Miracle-dz/UniFAR-FTUs huggingface dataset:
On the prospect of writing cinema history from below

Beginning with a consideration of recent discussions on the state of film history this essay explores some aspects of the relationship between the historiography of cinema and broader currents of contemporary historiography including the poststructuralist critique of history as a realist fiction. It engages with what Colin MacCabe has recently called 'the weaknesses and insularity' of contemporary film studies by advocating the development of histories of cinema that place audiences rather than films at their centre and integrate the quantitative methods of social history with the concrete and particular conditions of experience that are the predominant concern of micro-history.
Evolutionary stable and unstable strategies in neural networks

Neural networks simulate simple organisms that evolve in a two-dimensional environment (with selective reproduction and mutation) on the basis of a fitness criterion which rewards residing in favorable environmental zones and obtaining food. The evolution of two different populations of organisms is studied: organisms that are informed of the environmental zone they are in at any particular time and organisms that are not so informed. The results show that the behavioral strategies that evolve in the two populations closely reflect the differences between the two types of organisms. Furthermore, the course of evolution can be divided into different successive phases which are characterized by different behavioral strategies. The initial strategies are evolutionarily unstable because they tend to be replaced by new more effective strategies introduced by mutants, until final stable strategies emerge which differ in the two populations because of their different evolutionary history. <<ETX>>
Bidirectional channel assignment for multiradio wireless mesh backhaul

Since the inception of WLAN technology, the question on which channel to be assigned on a radio link has become an important topic of research. We present a channel assignment technique which is catered for multiradio wireless mesh network’s backhaul links. The proposed algorithm takes into consideration interference condition at both ends of the radio link when allocating the channel. We also describe how the assignment process is carried out over multiple radio hops or links. The proposed technique is then analyzed through simulation using a representative rural site in Malaysia. The results show that with 9 mesh access routers (MAR) average throughput per household improves up to 51% with the proposed technique. Keywords-Mesh, Multiple hop, WLAN, Optimization, rural, Heterogeneous Network
Identification of program modifications and its applications in software maintenance

It is pointed out that a major problem in software maintenance is the revalidation of a modified code. It is economically desirable to restrict that process only to those parts of the program that are affected by the modifications. Towards that goal, a formal method is needed to identify the modifications in an automatic way. Such a method is proposed in the present work. The modifications are localized within clusters in the flow graphs of the original and modified programs. Both flow graphs are transformed into reduced flow graphs, between which an isomorphic correspondence is established. Cluster-nodes in the reduced graphs encapsulate modifications to the original program. An algorithm to derive the reduced flow graphs has been implemented as an extension to the recently developed system for testing and debugging (STAD 1.0) and early experiments with the algorithm are reported. Potential applications in regression testing and reasoning about the program are discussed. <<ETX>>
Maitrise de la microstructure de films minces d'or par traitements de surface pour l'optimisation du contact mécanique et ohmique des micro-relais mems.

Afin d’ameliorer la duree de vie des micro-relais MEMS ohmiques, plusieurs traitements de surface de films minces d’or sont realises pour augmenter leur durete tout en conservant une resistance electrique de contact faible.Les revetements ultrafins de ruthenium (20 a 100 nm) deposes sur l’or augmentent la durete des surfaces de contact d’un facteur 15. L’implantation ionique de bore ou d’azote (3,5 ppm a 10 % atomique) a une profondeur de 100 nm dans le film mince d’or permet d’atteindre un gain en durete de 75%. Le controle (AFM, EBSD et DRX) de la microstructure induite met en evidence le durcissement par solution solide par insertion. Mais au-dela de 1% atomique, les atomes d’azote quittent le reseau cristallin de l’or pour former des precipites de nitrure d’or.L’analyse AFM (rugosite et diametre) des empreintes residuelles (quelques μm²) realisees par nano-indentation spherique, imitant le cyclage et le fluage des surfaces de contact de ces MEMS, demontre l’apport de ces traitements de surface. De plus, leurs resistances electriques de contact, mesurees par nano-indentation instrumentee reproduisant un micro-contact identique a un dispositif reel, sont similaires a celle de l’or pur.La modelisation discrete mecanique du contact rugueux est ajustee a la mesure de la deformation mecanique de nano-rugosites en comparant les releves topographiques realises par AFM avant et apres nano-indentation spherique. La comparaison entre la modelisation et la mesure de la resistance electrique de contact indique que pour les gammes de force utilisees dans les micro-relais MEMS (inferieure au mN), seule une fraction allant de 2% a 9% de la surface de contact reelle est conductrice.
Learning Libgdx Game Development

