Miracle-dz/UniFAR-FTUs huggingface dataset:
Design and realization of a high speed 64 x 64 - bit multiplier for low power applications

Wireless communication systems, including third generation cellular radio systems and wireless LANs, have become tremendously popular in recent years. These systems can be implemented using various platforms, like digital signal processors, ASICs and FPGAs. Most digital signal processing systems incorporate a multiplication unit to implement algorithms such as correlations, convolution, filtering and frequency analysis. These algorithms are used in applications such as finite impulse filters (FIR), infinite impulse filters (IIR), discrete cosine transforms (DCT) and fast Fourier transforms (FFT). Moreover, there has been a rapid increase in the popularity of portable and wireless electronic devices, like laptop computers, portable video players and cellular phones, which rely on embedded digital signal processors. Since the desire is to design digital systems for communication applications at best performance without power sacrifices, the need for high performance and low power multipliers is inevitable. Since multiplication is one of the most critical operations in many computational systems, there have been many algorithm proposals in the literature to perform multiplication, each offering different advantages and having tradeoffs in terms of speed, circuit complexity, area and power consumption. This thesis focuses on an ASIC implementation of a multiplexer-based multiplication method, an efficient algorithm which is applicable to low power applications. Recently, it has been proved that the multiplexer-based multiplier outperforms the modified Booth multiplier both in speed and power dissipation by 13% to 26%, due to small internal capacitance. After analyzing the performance characteristics of conventional multiplier types, it is observed that the one designed using multiplexer-based multiplication algorithm is more advantageous, especially when the size of the multiplied numbers is small. In order to verify the superiorities of this algorithm, we performed an implementation, in which the bit size of the multiplicand and the multiplier is comparably large. Thus, realization of a 64 x 64-bit multiplier block has been done in 0.35 M [micron] CMOS technology using Cadence Design Framework tools. The final multiplier structure operates at 12.8 ns with an approximate dynamic power consumption of 1mW. Also, using the same algorithm, another block of 32-bit x 32-bit multiplier is designed and is sent for fabrication.
Active text perception for mobile robots

Our everyday environment is full of text but this rich source of information remains largely inaccessible to mobile robots. In this paper we describe an active text spotting system that uses a small number of wide angle views to locate putative text in the environment and then foveates and zooms onto that text in order to improve the reliability of text recognition. We present extensive experimental results obtained with a pan/tilt/zoom camera and a ROS-based mobile robot operating in an indoor environment.
Automated Building Code Compliance Checking – Where is it at?

There has been an extensive amount of research conducted internationally over the last four decades in the area of automated and semi-automated regulatory compliance checking for the Architecture, Engineering, and Construction (AEC) industry. This paper summarises the earlier research initiatives, explores common themes and different approaches used, as well as comparing the strengths and limitations of a number of major code compliance checking tools. Some of these tools have been implemented commercially and others are beginning to be adopted or are in their final stages of development. The paper also examines how readily these tools can be applied in the context of a performance-based code as found in New Zealand. Due to a recent push for innovation and productivity improvement in the AEC industry, there is an increased uptake of building information modelling (BIM) and the Industry Foundation Classes (IFC) open standard data model for interoperability. The availability of high performance personal computers, efficient web-based technology, and new initiatives in legal knowledge representation modelling should make the development of commercial compliance checking systems more viable than ever. However, the quest for an industry agreed unified approach seems to be far from over. Research is being conducted to develop a computer interpretable representation of New Zealand’s performance-based codes using an open standard legal data exchange protocol. This is to be integrated into a web-based BIM compliance checking framework. The fire safety clauses of the New Zealand Building Code (NZBC) are used in the case study.
A Multi-core Testbed on Desktop Computer for Research on Power/Thermal Aware Resource Management

OF THE DISSERTATION A MULTI-CORE TESTBED ON DESKTOP COMPUTER FOR RESEARCH ON POWER/THERMAL AWARE RESOURCE MANAGEMENT by Ashley Dierivot Florida International University, 2014 Miami, Florida Professor Gang Quan, Major Professor Our goal is to develop a flexible, customizable, and practical multi-core testbed based on an Intel desktop computer that can be utilized to assist the theoretical research on power/thermal aware resource management in design of computer systems. By integrating different modules, i.e. thread mapping/scheduling, processor/core frequency and voltage variation, temperature/power measurement, and run-time performance collection, into a systematic and unified framework, our testbed can bridge the gap between the theoretical study and practical implementation. The effectiveness for our system was validated using appropriately selected benchmarks. The importance of this research is that it complements the current theoretical research by validating the theoretical results in practical scenarios, which are closer to that in the real world. In addition, by studying the discrepancies of results of theoretical study and their applications in real world, the research also aids in identifying new research problems and directions.
Thimble — Threads for MLj

