Miracle-dz/UniFAR-FTUs huggingface dataset:
Evaluation of Sprite Kit for iOS game development

The purpose with this thesis is to investigate whether Sprite Kit is a good tool to simplify the development process for game developers when making 2D games for mobile devices. To answer this question a simple turn based strategy game has been developed with Sprite Kit. Sprite Kit is a game engine for making 2D games released by Apple.Based on the experience I got during the development I will go through and discuss some of the most important tools provided by the game engine and how they helped us to complete our game.The conclusions I reached after making a game with Sprite Kit is that the frame- work provides all the tools necessary for creating a simple 2D mobile game for iOS. Sprite Kit hides much of the lower level details and gives the game de- veloper comprehensive development support. This helps the game developer to save a lot of time and focus more on the gameplay when creating a game.
The DIT++ taxanomy for functional dialogue markup

This paper presents the DIT ++ taxonomy of communicative functions, with some of its background and theoretical motivations. Its applications in dialogue annotation, dialogue generation, dialogue management, and theoretical dialogue research are summarized, and its role is indicated in a recently started effort of the ISO organization to develop an international standard for functional dialogue markup.
SCALABLE GENERATION AND CODING OF MOTION VECTORS FOR HIGHLY SCALABLE VIDEO CODING

One of the challenges of achieving highly scalable video coding (SVC) is the estimation and coding of motion vectors. In conventional video coders motion vectors are generated and lossless coded in a non-scalable manner. In SVC, motion vectors are estimated for the highest spatial resolution and they are scaled down at the decoder for lower spatial resolution accordingly. In such a case, the motion vectors cause a fixed cost irrespective of the decoding spatial resolution. In this paper we propose a simple, yet efficient, framework for scalable generation and scalable coding of motion information, for highly scalable video coding. This framework is based on the spatial resolution (scale) dependent precision limiting of motion vectors. The results show substantial improvements of spatial resolution scalability performance at low bit rates.
Oasis: An OverlayAware

Social interaction will be key to enabling robots and machines in general to learn new tasks from ordinary people (not experts in robotics ormachine learning). Everyday people who need to teach their machines new things will find it natural for to rely on their interpersonal interaction skills. This thesis provides several contributions towards the understanding of this Socially GuidedMachine Learning scenario. While the topic of human input tomachine learning algorithms has been explored to some extent, prior works have not gone far enough to understandwhat people will try to communicate when teaching a machine and how algorithms and learning systems can be modified to better accommodate a human partner. Interface techniques have been based on intuition and assumptions rather than grounded in humanbehavior, and often techniques are not demonstrated or evaluated with everyday people. Using a computer game, Sophie’s Kitchen, an experiment with human subjects provides several insights about howpeople approach the task of teaching amachine. In particular, people want to direct and guide an agent’s exploration process, they quickly use the behavior of the agent to infer amentalmodel of the learning process, and they utilize positive and negative feedback in asymmetric ways. Using a robotic platform, Leonardo, and 200 people in follow-up studies of modified versions of the Sophie’s Kitchen game, four research themes are developed. The use of human guidance in amachine learning exploration canbe successfully incorporated to improve learning performance. Novel learning approaches demonstrate aspects of goal-oriented learning. The transparency of themachine learner can have significant effects on the nature of the instruction received from the human teacher, which in turn positively impacts the learning process. Utilizing asymmetric interpretations of positive and negative feedback from a human partner, can result in a more efficient and robust learning experience. Thesis Supervisor: Cynthia Breazeal Title: Associate Professor of Media Arts & Sciences
Cross-Cultural Recognition of Auditive Feedback Using Echo State Networks

This paper deals with the development of a classifier to distinguish between positive and negative feedback from the user in human-machine-interaction. We calculate prosodic features from the user’s utterances and feed it to an Echo State Network, a dynamic classifier that is able to learn temporal dependencies implicitly. The data were recorded in a test scenario from German and Japanese test subjects, once in natural speech and once in an artificial “language” that uses only the syllable “na”. The test subjects had to give feedback to a simulation of the robot Flobi and were instructed to behave like interacting with a child. The implemented Echo State Network proved to be able to learn to classify the feedback of a single person into the two categories “positive” and “negative” and could generalize to a certain extent. We experience a high range of different feedback in the data, intra-culturally as well as inter-culturally. However, it can be shown that a classifier trained on German data works significantly better on German data than on the Japanese, indicating that cultural differences exist. Analyzing different feature subsets, we found out that using Mel-Frequency Cepstral Coefficients as features yield a better classification rate than using prosodic features (like pitch and intensity) alone.
Metaphors, Polymorphism, Domain Analysis and Reuse: Teaching Modeling in the Object- Oriented Paradigm

