Miracle-dz/UniFAR-FTUs huggingface dataset:
Implementation Issues For A Parallel Psuedo-Search EngineIndexer Using MPI And Genetic Programming

A parallel Pseudo-Search Engine Indexer has been implemented to study the feasibility of developing a Genetic Programming (GP)/MPI tool for an assessment of Search Engines Indexers. The future improvements to this initial implementation of the GP/MPI tool will incorporate new and enhanced methodologies for GP as well as new developments in the area of Knowledge Discovery in Databases (KDD). Several implementation issues became apparent during this initial phase and will be discussed. The parallel implementation displayed the diversity that exists among the current sets of Web pages that comprise the World Wide Web (WWW). Hierarchy interface issues exist for a set of indexers, a set of Web crawlers, and a set of browser mechanisms. Network issues will provide additional challenges for the efficient execution of Web crawlers. The network issues became apparent in the relevant pages presented by the current search engine browsers. The addition of multimedia traffic to the current as well as the improved Internet will magnify some of the existing implementation issues. These issues provide the motivation to develop mechanisms for handling the exponential growth of WWW documents as this research effort continues. The training sets used in this study provided a small snapshot of the computational effort required to index Web documents accurately and efficiently. Results will be used to develop and implement Web crawler mechanisms capable of presenting the scope of this research effort.
DSP Implementation of a Low-Delay Filter Bank for Audio Applications

An efficient implementation of a cosine modulated filter bank on a Motorola fixed-point digital signal processor (DSP) is presented. For M = 8 subbands and a filter length of N = 128 coefficients a maximum of 183 instructions per input sample (8.1 MIPS at 44.1 kHz) in both analysis and synthesis filter bank are required while having an overall delay time of 136 samples equivalent to 3.08 ms at 44.1 kHz sampling rate with a linear-phase filter prototype. The cosine modulated filter bank is implemented with a polyphase realization. The approach is extended to work also for lowpass filter prototypes which are non linear-phase. Thus with the modified approach an efficient polyphase realization of low-delay filter banks is possible. With the low-delay approach the overall delay time can be reduced to 3M samples (0.5 ms for M = 8 at 44.1 kHz sampling rate) in the DSP implementation while having quite low stopband attenuations. General Terms Algorithms
A framework for virtual device driver development and virtual device-based performance modeling

Operating system virtualization tools such as VMWare, XEN, and Linux KVM export only minimally capable SVGA graphics adapters. This paper describes the design and implementation of system that virtualizes high-performance graphics cards of arbitrary design to support the construction of authentic device drivers. Drivers written for the virtual cards can be used verbatim, without special function calls or kernel modifications, as drivers for real cards, should real cards of the same design exist. While this allows for arbitrary design, it is not able to model performance characteristics. We describe a new kernel system that allows for arbitrarily changing the performance of a device. These virtual performance throttles (VPTs) use the framework provided by the virtual device architecture and a simple linear service model a physical drive to simulate the relative performance characteristics of the physical disk. The applications of the system include instruction in device driver and disk scheduler design, allowing device driver design to proceed in parallel with new hardware development, and for relative performance measurements without needing access to the physical device being modeled.
A discrete graph Laplacian for signal processing

In this thesis we exploit diffusion processes on graphs to effect two fundamental problems of image processing: denoising and segmentation. We treat these two low-level vision problems on the pixel-wise level under a unified framework: a graph embedding. Using this framework opens us up to the possibilities of exploiting recently introduced algorithms from the semi-supervised machine learning literature. We contribute two novel edge-preserving smoothing algorithms to the literature. Furthermore we apply these edge-preserving smoothing algorithms to some computational photography tasks. Many recent computational photography tasks require the decomposition of an image into a smooth base layer containing large scale intensity variations and a residual layer capturing fine details. Edge-preserving smoothing is the main computational mechanism in producing these multi-scale image representations. We, in effect, introduce a new approach to edge-preserving multi-scale image decompositions. Where as prior approaches such as the Bilateral filter and weighted-least squares methods require multiple parameters to tune the response of the filters our method only requires one. This parameter can be interpreted as a scale parameter. We demonstrate the utility of our approach by applying the method to computational photography tasks that utilise multi-scale image decompositions. With minimal modification to these edge-preserving smoothing algorithms we show that we can extend them to produce interactive image segmentation. As a result the operations of segmentation and denoising are conducted under a unified framework. Moreover we discuss how our method is related to region based active contours. We benchmark our proposed interactive segmentation algorithms against those based upon energy-minimisation, specifically graph-cut methods. We demonstrate that we achieve competitive performance.
The colonisation of a former sea-floor by ferns