Walk through a complete game development cycle with practical examples and build cross-platform games with libGDX Overview Create a libGDX multi-platform game from start to finish Learn about the key features of libGDX that will ease and speed up your development cycles Write your game code once and run it on a multitude of platforms using libGDX An easy-to-follow guide that will help you develop games in libGDX successfully In Detail Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning libGDX Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning libGDX Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning libGDX Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX. What you will learn from this book Learn about libGDX and prepare your system for multi-platform game development Speed up your overall productivity with the awesome JVM Code Hot Swapping feature Create a project setup and test the base code required for game building Use Scene2D to create and organize complex menu structures Use the texture packer to automate the creation of texture atlases Replace the default launcher icon with your own app icon Manage and play audio files and add special effects to a game to improve its look and feel Create and use texture atlases for optimized sprite rendering Approach A clear and practical guide to building games in libGDX. Who this book is written for This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.
Hexagonal Based Search Pattern for Motion Estimation in H . 264 / AVC

This paper introduces the performance and technical features of the new generation international video coding standard H.264 as well as discusses the implementation and optimization of H.264 on mobile device. Optimization is proposed at algorithm/code-level for both encoder and decoder to make it feasible to perform real-time H.264/AVC video encoding/decoding on mobile device for mobile multimedia applications. For encoder an improved motion estimation algorithm based on hexagonal pattern search is proposed exploiting the temporal redundancy of a video sequence. For decoder, at code level memory access minimization scheme is proposed and at algorithm level a fast interpolation scheme is proposed. The experimental result shows that we have reduced the complexity of H.264 video encoder/decoder up to 60% as compared to the reference software JM10.0. KeywordsComponent H.264; Mobile Multimedia Applications; Video encoding.
A Novel Control Method For Bridgeless Voltage Doubler Pfc Buck Converter

Switch mode power supplies without Power Factor Correction (PFC) tend to draw the AC line current in a non-linear fashion and may generate many unwanted harmonic content in the input current waveform. This leads to a very low power factor and less efficiency. The reason for the low and non-linear PF is that the AC input of a high frequency switched-mode conversion circuit consists of a diode bridge rectifier followed by bulk storage capacitor, This low power factor can be improved by using power factor correction circuit along with the rectifier circuit. A bridgeless Buck Converter can be used as a power factor correction circuit as well as a voltage doubler circuit for switched mode power supplies. This topology also have lesser number of conducting devices than the conventional bridge rectifier and buck converter, due to which it is having lesser conduction and switching losses. The voltage output of this circuit is also double the voltage produced by a single buck converter used as pfc circuit. A new control method called One Cycle control is introduced in this paper for the control of this circuit. This is a non linear control technique and produce faster response than the clamped mode current control. The simulation of bridgeless Buck converter using this control method is presented in this paper.
Design considerations for a 10.7 MHz BiCMOS high-Q double-sampled SC bandpass filter

A BiCMOS high-Q 10.7 MHz SC bandpass filter has been realized using double-sampled finite-gain-compensated SC integrators. With low-power op amps and large capacitors the power consumption is 16 mW, the inband noise density is 380 nV//spl radic/(Hz) and the dynamic range is about 68 dB for a 3% IM.
PyFX: A framework for real-time graphics effects

Programming real-time effects for contemporary GPUs requires writing shader programs to run on the GPU as well as code for the render state setup logic performed by the CPU. While the GPU parts are well supported by high level programming languages, the effect frameworks commonly used for the CPU parts are lacking both in functionality and expressive power, which makes them difficult to work with. In this paper we present an effect framework implemented as an embedded language in Python. We show that this high-level language for effect descriptions provide increased expressivity, without sacrificing declarativity of other frameworks. We show how some additional functional features, image-processing and off-screen render targets, cooperate with the effect language giving a rich environment for experimenting with both functional and expressive features of effect programming. (Less)
Document et modernités

