Miracle-dz/UniFAR-FTUs huggingface dataset:
Une injustice programmée? : le point de vue des personnes itinérantes sur leur judiciarisation et leur incarcération

Cette recherche s'interesse aux perceptions des personnes itinerantes sur leur judiciarisation et leurs incarcerations. La judiciarisation s'opere suite a la remise de constats d'infractions en lien avec les reglementations municipales de la ville, celles de la Societe des Transports de Montreal ainsi que le Code de Securite Routiere. Elle releve donc de la procedure penale, par opposition au code criminel et concerne des infractions mineures, souvent en lien avec des incivilites. Ultimement, la judiciarisation conduit a l'emprisonnement faute de paiement de l'amende. L'objectif de cette recherche est de mieux comprendre les perceptions a partir d'une comprehension des effets au plan materiel, des relations entretenues avec les differents acteurs socio-judiciaires et du regard que les personnes portent sur la justice a partir de leur experience. Ancree dans un cadre theorique fonde sur la reconnaissance (Honneth, 2000), l'experience de judiciarisation et de l'incarceration est concue et revelatrice d'un rapport entre la personne itinerante et le systeme de justice. Pour realiser cette etude, deux methodologies complementaires ont ete utilisees. La premiere s'appuie sur 29 entrevues realisees avec des personnes itinerantes, portant sur leurs experiences de judiciarisation et sur leur experience de rue. La seconde a consiste en une analyse statistique descriptive des dossiers judiciaires des 29 personnes, dossiers comprenant l'ensemble des infractions reprochees (criminelles et penales) ainsi que le processus judiciaire suivi par chacune.
Sound blaster the official book

Nearly 1.5 million people will buy a Sound Blaster this year, but most of them will do nothing more with it than use it to play recorded sounds and music in their computer games. This book provides information on getting the most out of your Sound Blaster. The author covers installation and installation problems, ideas for improving the quality of sound recordings and playback, and how to build a multimedia presentation from the ground up. The book also offers source code examples for programming.
Models of Understanding Text

What is text understanding? It is the dynamic process of constructing coherent representations and inferences at multiple levels of text and context, within the bottleneck of a limited-capacity working memory. The field of text and discourse has advanced to the point where researchers have developed sophisticated models of comprehension, and identified the particular assumptions that underlie comprehension mechanisms in precise analytical or mathematical detail. The models offer "a priori" predictions about thought and behavior, not merely "ad hoc" descriptions of data. Indeed, the field has evolved to a mature science. The contributors to this volume collectively cover the major models of comprehension in the field of text and discourse. Other books are either narrow -- covering only a single theoretical framework -- or do not focus on systematic modeling efforts. In addition, this book focuses on deep levels of understanding rather than language codes, syntax, and other shallower levels of text analysis. As such, it provides readers with up-to-date information on current psychological models specified in quantitative or analytical detail.
Storyboards and Sketch Prototypes for Rapid Interface Visualization

Exercise 3 Techniques II Animatics Puppets Computer animation Special effects Interactive software Comparison of techniques Testing tips Summary and discussion AGENDA Curtis, Vertelney – 3 – CHI '90 Tutorial ■ Content The inventive leap to effective new user interfaces often requires that we visualize new applications and user scenarios long before the final technology is available. Storyboards and sketch prototypes can be powerful tools for exploring alternative design ideas and having early feedback on their usability. Features that are confusing or problematic in the design will often show up early, even with simple sketch prototypes, when brought face-to-face with real user unpredictability. This tutorial will give an overview of media and techniques available for rapid interface visualization and will provide some tips for user testing with these sketch prototypes. Participants will have demonstrations and hands-on experience with several storyboarding and prototyping techniques. To enable you to 1) understand the value of storyboards and sketch prototypes as a means for quickly evaluating user interface ideas, 2) identify and use a wide range of media and techniques that apply to rapid interface visual-ization, 3) have experience with some of these prototyp-ing techniques, and 4) understand when to use them. Interface designers and design managers, novice to intermediate, will find this tutorial immediately useful. Implementers and researchers in the field may find the techniques valuable and the implications challenging. ABSTRACT Curtis, Vertelney – 4 – CHI '90 Tutorial ■ Gayle Curtis is a Biomedical Engineer at the Veterans Administration Rehabilitation Research and Development Center in Palo Alto. He works with user-interface and design issues in the development of assistive devices for disabled people. Currently he is exploring the application of virtual environment technology to hand rehabilitation and developing assistive technologies to aid disabled drivers in vehicle refueling. Gayle also works as an independent user interface design consultant and as a lecturer at Stanford University, where he sometimes teaches the course in Visual Thinking. This course focuses on rapid visualization techniques and problem solving strategies for engineers. He holds a BA in Psychology and an MS in Engineering (Product Design) from Stanford University. uses storytelling and video prototyping to visualize how people will use computers in the future. During the past eight years, Laurie has designed user interfaces for such varied problems as chain saws, video game hand controllers, computer paint programs, hand held computers and software for the Macintosh personal computer. She has …
An Evaluation of Compatibility, Effectiveness, Utility, and Implementation of Plagiarism-Detection Software Operating in the Honor Code Environment at Brigham Young University

