit (GPU) as a parallel processor. The approach presented consists of three phases: off-line surface wrapping, implicit integration for deformation, and tactile feedback. A prototype implementation using the NVIDIA GeForce 7600GS is presented. Interactive surface wrapping models a cloth-like surface into a closed mesh while the deformation phase is a GPU-based parallelized Implicit Euler method. Point-based haptic interaction with virtual coupling provides tactile feedback. The results show signicant speedups, upto a factor of 6.5 times, for the GPU-based simulation over the CPU.
Smart object, not smart environment : cooperative augmentation of smart objects using projector-camera systems

Smart objects research explores embedding sensing and computing into everyday objects - augmenting objects to be a source of information on their identity, state, and context in the physical world. A major challenge for the design of smart objects is to preserve their original appearance, purpose and function. Consequently, many research projects have focussed on adding input capabilities to objects, while neglecting the requirement for an output capability which would provide a balanced interface. This thesis presents a new approach to add output capability by smart objects cooperating with projector-camera systems. The concept of Cooperative Augmentation enables the knowledge required for visual detection, tracking and projection on smart objects to be embedded within the object itself. This allows projector-camera systems to provide generic display services, enabling spontaneous use by any smart object to achieve non-invasive and interactive projected displays on their surfaces. Smart objects cooperate to achieve this by describing their appearance directly to the projector-camera systems and use embedded sensing to constrain the visual detection process. We investigate natural appearance vision-based detection methods and perform an experimental study specifically analysing the increase in detection performance achieved with movement sensing in the target object. We find that detection performance significantly increases with sensing, indicating the combination of different sensing modalities is important, and that different objects require different appearance representations and detection methods. These studies inform the design and implementation of a system architecture which serves as the basis for three applications demonstrating the aspects of visual detection, integration of sensing, projection, interaction with displays and knowledge updating. The displays achieved with Cooperative Augmentation allow any smart object to deliver visual feedback to users from implicit and explicit interaction with information represented or sensed by the physical object, supporting objects as both input and output medium simultaneously. This contributes to the central vision of Ubiquitous Computing by enabling users to address tasks in physical space with direct manipulation and have feedback on the objects themselves, where it belongs in the real world.
Robust Real-Time Recognition of Action Sequences Using a Multi-Camera Network

Robust Real-Time Recognition of Action Sequences Using a Multi-Camera Network by Rahul Ratnakar Kavi Master of Science in Computer Science West Virginia University Vinod K. Kulathumani, Ph.D., Chair Real-time identification of human activities in urban environments is increasingly becoming important in the context of public safety and national security. Distributed camera networks that provide multiple views of a scene are ideally suited for real-time action recognition. However, deployments of multi-camera based real-time action recognition systems have thus far been inhibited because of several practical issues and restrictive assumptions that are typically made such as the knowledge of a subjects orientation with respect to the cameras, the duration of each action and the conformation of a network deployment during the testing phase to that of a training deployment. In reality, action recognition involves classification of continuously streaming data from multiple views which consists of an interleaved sequence of various human actions. While there has been extensive research on machine learning techniques for action recognition from a single view, the issues arising in the fusion of data from multiple views for reliable action recognition have not received as much attention. In this thesis, I have developed a fusion framework for human action recognition using a multi-camera network that addresses these practical issues of unknown subject orientation, unknown view configurations, action interleaving and variable duration actions. The proposed framework consists of two components: (1) a score-fusion technique that utilizes underlying view-specific supervised learning classifiers to classify an action within a given set of frames and (2) a sliding window technique that is used to parse a sequence of frames into multiple actions. The use of a score-fusion technique as opposed to a feature-level fusion of data from multiple views allows us to robustly classify actions even when camera configurations are arbitrary and different from training phase and at the same time reduces the required network bandwidth for data transmission permitting wireless deployments. Moreover, the proposed framework is independent of the underlying classifier that is used to generate scores for each action snippet and thus offers more flexibility compared to sequential approaches like Hidden Markov Models. The amount of training and parameterization is also significantly lower compared to HMM-based approaches. This Real-Time recognition system has been tested on 4 classifiers which are Linear Discriminant Analysis, Multinomial Naive Bayes, Logistic Regression and Support Vector Machines. Over 90% accuracy has been achieved by this system in Real-Time recognizing variable duration actions performed by the subject. The performance of the system is also shown to be robust to camera failures.
The Hungry Form (G.eek Mix)

he main impetus behind my reworking of the piece was to bring to the original version a sense of a textual performance which was taking place on and through the space of the page. Inevitably this process, along with the fact that I was having to compress a seven-page long poem into a three-page block, led me to considerably rewrite the piece: adding new material, altering some of the internal structures of the first version in accordance with the structures which were emerging from working out of a primarily visual and graphic organization of the writerly material.
A distributed and scalable peer-to-peer content discovery system supporting complex queries