L'activite documentaire a accompagne et stimule la modernisation des societes industrielles. L'hypothese defendue dans cet article collectif du reseau RTP-DOC est que les multiples developpements du numerique documentaire illustrent et favorisent l'emergence hesitante d'une nouvelle modernite, par un processus de « redocumentarisation ». Les principes de celle-ci ne concordent pas toujours avec les postulats de l'ordre documentaire precedent et n'epousent pas obligatoirement les contours traditionnels de la communication sociale. En fait, souvent presente comme radical, le processus releve plutot d'une hybridation ou les mediations se reconstituent en permanence. Il induit de nombreux decalages, tout autant sources de malentendus fâcheux que de fortunes rapides et de perspectives prometteuses. S'il est trop tot pour conclure qu'on est en presence d'un nouvel ordre documentaire se substituant au precedent, il est certain qu'il ne s'agit pas d'un epiphenomene
The Semantice Web - ISWC 2013: 12th International Semantic Web Conference, Sydney, NSW, Australia, October 21-25, 2013, Proceedings, Part II

Social Listening of City Scale Events Using the Streaming Linked Data. - Deployment of RDFa, Microdata, and Microformats on the Web - A Quantitative Analysis. - Entity Recommendations in Web. - The Energy Management Adviser at EDF. - Incorporating Commercial and Private Data into an Open Linked Data Platform for Drug Discovery. - When History Matters - Assessing Reliability for the Reuse of Scientific Workflows. - Integrating NLP Using Linked Data. - A Linked-Data-Driven and Semantically-Enabled Journal Portal for Scientometrics. - Cross-Language Semantic Retrieval and Linking of E-Gov. - Using the Past to Explain the Present: Interlinking Current Affairs with Archives via the Semantic Web. - Publishing the Norwegian Petroleum Directorate's FactPages as Semantic Web Data. - Real-Time Urban Monitoring in Dublin Using Semantic and Stream Technologies. - Using Semantic Web in ICD-11: Three Years Down the Road. - Semantic Data and Models Sharing in Systems Biology: The Just Enough Results Model and the SEEK Platform. - Reasoning on Crowd-Sourced Semantic Annotations to Facilitate Cataloguing of 3D Artefacts in the Cultural Heritage Domain. - Using Linked Data to Evaluate the Impact of Research and Development in Europe: A Structural Equation Model. - Crowdsourcing Linked Data Quality Assessment. - SPARQL Web-Querying Infrastructure: Ready for Action. - String Similarity Metrics for Ontology Alignment. - NoSQL Databases for RDF: An Empirical Evaluation. - On Correctness in RDF Stream Processor Benchmarking. - Geographica: A Benchmark for Geospatial RDF Stores. - Introducing Statistical Design of Experiments to SPARQL Endpoint Evaluation. - Towards a Systematic Benchmarking of Ontology-Based Query Rewriting Systems. - Evaluation Measures for Ontology Matchers in Supervised Matching Scenarios. - Evaluating and Benchmarking SPARQL Query Containment Solvers. - Assessing Content Value for Digital Publishing through Relevance and Provenance-Based Trust. - The Effects of Licensing on Open Data: Computing a Measure of Health for Our Scholarly Record. - Utilising Provenance to Enhance Social Computation. - Crowdsourcing Ontology Verification. - Interactive Pay as You Go Relational-to-Ontology Mapping.
A Survey: Computing Iceberg Queries

Knowledge discovery, tasks are deals with huge no of records. Queries are needed to identify unique attributes values and their aggregate that is above a predefined threshold from this huge number of records. This type of queries is called iceberg queries. Iceberg queries requires huge amount of main memory and takes longer time to answer the query. As computer system has limited amount of main memory, the processing of iceberg queries is a challenging task. This paper discusses different methods that are in literature for processing iceberg queries , we also explore pros and cons of these methods and future scope.
Music of place: the performance of identity in contemporary Australian community music festivals