AN EVALUATIION OF COMPATIBILITY, EFFECTIVENESS, UTILITY, AND IMPLEMENTATION OF PLAGIARISM-DETECTION SOFTWARE OPERATING IN THE HONOR CODE ENVIRONMENT AT BRIGHAM YOUNG UNIVERSITY George L. Joeckel III Department of Instructional Psychology and Technology Master of Science Turnitin plagiarism-detection software was operating as a pilot program conducted by the Center for Teaching and Learning in Winter 2007 on the Brigham Young University (BYU) campus. A sample of 6 instructors and 79 student users participated in this evaluation. The evaluation findings show that Turnitin is compatible with the academic honesty environment created by BYU‘s Honor Code. Turnitin has been effective at detecting intentional and inadvertent plagiarism at BYU. It has also addressed the problem of multiple submissions of the same material. Recommendations are made for promoting Turnitin at the campus and department level. Training tools are proposed for instructors: a FAQ page, an online tutorial, and a set of guidelines for introducing Turnitin to a class.
Visual Narratives and Metaphors as Tools for Teaching in the Foreign Language Classroom: A Sociocultural and Critical Perspective

of a dissertation at the University of Miami Dissertation supervised by Professor Eduardo Negueruela No. of pages in text (178) This dissertation studies the teaching of visual and metaphorical representations as thinking tools in second language (L2) classrooms from a Sociocultural Theory (SCT) framework. It explores metaphorical representations in narrative and visual texts to advance the practice of appropriating new language abilities to produce a new text that is contextualized and meaningful to learners of Spanish as a Second Language. By providing L2 Learners early in the process with accessible conceptual and representational tools, they may gain a personally significant awareness of the richness of language and of the power of their communicative abilities beyond everyday interactions. Creative writing and digital storytelling as guided activities in L2 become the fertile grounds for the exploration of figurative language and multimodal expression of emotions and individual perceptions of the world. Based on the Arts-Informed Research model within the qualitative paradigm, this dissertation has supplementary audiovisual material presented as a documentary of the research and writing process.
Large fused GPU volume rendering

This master thesis describes the underlying theory and implementation of a fused GPU volume rendering pipeline. The open source framework of XIP, largely developed at Siemens Corporate Research, is extended with fusion capabilities through a Binary Space Partitioning approach. Regions in the intersection pattern of multiple volumes are identified and subsequently rendered using either Texture Slicing or Raycasting in a cell based fashion. Results demonstrate interactive frame rates for reasonable scenes and are encouraging as the implementation can be extended by several key acceleration methods.
Consultation " floue " de grandes listes de formes lexicales simples et composées : un outil préparatoire pour l'analyse de grands corpus textuels.

The relevance of a textual data analysis depends heavily on the relevance of the lexical processing stage prior to this analysis. Full-text t echniques, as well as linguistic or statistical compound terms detection, produce huge lists of terms, with a great deal of lexical variants or derivatives, or mispellings, needing semi-automatic revision. We present here a tool contributing to such a revision process, for the " fuzzy matching " of character strings, based upon N-gram inclusion and sequence indices. Unlike e dit distance, computed using dynamic programming, our technique implements a real-time computation of the lexically closest terms to a given term, among lists of tens of thousand terms.
Paralelización del D-Index para búsquedas en espacios métricos aplicado a los frameworks BSP y westershed

La gran cantidad de datos que se producen hoy en d́ıa hace que la recuperación eficiente de la información sea un problema fundamental en la ciencia de la computación. La paralelización de los algoritmos de búsqueda, diseñados originalmente para ambientes de ejecución secuencial es una manera natural de lograr la velocidad que se necesita. Un algoritmo de este tipo es el D-Index: emplea una técnica de búqueda por similitud basado en la agrupación de datos similares, siendo introducido en el 2003. El objetivo de este proyecto, que reúne a investigadores de la Universidad de San Luis (UNSL), Argentina, y la Universidade Federal de Minas Gerais (UFMG), Brasil, es la implementación de la primera versión paralela del D-Index. Actualmente estamos experimentando con varios enfoques diferentes para conseguir paralelismo. Cada enfoque difiere de los otros en la manera de dividir los datos entre los elementos de procesamiento distribuido, y cómo enviar consultas a estos elementos. Implementamos estos enfoques sobre dos modelos diferentes de ejecución en paralelo: Bulk Synchronous Parallel (BSP) y f ilterstream. Los experimentos preliminares muestran que cada esquema de paralelización ofrece speedup casi lineal sobre el número de procesadores. Palabras clave: D-Index, Modelo BSP, filterstream.
RAPID PROTOTYPING - Framework for FPGA-based discrete biorthogonal wavelet transforms implementation