A Content Discovery System (CDS) is a system that allows nodes in the system to discover content published by other nodes. CDSes are an essential component of many distributed applications including wide-area service discovery systems, peer-to-peer (P2P) systems, and sensor networks. However, existing applications have difficulties in achieving both rich searchability and good scalability. For example, applications built directly on top of Distributed Hash Tables (DHTs) are scalable but only allow exact name lookup. Peer-to-peer file sharing systems such as Gnutella and KaZaA, on the other hand, offer searching capability, but their flooding-based searching mechanism does not scale with the number of queries. In this thesis, we present the design, implementation and evaluation of a distributed CDS that meets the scalability and searchability requirements simultaneously. Nodes in the CDS organize themselves into a structured P2P overlay network in a distributed fashion using a DHT. The CDS supports the search of highly dynamic contents represented using a descriptive attribute-value based naming scheme. We ensure scalability by deploying efficient registration and query algorithms using Rendezvous Points (RPs). To maintain high system throughput under realistic skewed load, such as flash crowds, we designed a novel mechanism that uses Load Balancing Matrices (LBMs) to eliminate hot-spots by balancing both registration and query load in a fully distributed fashion. To support complex queries, we developed two new distributed data structures, namely the Range Search Tree and Distributed KD-Tree. These data structures coupled with a set of lightweight tree-based protocols, allow the CDS to support range and similarity queries efficiently without creating bottlenecks. To evaluate the CDS, we implemented a comprehensive simulator. Our extensive simulation results confirmed the effectiveness of the CDS design. In addition, we implemented a prototype of the CDS that includes the RP-based registration and query mechanisms with distributed load balancing. Our deployment of the prototype on the Internet (Planet Lab testbed) and its integration with a content-based music information retrieval system verified the system's feasibility and its applicability to a large category of real world applications.
Integrating Machine Translation into Translation Memory Systems

Within the last few years, there had been a remarkable change within the use of tools at the desktop of professional translators. Whereas, traditionally the keyword for the automation of the translation process had been machine translation (MT) this has significantly changed in the last few years towards the usage of translation memory systems . On the other side, MT-systems are more and more targeting their genuine market. Non-professional users’ main interest lies in “quick information translation”. This general development doesn’t mean that MT is not used any more at translator’s desktops. It rather means, that the role of MT in a professional environment has significantly changed. MT for professional translators means that MT is one software component among other ones within a central translation memory system. MT is reduced to a “proposal machine” for worse case situations: if no information at all is accessible or if the source is simple enough. Integration of MT into translation memory systems can be done by several architectures and this paper will investigate the different possibilities and their pros and cons. Existing integrations with the TRADOS Translator’s Workbench for Windows will be discussed.
Sensible Agent Technology Improving Coordination and Communication in Biosurveillance Domains

Planning landmarks are facts that must be true at some point in every solution plan. Previous work has very successfully exploited planning landmarks in satisficing (non-optimal) planning. We propose a methodology for deriving admissible heuristic estimates for cost-optimal planning from a set of planning landmarks. The resulting heuristics fall into a novel class of multi-path dependent heuristics, and we present a simple best-first search procedure exploiting such heuristics. Our empirical evaluation shows that this framework favorably competes with the state-of-the-art of cost-optimal heuristic search.
Why Not Improve Coordination in Distributed Software Development by Stealing Good Ideas from Open Source