Thimble is a concurrency library for MLj, the open source ML-to-Java bytecode compiler. Thimble allows MLj programs to run multiple concurrent threads that safely communicate through typed channels, without having to reach down for the underlying Java synchronize, wait and notify actions. In addition Thimble events provide efficient multiway synchronization, so that a thread can choose between inputs from several different channels without the need for busy waiting. Both channels and events are first-class values, and Thimble provides a range of operations for users to roll their own varieties while maintaining data integrity in a multithreaded environment. Thimble itself is written entirely in MLj, building these high-level features on to the basic concurrency facilities guaranteed by any Java virtual machine. This paper presents the Thimble library; some examples of how it can be used; a review of its implementation; and a comparison with related systems like Concurrent ML, Concurrent Haskell and indeed Java itself.
Data Security Model for Cloud Computing

With the development of cloud computing, Data security becomes more and more important in cloud computing. This paper analyses the basic problem of cloud computing data security. With the analysis of HDFS architecture, we get the data security requirement of cloud computing and set up a mathematical data model for cloud computing. Finally we build a data security model for cloud computing.
Constantijn huygens and early attitudes towards the camera obscura

Abstract J'ay chez moy l'autre instrument de Drebbel, qui certes fait des effets admirables en peinture de reflexion dans une chambre obscure; il ne m'est possible de vous en declarer la beaute en paroles; toute peinture est morte aux prix, car c' est icy la vie mesme, ou quelque chose de plus releve, si la parole n'y manquoit. Car et la figure et le contour et les mouvements s'y recontrent naturellement et d'une facon grandement plaisante. Les Degheyns s'y plaisent merveilleusement, mais nostre cousin Carel s'y enragera. [I have at home Drebbel's other instrument, which certainly makes admirable effects in painting from reflection in a dark room; it is not possible for me to reveal the beauty to you in words; all painting is dead by comparison, for here is life itself or something more elevated if one could articulate it. As one can see, the figure and the contour and the movements join together naturally and in a grandly pleasing fashion. The De Gheyns are marvellously pleased by it but our cousin Carel.
SeisDig: Software to Digitize Scanned Analog Seismogram Images, User’s Manual

Analog seismic data have been recorded by numerous pen and paper drum-type seismographs throughout the world over the past 100 years or so. Digitizing these data is necessary for studying historical earthquakes and for studying the characteristics of extreme storms and their occurrence in climate change analyses. SeisDig is an interactive Matlab based digitizing tool, designed to digitize entire scanned seismogram “tif” images with a minimum of user interaction. This User’s Manual describes the SeisDig graphical user interface and its use. The SeisDig software is available for download at http://iod.ucsd. edu/SeisDig/. Use of this software is subject to certain copyright restrictions.
Review article The benefit of stereology for quantitative radiology

A knowledge of stereology (i.e. proper sampling), the opportunities provided by computers for image analysis (i.e. image segmentation, image registration, data base exploration, 3D reconstruction), and the strengths (i.e. non-invasive) and limitations (i.e. finite resolution, image artefacts) of medical imaging equipment must all be combined for reliable quantitative magnetic resonance imaging (MRI), the goal of which is to obtain a deeper understanding of the structure, function, life cycle and evolution of the human body, especially the brain, and a more objective diagnosis of disease and assessment of its response to treatment. In this article we illustrate the first of these requirements. We describe the application of proper sampling strategies and efficient computer-based counting procedures for obtaining unbiased estimates of volume by the Cavalieri method and of surface area from vertical sections. In particular, we estimate the volume of a brain tumour from Cavalieri sections, the volume of grey matter in the cerebral hemispheres from Cavalieri slices and the surface area of the cerebral cortex from vertical sections. The estimates obtained are mathematically unbiased. In each case, we assess the precision of the estimates empirically. Application of formulae available for predicting the precision of volume estimates obtained using the Cavalieri sections and slices methods is also described.
On-line machine scheduling

• 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.
A game for visually impaired children with a 3-d virtual auditory display

To those who are blind or visually impaired, it is extremely important to make the most of auditory and tactile perception as an alternative to the lost or weakened sense of sight. These senses can provide them with many cues to recognize objects' positions, configurations, sizes, velocity, and other crucial pieces of spatial and temporal information. The recent advancement of virtual auditory systems (VAD) will prove to be very useful for the education and training in developing the ability to gain spatial information through alternative paths of recognition. Moreover, the idea of VAD systems could also be applied to daily entertainment equipment, i.e. computer games which entertain players only with sounds may be developed on VAD. In this study, therefore, we attempted to develop an "edutainment" system with which visually impaired children can improve their capability of space recognition by playing a game as application software of a hand-made 3D VAD. Moreover, perceptual characteristics for sound localization were measured both for visually impaired and for sighted subjects. Results show some differences between impaired and sighted subjects. The game was named "Hoy-Pippi. " In this game, a monster appears in a random 3-D position and shouts "Hoy-Pippi. " The player's objective is to attack the monster using a short rod with a position sensor at its end. If the attacked position agrees well with the acoustically prescribed position, he/she gains a point. Results show that players generally enjoyed the game and that a gradual increase in points was observed for most participants, suggesting a positive effect of this type of training on spatial recognition among visually impaired subjects.
Enhancing the Potential of the Conventional Gaussian Mixture Model for Segmentation: from Images to Videos