The discrete wavelet transform has taken its place at the forefront of research for the development of signal and image processing applications. These wavelet-based approaches have outperformed existing strategies in many areas including telecommunication, numerical analysis and, most notably, image/video compression. The authors present an investigation into the design and implementation of 1-D and 2-D discrete biorthogonal wavelet transforms (DBWTs) using a field programmable gate array (FPGA)-based rapid prototyping environment. The proposed architectures for DBWTs are scalable, modular and have less area and time complexity when compared with existing structures. FPGA implementation results based on a Xilinx Virtex-2000E device have shown that the proposed system provides an efficient solution for the processing of DBWTs in real-time.
Enabling Secondary Level Teachers to Integrate Technology through ICT Integrated Instructional System.

Institutions providing pre-service teacher education are responsible for preparing teachers capable of functioning in the knowledge society, which India aspires to be. Schools of a knowledge society would require teachers to integrate technology into the instructional system and they are to be prepared for it accordingly through teacher education programmes, especially pre-service ones. With this requirement as a backdrop and on the basis of the argument that teachers are to be taught through methods, which they are later expected to adopt, this article aims to highlight the need to integrate technology in the instructional system of teacher education institutions of India. In this article only the secondary level of teacher education of India (Bachelor of Education) has been considered and it has been emphasized that teachers need to be taught during teacher education programmes through methods that integrate Information and Communication Technology (ICT) so that they may be prepared to integrate ICT when they teach in schools. The article first upholds the rationale for shifting towards ICT integration. It also clarifies the process of ICT integration and thereby underscores the difference between occasional use of ICT and ICT integration in the instructional system. While depicting the present scenario with only occasional use of ICT supplementing traditional methods of teaching, it has been cautioned that the present practice, which does not amount to technology integration, could leave teacher trainees unprepared for integrating technology when they teach in schools. Keywordsknowledge society, teachers, Bachelor of Education programme, instructions, ICT integration
Beyond brain blobs: machine learning classifiers as instruments for analyzing functional magnetic resonance imaging data

The thesis put forth in this dissertation is that machine learning classifiers can be used as instruments for decoding variables of interest from functional magnetic resonance imaging (fMRI) data. There are two main goals in decoding: (1) Showing that the variable of interest can be predicted from the data in a statistically reliable manner (i.e. there's enough information present). (2) Shedding light on how the data encode the information needed to predict, taking into account what the classifier used can learn and any criteria by which the data are filtered (e.g. how voxels and time points used are chosen). Chapter 2 considers the issues that arise when using traditional linear classifiers and several different voxel selection techniques to strive towards these goals. It examines questions such as whether there is redundant, as well as different kinds of, information in fMRI data and how those facts complicate the task of determining whether voxel subsets encode the desired information or whether certain choices of selection method or classifier are universally preferable. All the results presented were obtained through a comparative study of five fMRI datasets. Chapter 3 and Chapter 4 introduce the Support Vector Decomposition Machine, a new algorithm that attempts to sidestep the use of voxel selection by learning a low dimensional representation of the data that is also suitable for decoding variables of interest and has the potential to allow incorporation of domain information directly, rather than through the proxy of voxel selection criteria.
Feedback and Variability:Does feedback sign in the learning history affect variability?

The CEO study from IBM (Berman, 2010) concludes that creativity is the single most important leadership competency for the organizations of today. At the same time, we know that our educational system can be detrimental to children’s naturally occurring creativity. This study conducts an inquiry into the possibility that feedback sign (positive vs negative feedback) can generate variation in behavior. Variability in behavior will not necessarily make individuals creative, but variability is considered an essential part of creativity. Simultaneously, feedback is acknowledged as an essential element of theories of learning and instruction. Former studies have concluded that reinforcement and extinction elicits variability. This study consists of an elementary computer experiment with a learning phase, where adult subjects receive either positive, negative or persistent negative feedback, followed by a phase where the subjects are free to choose without receiving any feedback. The tentative conclusion of this study is that individuals receiving positive feedback tend to repeat their answers, even in the learning phase so it takes significantly longer to learn, and on subsequent, similar tasks with no feedback. Individuals receiving negative feedback on wrong answers alter these answers relatively immediately, resulting in rapid learning. The subjects in the negative feedback group kept on varying their answers significantly more than the positive feedback group, on the succeeding similar tasks. The results of the persistent negative feedback group is similar to negative feedback, but there are differences that this study is unable to account for. A tentative conclusion of this study is; individuals use longer time learning when receiving only positive feedback on correct answers. The behaviors “learned” from the type of feedback in the feedback phase, varying or repeating, persists in subsequent
[Lecture Games] Python programming game