Software projects are increasingly distributed among many sites, often located at great distance, both geographic and cultural, from one another. This creates the potential for enormous problems, whose effects run the gamut from enormous cumulative delay through complete breakdown and failure [1]. Open source projects are remarkable in that they usually must solve all the problems of distributed development, using only very simple communication tools such as e-mail, listservs, newsroups, and change management systems such as CVS or Bugzilla. In a case study of the Apache server [3], the authors identified several techniques used to coordinate the work. These techniques can be summarized as follows: • A small, elite team of capable developers, each with distinctive expertise, all of whom have commit privileges. Each is trusted by the others to make changes to the server code. • The core team coordinates their work informally, by informing others about what they are doing, asking recognized experts in the group when in doubt, and by reviewing all changes to the code. • In order to join the core group, candidates must clearly demonstrate competence, commitment to the work, and nearly always develop a needed specialty. • The core group creates the vast majority of new functionality. • A much larger group submits bug fixes. Proposed fixes are reviewed and acted upon by the core group. Bug fixes generally have fewer interdependencies than new functionality, since most of the work is usually finding the problem. • A much larger group yet tests the code, through actual use, and submits problem reports. • There is no formal requirements process – the requirements are determined implicitly, as whatever the developers actually build. Presumably, features are selected based on what individual developers themselves need in the product. • Work is not assigned; individuals choose what work they will do. The choices are constrained, however, by various motivations that are not fully understood. For example, it can be assumed that developers try to maximize the chance that their code will be included in a release, and will enhance their reputation. These techniques, as effective as they indisputably are for open source development, have certain limitations. Among them are the following: • The core group cannot exceed some maximum size, say 15, or the overhead for the informal style of coordination will become overwhelming. • The largest system that can be built is constrained by the size of …
Study and application of acoustic information for the detection of harmful content and fusion with visual information

This thesis aims at investigating and developing techniques for content-based segmentation and classification of multimedia files, based on audio information. Emphasis has been given to analyzing the content of films based on audio information. In addition, part of the thesis is focused on the detection of audio classes related to violent content (e.g., gunshots, screams, etc).
DETECCIN Y RECONOCIMIENTO DE SEALES DE TRNSITO UTILIZANDO MATCHING DE CHAMFER

En la actualidad el campo de la vision computacional, se muestra como una tecnica que facilitara las actividades que pasan desapercibidas o no se es capaz de captar por descuido o falta de informacion. En este sentido son varios los campos que se beneficiaran por el uso de vision para contar con informacion que facilite operaciones, indique detalles no disponibles a simple vista, etc. En nuestro caso se presenta un prototipo que permite ayudar a un conductor de un vehiculo a colocar atencion a las senales del transito que esten postadas en la via, pretendiendo asistir al conductor, y por ende evitar infracciones o accidentes. El prototipo desarrollado con tecnicas de vision computacional, permite detectar y reconocer las senaleticas presentes en la via e informar su naturaleza al conductor mediante una senal audible o proyeccion visual. La investigacion se centro principalmente en las fases de deteccion inicial; con el fin de contar con una heuristica rapida, aprovechando la segmentacion por color, con sus caracteristicas de invariabilidad del sistema HSV (Brillo, Saturacion, Valor) [10], y/o deteccion inicial por bordes, aprovechando el algoritmo de Chamfer optimizado [1] . Para finalmente detectar y reconocer los simbolos de la senal, utilizando tecnicas de transformacion distancia y matching jerarquico de Chamfer [1], acondicionadas para este tipo de aplicacion. El prototipo en su fase de prueba fue implementado en Matlab, con el proposito inicial de comprobar la efectividad de los metodos empleados. Una vez comprobados se utilizo OpenCV para probar su funcionamiento en tiempo real.
Dynamique d'un film d'eau de pluie sur un hauban de pont soumis au vent.

Les haubans de pont peuvent vibrer sous l'effet conjoint du vent et de la pluie (Rain-Wind-Induced Vibrations, RWIV). On observe toujours deux filets d'eau ruisselant le long du hauban sujet aux RWIV. De plus, une experience recente (Alam et Zhou 2005), realisee sur un cylindre fixe, montre que le sillage d'air est considerablement perturbe par la presence des filets. Nous presentons un modele de film mince entourant un cylindre soumis au vent qui permet de prevoir l'apparition de filets, leur position et leur forme. Nous montrons en outre que l'existence des filets n'est possible que dans un intervalle de nombre de Weber, qui compare effet du vent et tension de surface. Un modele d'interaction entre les filets et l'ecoulement d'air environnant est ensuite expose. Pour un intervalle de nombre de Weber, le detachement tourbillonnaire devie de la loi de Strouhal et la portance fluctuante s'exercant sur le cylindre est amplifiee, ce qui est en accord avec les experiences d'Alam. Pour les conditions de vent et de pluie qui president a l'apparition des RWIV, l'intervalle d'existence des filets et l'intervalle d'amplification de portance se recouvrent. Est-ce a dire que les RWIV peuvent etre expliquees par un accrochage filets-sillage ?