Segmentation in images and videos has continuously played an important role in image processing, pattern recognition and machine vision. Despite having been studied for over three decades, the problem of segmentation remains challenging yet appealing due to its ill-posed nature. Maintaining spatial coherence, particularly at object boundaries, remains difficult for image segmentation. Extending to videos, maintaining spatial and temporal coherence, even partially, proves computationally burdensome for recent methods. Finally, connecting these two, foreground segmentation, also known as background suppression, suffers from noisy or dynamic backgrounds, slow foregrounds and illumination variations, to name a few. This dissertation focuses more on probabilistic model based segmentation, primarily due to its applicability in images as well as videos, its past success and mainly because it can be enhanced by incorporating spatial and temporal cues. The first part of the dissertation focuses on enhancing conventional Gaussian Mixture Model (GMM) for image segmentation using Bilateral filter due to its power of spatial smoothing while preserving object boundaries. Quantitative and qualitative evaluations are done to show the improvements over a number of recent approaches. The later part of the dissertation concentrates on enhancing GMM towards foreground segmentation as a connection between image and video segmentation. First, we propose an efficient way to include multiresolution features in GMM. This novel procedure implicitly incorporates spatial information to improve foreground segmentation by suppressing noisy backgrounds. The procedure is shown with Wavelets, and gradually extended to propose a generic framework to include other multiresolution decompositions. Second, we propose a more accurate foreground segmentation method by enhancing GMM with the use of Adaptive Support Weights (ASW) and Histogram of Gradients (HOG). Extensive analyses, quantitative and qualitative ex-
Some ideas on how to trigger students' interest in learning calculus

Calculus is a fundamental course for science students. However, many of them have no interest in learning calculus and thus cannot master it because they think it is abstract and useless. This will greatly influence their further learning of other science courses, even their professional future. So, how to trigger students’ interest in learning calculus is becoming more and more important. In this paper, some ideas on how to trigger students’ interest in learning calculus will be presented. These ideas include: (1) adding mathematical history to trigger students’ curiosity; (2) using problem-based learning (PBL) to make strong connections to the real world; and (3) using moving pictures to make concept more understandable and problems vivid. Examples are included to illustrate these ideas.
Estudo de Sistemas Multiagentes aplicada a uma equipe para RoboCup Rescue e do ambiente SIMULA

This paper proposes to develop a team of agents to search and rescue applied to Robocup Rescue and to study the environment of simple simulations of environments multiagentes called SIMULA. To develop a team of officers will be investigated essential aspects of Multiagentes Systems. The challenge is the increase of a team of agents heterogeneous able to coordinate teams of firefighters, ambulances and police into action against the effects of a disaster, as an example, an earthquake. In future, this team will be tested in the environment of urban disaster simulation of the RoboCup Rescue and their performance will be compared to the other teams. Resumo. Este trabalho propoe desenvolver uma equipe de agentes de busca e salvamento aplicado a Robocup Rescue e estudar o ambiente de simulacoes simples de ambientes multiagentes denominado SIMULA. Para desenvolver a equipe de agentes serao investigados aspectos essenciais dos Sistemas Multiagentes. O desafio consiste no incremento de uma equipe de agentes heterogeneos capazes de coordenar equipes de bombeiros, ambulâncias e policiais em acoes contra os efeitos de uma calamidade, como exemplo, um terremoto. Futuramente, esta equipe sera experimentada no ambiente de simulacao de desastres urbanos da RoboCup Rescue e seu desempenho sera comparado com o de outras equipes.
RES: computing the interactions between real and virtual objects in video sequences

Possibilities for dynamic interactions of people with machines created by combination of virtual reality and communication networking provide new interesting problems at the intersection of two domains (among others): computer vision and computer graphics. In this paper, a technical solution to one of these problems is presented to automate the mixing of real and synthetic objects in a same animated video sequence. Current approaches usually involve mainly 2D-based effects and rely heavily on human expertise and interaction. We aim at achieving close interaction between 3D-based analysis and synthesis techniques to compute the interaction between a real scene captured in a sequence of calibrated images, and a computer-generated environment.
Information granulation for Web based information retrieval support systems