Pythia is a programming game that allows the player to change pieces of their environment through use of the programming language Python. The idea is that the game could be used as a part of teaching simple programming to ﬁrst year university students. The game should be fun enough for the students to keep playing, teach enough for it to earn a place as a teaching tool, and it should be usable by all students. It should also be possible for a teacher to create their own content for the game. Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware acceleration library. A simple story was invented and there was some research on learning and programming in games. A set of levels was made, matching the story and introducing puzzles related to simple programming. These levels were used in testing to collect data on usability, entertainment, and learning. There were also tests of the performance of the game on several systems, and an evaluation was made on creating content for the game. The game has potential for being used to teach programming to ﬁrst year students, as testers found it to be both fun and educational. We do not know if it would be possible to use it, as it does not currently run on thin clients. If students can run it, we feel that it should be possible for teachers to create puzzles that emulate the teaching goal.
The Open Overlays collaborative workspace

Next-generation Grid applications will operate within and across many heterogeneous network types, will employ a wide range of device types ranging from supercomputers to sensor motes; and will require many more “interaction paradigms” than merely RPC and message-passing. The Open Overlays project proposes a middleware approach to satisfy these emerging needs. In this paper we describe an application scenario, wildfire management, that encompasses these needs, and our approach to constructing a component of this scenario, a collaborative workspace tool (svgCWE). This is being constructed using Web technologies: SVG and RDF. Information in the collaborative workspace is regarded as an annotation of the workspace resource which can be described with an RDF model. The architecture of svgCWE is designed so that a variety of different kinds of RDF repository (centralized, replicated and distributed) can be used. The paper describes the first prototype of svgCWE and draws some tentative conclusions about the advantages of the approach.
DEFINITION OF A DIGITAL HUBS MODEL TO EXTEND INFORMATION AND COMMUNICATION TECHNOLOGIES ACCESS FOR UNIVERSITY COMMUNITY

Human development prioritizes health and sustainable solutions in education, even with the use of technologies to bridging digital divide, impacting on social inclusion. The h@puma habitat program at the National Autonomous University of Mexico (Universidad Nacional Autónoma de México UNAM) invites to create value for users’ information and communication technologies (ICT), within extending ICT permanent access, to enable innovations’ services for education at digital hubs in the university. ICT access looks forward to provide students with the conditions to enable them to use computers and communications infrastructure. In order to achieve this, it is desirable to establish and maintain the sustainable growth of ICT capabilities, with a focus on high value-added services based on the knowledge economy. The contribution to this innovation has outweighed the common welfare and competitiveness between the various stakeholders in each project. The experience is integrated into best practices and knowledge to the screening, management and operation of ICT services in order to provide access to the Internet, online services, computers and connectivity. From a provisioning value model ICT, for infrastructure and connectivity availability, used in the UNAM, which objective is promoting spaces to endorse the socialization of knowledge from development and training in the use of ICT for teachers and students, this proposal desires to focus on digital hubs. It is desired to highlight the importance of collaboration and cooperation among those actors involved in technology services, to boost growth.
Voice over IP 101-understanding VoIP networks

A trap for a drain has a housing with a lateral exit port for water flowing in through an apertured lid and/or through a lateral entrance port. A tubular insert fitted to the sidewall with the exit port has a bottom inlet beneath the level of that port and a side outlet provided with a check valve in the form of a hinged flap swinging outwardly into the exit port. In one embodiment, the flap comes to rest on the broad end of a frustoconical shutter rotatably seated in the upper end of the insert which is separated by a correspondingly curved partition from the lower end; the shutter and the partition have apertures which normally register with each other but can be disaligned by a rotation of the shutter about a horizontal axis with the aid of a handle secured to it inside the housing and accessible upon removal of the lid. In another embodiment, a similarly accessible handwheel atop the insert has a tubular shaft threadedly engaging a vertical leadscrew rising from a shutter disk which lies between the bottom opening and a horizontal partition having an aperture that is closable by the disk from below.
Storycrafting: A Process Approach to Writing News

Preface PART ONE * THE PROCESS 1. Principles of storycrafting 2. Basic story-writing tools and techniques 3. Basic story-writing forms 4. Setting up the newsroom PART TWO * THE PRACTICE 5. Getting to work 6. News 7. Content8. Human sources 9. Evidence 10. Interviewing 11. Types of leads 12. Drafting the lead and conclusion 13. Story structure 14. Story style 15. Revision: Editing and proofreading 16. Online publishing PART THREE * THE PROFESSION 17. Journalistic conduct 18. The First Amendment, libel and privacy 19. Trends: Public journalism and convergence Index