Het gaat goed met de varens in de Nederlandse bossen. Zeventig procent van de soorten neemt toe in aantal. De groei is voor een belangrijke deel te danken aan nieuwe leefgebieden in de bossen van Flevoland, waar zich binnen enkele decennia `hotspots` voor varens ontwikkelden. Dat is op wereldschaal niet eerder vertoond. Tot die bevinding komt, na dertig jaar onderzoek, Piet Bremer in zijn proefschrift
The role of exploration in learning control

Whenever an intelligent agent learns to control an unknown environment, two opposing objectives have to be combined. On the one hand, the environment must be su ciently explored in order to identify a (sub-) optimal controller. For instance, a robot facing an unknown environment has to spend time moving around and acquiring knowledge. On the other hand, the environment must also be exploited during learning, i.e., experience made during learning must also be considered for action selection, if one is interested in minimizing costs of learning. For example, although a robot has to explore its environment, it should avoid collisions with obstacles once it has received some negative reward for collisions. For e cient learning, actions should thus be generated in such a way that the environment is explored and pain is avoided. This fundamental trade-o between exploration and exploitation demands e cient exploration capabilities, maximizing the e ect of learning while minimizing the costs of exploration.
Modeling subjective metrics for mobile evaluation

There are several methods to evaluate mobile applications. The aim is to ensure that the applications are usable and satisfying users. Among the methods include lab test and field test.However, not many have focused on the quality characteristics should be used during the test.This study aims to develop subjective metrics for evaluation of mobile application using Goal Question Metric (GQM). To ensure the metrics we develop are reliable and useful, we conduct usability study that used the metrics we developed using GQM approach.The result indicates that the metrics can be used to evaluate mobile application in term of user satisfaction.Four test cases with different platforms employed in this study shows that the metrics are reliable to be used in mobile evaluation.
Mixed streaming of video over wireless networks

In recent years, transmission of video over the Internet has become an important application. As wireless networks are becoming increasingly popular, it is expected that video will be an important application over wireless networks as well. Unlike wired networks, wireless networks have high data loss rates. Streaming video in the presence of high data loss can be a challenge because it results in errors in the video. Video applications produce large amounts of data that need to be compressed for efficient storage and transmission. Video encoders compress data into dependent frames and independent frames. During transmission, the compressed video may lose some data. Depending on where the packet loss occurs in the video, the error can propagate for a long time. If the error occurs on a reference frame at the beginning of the video, all the frames that depend on the reference frame will not be decoded successfully. This thesis presents the concept of mixed streaming, which reduces the impact of video propagation errors in error prone networks. Mixed streaming delivers a video file using two levels of reliability; reliable and unreliable. This allows sensitive parts of the video to be delivered reliably while less sensitive areas of the video are transmitted unreliably. Experiments are conducted that study the behavior of mixed streaming over error prone wireless networks. Results show that mixed streaming makes it possible to reduce the impact of errors by making sure that errors on reference frames are corrected. Correcting errors on reference frames limits the time for which errors can propagate, thereby improving the video quality. Results also show that the delay cost associated with the mixed streaming approach is reasonable for fairly high packet loss rates.
Interlingua-based machine translation of spatial expressions

Machine translation (MT) is the translation of natural language (NL) text by computer, mapping a source language (SL) text onto a target language (TL) while preserving the meaning. Interlingua-based MT systems first map the SL into an intermediate language or interlingua (IL) and then map the IL out to the TL. There are, however, no established specifications that are generally accepted among MT researchers for constructing an interlingua. This thesis addresses the basic question of what belongs in an interlingua. The work demonstrates that the following “division of labor” is viable in an MT system: an interlingua can be constructed as its own level of representation, distinct from NL syntactic and conceptual levels of representation and linguistically relevant to the task of preserving meaning in MT. This IL captures a level of abstraction between NL syntactic representations and conceptual or knowledge representations (KR). The thesis focuses on the translation of spatial expressions, i.e., natural language sentences that convey the location, orientation, or motion of physical objects in the real, 3-dimensional world. The focus is both computationally and linguistically motivated: localist research holds that spatial expressions are more basic structurally and semantically than expressions in other fields and, thus, are critical for both language learners and computational systems in establishing the basic linguistic relations in other types of expressions. The research presented in the thesis spells out the consequences of the division-of-labor approach for an MT system. The contributions of the thesis are: (i) the design of a modular, multi-level MT system, (ii) the formalization of a theory of tiered IL forms and associated processing algorithms, and (iii) the encoding of single-language and cross-language generalizations in an IL for spatial expressions.
Spelling Instruction in ESL: English Orthography and Resources for Spelling Instruction in English as a Second Language.