This thesis interrogates the ways in which spatialised identities are constituted within a musical event, the community music festival, in contemporary Australia, as exemplified in three specific case studies: the Brunswick Music Festival, the Top Half Folk Festival and the Festival of Asian Music and Dance. An examination of the literature in such areas as musicology, ethnomusicology, sociology, cultural geography and philosophy established the argument that identity is constituted within dynamic, heterogeneous, and complex social relationships. The basis of this research is that within the framework of the community music festival, identity is constituted within and through the interactions between musician, listener and the various contexts in which these musics are performed, resulting in complex and multifarious sets of meanings that are constantly formulated and reinscribed. The ways in which the relationships of music, place and identity was interrogated was through a cross-disciplinary manner, using a number of methodological appróaches in order to capture the elusive and ephemeral nature of the festival event. The focus of data collection was on qualitative, interpretive methods and two major methods were used to collect data: participant observation and interviews. Field notes, photographs, sound and video recordings of festival events were compiled. Semi-structured interviews were conducted with festival organisers and promoters, members of local council in festival locations, festival performers and a sample of audience members. Moreover, the musical and performative aspects of these events and the argument on which this thesis is based — that a spatialised identity is constituted in and through the event — required a (re)performance of the researched event. Two methods were chosen to do this. First, ethnographic field notes were incorporated into the analysis as a means to present a sense of these festival events. Second, the inclusion of a CDrom in the presentation of the research was a strategy to signal the significance of the performative in the creation of spatialised identities.
Design of real time vehicle identification system

One of the vehicle identification techniques is to recognize the license plate numbers. The license plate recognition system consists of three major parts: sensing, image capturing, and recognition. The car sensing part is usually based on proximity or loop coil sensors and sends the signal to the image capturing part to trigger a video camera. The image capturing part, after receiving the trigger signal from the sensing part, captures the car image using high speed shutter to reduce motion blurring. The recognition part then processes the captured image and recognizes the license plate numbers. In this paper, we describe new methods for each part. For the sensing and image capturing, we propose a sensorless technique based on temporal filtering. For the recognition part, we present a robust algorithm for locating the license plate in a car image. <<ETX>>
Secure Network Coding-Based Named Data Network Mutual Anonymity communication Protocol

NDN is a kind of future Internet architecture. Due to the naming data network(NDN) design introduces four privacy challenges, Many research institutions began to care about the privacy issues of NDN. In this paper, this paper are in view of the major communication privacy issues of NDN to investigate privacy protection, then put forwards more effectively anonymous transfer policy for NDN. Firstly, using network coding anonymity technology of based on information segmentation, we propose network coding-based NDN anonymity communication protocol. Secondly, we add interest package authentication mechanism in the network coding of this protocol and encrypt the coding coefficient, security of this protocol is improved by this way. Finally, we proof the proposed anonymous transfer protocol security and anonymity.
METHODS OF CHECKING AND USING SAFETY CRITERIA

This article describes methods and tools for automated safety analysis of UML statechart specifications. The general safety criteria described in the literature are reviewed, updated and applied for using in automated specification completeness and consistency analysis of object-oriented specifications. These techniques are proposed and based on OCL expressions, graph transformations and reachability analysis. To help the checking intermediate representations will be introduced. For using these forms, the correctness and completeness of checker methods can be proven. For the non-checkable criteria two constructive methods are proposed. They use design patterns and OCL expressions to enforce observation of the safety criteria. The usability and the rules of using will be also discussed. Three real systems have been checked by using these methods.
Quasi-commutative diagrams of multiresolutional systems for representation and control

The multiresolutional approach for representation of intelligent systems with NIST-RCS Architecture leads to a number of mathematical problems related to categorical models associated with the multiresolutional representation. One of these problems is investigation of quasi-commutative diagrams that are mathematical formalization of relations between levels of multiresolutional representation. All levels in the multiresolutional representation of an intelligent system are representations of this system with different values of resolution. Relations between different levels of the representation are expressed by functors between the categories of the representation. This dependency is associated with morphisms in the categories of representation that correspond to different levels of resolution. This association is expressed by diagrams. This paper is focused upon the mathematical formalization of the problem of synthesis of a behavior generator of high level with quasi-commutative diagram of control for given restricted behavior morphism of low level.
Places: Parallelism for Racket

Places and distributed places bring new support for message-passing parallelism to Racket. This dissertation describes the programming model and how Racket’s sequential runtime-system was modified to support places and distributed places. The freedom to design the places programming model helped make the implementation tractable; specifically, the conventional pain of adding just the right amount of locking to a big, legacy runtime system was avoided. The dissertation presents an evaluation of the places design that includes both real-world applications and standard parallel benchmarks. Distributed places are introduced as a language extension of the places design and architecture. The distributed places extension augments places with the features of remote process launch, remote place invocation, and distributed message passing. Distributed places provide a foundation for constructing higher-level distributed frameworks. Example implementations of RPC, MPI, map reduce, and nested data parallelism demonstrate the extensibility of the distributed places API. For Cheryl, Tanner, and Kanani