In this paper, we discuss the potential applications of data mining techniques for the design of Web based information retrieval support systems (IRSS). In particular, we apply clustering methods for the granulation of different entities involved in IRSS. Two types of granulations, single-level and multi-level granulations, are investigated. Issues of document space granulation, query space granulation, term space granulation, and retrieval results granulation are studied in detail. It is demonstrated that each different granulation supports a different user task.
Task Dependence of Image Statistics at the point of gaze in a natural wooded environment

Theories of optimal coding propose to understand early sensory processing of stimuli as being adapted tothe statistics of the signals naturally occurring when interacting with the environment [1, 2, 3]. Relatingthis approach to vision, the regularities of natural image sequences have been investigated, eg. [4,5]. But,given that perception is active, the stimuli at the retina are dependent on oculomotor control and thereforeon the executed task [6]. How do different tasks affect the statistics of image features at the fixationlocation? In the past a number of studies have shown that features at fixation locations are different fromthose selected randomly in natural scenes [7,8]. Those results were obtained by subjects looking at brieflypresented static images of natural scenes subtending a limited visual angle in a laboratory environmentwhile mostly executing the so-called ‘free-view’ task. How do these results transfer from the laboratoryenvironment to real natural environments in which subjects execute natural goal directed behavior? In order to address this question, eye movements of human subjects acting in a natural woodedenvironment were tracked with a custom-made portable eye tracker. An HD-video camera mounted on abicycle helmet recorded the visual scene with a digonal field of view of 75 degrees. This high-resolutionvideo allowed for the accurate analysis of visual features at fixation location versus locations chosenrandomly within the visual scene. Three subjects each executed a search task, a ‘free-view’ task and awalking task. Each task had duration of approximately 90 seconds. The eye tracker was calibratedbetween trials.Here we report results from the analysis of the spatiotemporal autocorrelation functions obtained from thenatural scene sequences separately for the three different tasks and sets of image patches chosenaccording to three random sampling methods. The data show significant statistical differences betweenthe tasks. We therefore conclude that theories of optimal coding of sensory stimuli should take intoaccount explicit task influences.References[1] Attneave F. 1954. Some informational aspects of visual perception.
Çevre Büyüklüğü ve 10-12 Yaş İlkokul Çocuklarında Denetim Odağı

Odul ve cezalarin davranis uzerindeki etkisini hemen herkes bilir. Odul, izledigi davranisin yinelenme olasiligini artirir, ceza, ise bu olasiligi azaltir. Bu bir ogrenme ilkesidir. Ancak, belli bir davranisi izleyen odulun bu ilkede belirtilen etkisi kesin olmayip, bireyin davranisi ile odul arasinda bir nedensellik iliskisi algilayip algilamamasina baglidir. Diger bir deyisle, kimi kisilerin odul olarak algiladiklari bir olay, baskalarinca degisik algilanabilir ve izledigi davranis uzerindeki etkisi de degisik olabilir. Eger birey, odulu kendi davranis, yetenek ve cabalarinin bir sonucu olarak goruyorsa, odul, izledigi davranis uzerinde bilinen etkisini yapacaktir. Tersine, birey, odulu kendi davranisindan bagimsiz, sans, talih, kader, ya da guclu baskalari gibi, kendi disindaki guclerce uygulanip denetlenen bir olgu olarak goruyorsa, boyle bir odulun izledigi davranisin yinelenme olasiligini arttirmak gibi bir etkisi olmayacaktir. Kisaca, insanlar, odul ve cezalar biciminde, kendilerine olanlarin sorumlulugunu kendilerine ya da sans, kader, kismet gibi kendileri disindaki guclere yuklemek egiliminde olabilirler. Odul ve cezalari denetleyen gucun kaynagini birey kendi icinde ya da disinda algilayabilir. Rotter (1966), bu gucun kaynaklandigi yere «denetim odagi» adini vermektedir. Konuya iliskin yazinda, denetim odagini, agirlikli olarak, kendi icerisinde algilayan kisilerden icten denetimliler, dislarinda algilayan kisilerden de, distan denetimliler olarak soz edilmektedir.
On biologically inspired genetic operators: transformation in the standard genetic algorithm

In this paper, we introduce a biologically inspired recombination operator that occurs in the colonies of bacteria. The mechanism is called transformation and is responsible for the genetic variation and consequently the advantageous characteristics that some bacteria possess. We present an implementation of the transformation mechanism in the standard GA (SGA) and we compare its performance solving two different classes of problems using either transformation or the traditional crossover operators. The results show that the GA using transformation is always superior to the SGA. The good results obtained by transformation seem to be related to the great degree of diversity that the mechanism introduces in population.