A discussion of spelling instruction for learners of English as a second language (ESL) looks at writing systems, the literature of ESL instruction, and the literature of English language arts in general. It begins with a typology of writing systems, examining how they represent both grammatical and phonological features. The nature of English orthography is then explored, focusing on its evolution, the influence of morphology on it, and its regular and irregular features. Literature on the pedagogy of spelling is then reviewed, drawing from that of the language arts in general and of ESL instruction in particular. A number of recommendations for classroom spelling instruction are presented, including those concerning the role of reading, exploration of hidden structure in the English writing system, and degree of emphasis on spelling in language instruction. (Contains 25 references, some annotated.) (MSE) ******************************************************************************** Reproductions supplied by EDRS are the best that can be made from the original document. ******************************************************************************** The University of San Francisco Spelling Instruction in ESL: English Orthography and Resources for Spelling Instruction in English as a Second Language A Field Project submitted to Dr. Dorothy Messerschmitt of the School of Education, Univ. of San Francisco in partial fulfillment of the requirements of the degree Master of Arts in Teaching English as a Second Language PERMISSION TO REPRODUCE AND DISSEMINATE THIS MATERIAL HAS BEEN GRANTED BY TO THE EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) _ by Roger Chrisman June 30, 1996 U.S. DEPARTMENT OF EDUCATION Office of Educational Research and Improvement EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) O'his document has been reproduced as received from the person or organization originating it. Minor changes have been made to improve reproduction quality. Points of view or opinions stated in this document do not necessarily represent official OERI position or policy.
Project DASH : securing direct MySQL database access for the grid.

High energy physics applications on computational grids require efficient access to terabytes of data managed in relational databases. The Database Access for Secure Hyperinfrastructure (DASH) project develops secure high-performance database access technology for distributed computing. In the DASH proof-of-concept prototype the Globus grid proxy certificate authorization is automatically integrated within MySQL database code using aspect-oriented software development approach. Pushing grid authorization into the database engine eliminates inefficient data transfer bottleneck and provides end-to-end data security for distributed applications. To provide on-demand database services capability for Open Science Grid, the Edge Services Framework activity builds the DASH mysql-gsi database server into the virtual machine image, which is dynamically deployed via Globus Virtual Workspaces.
The Use of Technology to Facilitate Authentic Learning

The Use of Technology to Facilitate Authentic Learning will discuss the rationale for developing authentic learning assignments that use technology and allow students to be engaged in exploration and inquiry. Constructivists believe that the most effective way for students to acquire knowledge is to apply that knowledge or instruction to resolve problems that are common to their experience. Therefore, these assignments involve real-world projects that are both relevant and interesting to the learner. Students become involved in an effort to influence an audience beyond their classroom. The Power Point Presentations and the Brochures are developed for their peers and for an audience outside the class (their host teachers and schools).
Improving F-Score of the imbalance visualized pattern dataset for yield prediction robustness

In a non closed loop manufacturing process, a prediction model of the yield outcome can be achieved by visualizing the temporal historical data pattern generated from the inspection machine, discretize to visualized data patterns, and map them into machine learning algorithm.Our previous study shows that combination of under-sampling and over sampling techniques unabel wider range of data sets where SMOTE+VDM and random under-sampling produced robust classifier performance of handling better with different batches of prediction test data.In this paper, the integration of K* entropy base similarity distance function with SMOTE, CNN+Tomek Links and the introduction of SMOTE and SMaRT (Synthetic Majority Replacement Technique)combination, has improved the classifiers F-Score robustness.
Knowledge Discovery in Databases (KDD) in online educational system through LON-CAPA system

In this paper we give a definition of KDD and Data Mining, describing its tasks, methods, and applications. Our motivation in this study is gaining the best technique for extracting useful information from large amounts of data in an online educational system, in general, and from the LON-CAPA system, in particular. The goals for this study are: to obtain an optimal predictive model for students within such systems, help students use the learning resources better, based on the usage of the resource by other students in their groups, help instructors design their curricula more effectively, and provide the information that can be usefully applied by instructors to increase student learning.
Under the Black Flag: The Romance and the Reality of Life Among the Pirates

"This is the most authoritative and highly literate account of these pernicious people that I have ever read. " -- Patrick O'Brian Pirates are so much a part of legend that it is easy to forget they actually existed. UNDER THE BLACK FLAG tells their story in a rollicking account of the golden age of piracy that is packed with history, anecdote, and above all adventure. Here are the true stories of such bloodthirsty legends as Blackbeard and Captain Kidd, Anne Bonny, and the fearsome Mary Read. And here are rousing descriptions of what ships pirates sailed, what punishments they exacted, what they really wore, and how they flourished--or perished. From the smoky havoc of shipboard battle to the loneliness of a fugitive's life at sea, this spellbinding narrative vividly brings the brutal world of pirates to life.
Exploratory data analysis using network based techniques

The aim of this document is to present the work done during the development of my master thesis. The work belongs to the field of complex networks, more concretely to the detection of communities in complex networks. Chapter 1 will be an introduction of the basic concepts and motivations of this work, mainly clarifying the fields of exploratory data analysis, data clustering and complex networks. As all the work is about the finding of communities in complex networks, Chapter 2 is devoted to explain the concepts of mesoscopic structure of networks and its importance in the analysis of real networks, along with the explanations of some of the most well-known techniques to perform this analysis. All the progress done during the master thesis relies on a method for detecting communities developed in the past years by the research group I belong to. This method is known as the AFG algorithm, named after the three authors Arenas, Fernandez and Gomez, and it is explained in section 2.5. 2 with special emphasis. The work that I have developed is composed of two separate problems: the first one consists in designing an application to make possible the use of the AFG community detection method to perform data clustering over real world multidimensional datasets, which is explained in Chapter 3. The second work consists in improving the AFG method to make possible the detection of communities even when the difference of sizes of the communities make their detection impossible for other community detection algorithms, which can be found in Chapter 4. Chapter 5 contains the conclusions and the future lines of research derived from the present work, and in the Appendix there is a list of publications that sustain the contents presented in this document.
Measuring information transmission for team decision making

A fundamental problem in designing multiagent systems is to select algorithms that make correct group decisions effectively. Typically, each individual in a group has private, relevant information and making a correct group decision requires that private information be communicated. When there is limited communication bandwidth or potential for delays in communication, it is important to select the algorithm for making group decisions that requires least communication. This thesis makes three contributions to the design of multiagent systems. First, it shows the benefits of quantifying information transmitted by measuring the entropy of messages to find algorithms for decision making that minimize use of bandwidth. Second, it provides an analysis of the information content of a diverse group of center-based algorithms, including several types of auctions, for making group decisions. Third, it defines a new data structure, the dialogue tree, that compactly represents complex interactions between individuals. The thesis demonstrates that the amount of communication required by an algorithm is highly dependent on factors of the multiagent system's environment, such as team size, error tolerance, and the likelihood that a given agent can perform a particular task. No single algorithm guarantees the least communication in all environments. The thesis further shows that a system designer must consider both coordination and revelation when choosing an algorithm, and it provides compelling evidence that systems that implement an unsuitable algorithm for decision making incur significant costs for wasted communication.
User Centered System Design

Contents: S.W. Draper, D.A. Norman, C. Lewis, Introduction. Part I:User Centered System Design. K. Hooper, Architectural Design: An Analogy. L.J. Bannon, Issues in Design: Some Notes. D.A. Norman, Cognitive Engineering. Part II:The Interface Experience. B.K. Laurel, Interface as Mimesis. E.L. Hutchins, J.D. Hollan, D.A. NormanDirect Manipulation Interfaces. A.A. diSessa, Notes on the Future of Programming: Breaking the Utility Barrier. Part III:Users' Understandings. M.S. Riley, User Understanding. C. Lewis, Understanding What's Happening in System Interactions. D. Owen, Naive Theories of Computation. A.A. diSessa, Models of Computation. W. Mark, Knowledge-Based Interface Design. Part IV:User Activities. A. Cypher, The Structure of Users' Activities. Y. Miyata, D.A. Norman, Psychological Issues in Support of Multiple Activities. R. Reichman, Communication Paradigms for a Window System. Part V:Toward a Pragmatics of Human-Machine Communication. W. Buxton, There's More to Interaction Than Meets the Eye: Some Issues in Manual Input. S.W. Draper, Display Managers as the Basis for User-Machine Communication. Part VI:Information Flow. D. Owen, Answers First, Then Questions. C.E. O'Malley, Helping Users Help Themselves. L.J. Bannon, Helping Users Help Each Other. C. Lewis, D.A. Norman, Designing for Error. L.J. Bannon, Computer-Mediated Communication. Part VII:The Context of Computing. J.S. Brown, From Cognitive to Social Ergonomics and Beyond.
Engaging the whole body in mobile interaction

INTRODUCTION Research within mobile interaction and applications initially focused on building interfaces that adapt to the limited interaction and presentation resources of mobile devices such as the limited bandwidth and small screens [1]. More recent work has started to address richer interactive experiences by exploring ways of integrating what could be called the “whole body” in interaction in mobile settings. Such work includes for instance locationbased systems, social networking, and collaborative applications of different kind.