Object-oriented programming has become a mainstay of computing curricula over the last decade. Although its industrial promise for improving productivity, particularly by way of enabling extensive reuse, has propelled it to an essential status, it is usually taught in a vacuum of little or no effective modeling theory or practice. In this paper we argue that this vacuum robs most students of their potential to both understand or professionally profit from the complex mass of syntax and class library detail in which they are drowned in most OO development courses. The paper reviews OO-based reuse, the current state of modeling in IS2002 national curriculum and contemporary systems analysis texts, the underlying behavior and metaphor-driven principles of domain modeling and a framework for recovering the reuse benefits of the OO paradigm in IS education.
Engineering the complex SOC : fast, flexible design with configurable processors

List of Figures. Foreword by Clayton Christensen. Foreword by John Hennessy. Author's Preface. Acknowledgments. 1. The Case for a New SOC Design Methodology. The Age of Megagate SOCs. The Fundamental Trends of SOC Design. What's Wrong with Today's Approach to SOC Design? Preview: An Improved Design Methodology for SOC Design. Further Reading. 2. SOC Design Today. Hardware System Structure. Software Structure. Current SOC Design Flow. The Impact of Semiconductor Economics. Six Major Issues in SOC Design. Further Reading. 3. A New Look at SOC Design. Accelerating Processors for Traditional Software Tasks. Example: Tensilica Xtensa Processors for EEMBC Benchmarks. System Design with Multiple Processors. New Essentials of SOC Design Methodology. Addressing the Six Problems. Further Reading. 4. System-Level Design of Complex SOCs Complex SOC System Architecture Opportunities. Major Decisions in Processor-Centric SOC Organization. Communication Design = Software Mode + Hardware Interconnect. Hardware Interconnect Mechanisms. Performance-Driven Communication Design. The SOC Design Flow. Non-Processor Building Blocks in Complex SOC. Implications of Processor-Centric SOC Architecture. Further Reading. 5. Configurable Processors: A Software View. Processor Hardware/Software Cogeneration. The Process of Instruction Definition and Application Tuning. The Basics of Instruction Extension. The Programmer's Model. Processor Performance Factors. Example: Tuning a Large Task. Memory-System Tuning. Long Instruction Words. Fully Automatic Instruction-Set Extension. Further Reading. 6. Configurable Processors: A Hardware View. Application Acceleration: A Common Problem. Introduction to Pipelines and Processors. Hardware Blocks to Processors. Moving from Hardwired Engines to Processors. Designing the Processor Interface. A Short Example: ATM Packet Segmentation and Reassembly. Novel Roles for Processors in Hardware Replacement. Processors, Hardware Implementation, and Verification Flow. Progress in Hardware Abstraction. Further Reading. 7. Advanced Topics in SOC Design. Pipelining for Processor Performance. Inside Processor Pipeline Stalls. Optimizing Processors to Match Hardware. Multiple Processor Debug and Trace. Issues in Memory Systems. Optimizing Power Dissipation in Extensible Processors. Essentials of TIE. Further Reading. 8. The Future of SOC Design: The Seaof Processors. Why Is Software Programmability So Central? Looking into the Future of SOC. Processor Scaling Model. Future Applications of Complex SOCs. The Future of the Complex SOC Design Process. The Future of the Industry. The Disruptive-Technology View. The Long View. Further Reading. Index.
Data Transmission Processing System Design for Real-Time Distributed Simulation by Using Software Design Patterns

Usually, The data transmission processing efficiency of the distributed system running on high speed networks depends on the system architecture and the data transmission processing system. In order to secure the real-time rate and the system reliability, the real-time distributed simulation system on the distributed environment has tried to satisfy the performance required by the data transmission processing system. However, the client/server-based data transmission processing system in the real-time simulation system has been difficult to satisfy the system stability, extensibility and maintenability, especially when system changes. So, it is natural to study another improved data transmission processing system to solve the problems at the existing real-time simulation system. After analyzing the existing real-time simulation system, this paper will propose the improved real-time data transmission system by using Software Design Pattern, which enhances extensibility, interoperability, reusability and maintenability of the system.
Decoding Ogg Vorbis Audio with The C6416 DSP, using a custom made MDCT core on FPGA

Ogg Vorbis is a fairly new and growing audio format, often used for online distribution of music and internet radio stations for streaming audio. It is considered to be better than MP3 in both quality and compression and in the same league as for example AAC. In contrast with many other formats, like MP3 and AAC, Ogg Vorbis is patent and royalty free.The purpose of this thesis project was to investigate how the C6416 DSP processor and a Stratix II FPGA could be connected to each other and work together as co-processors and using an Ogg Vorbis decoder as implementation example.A fixed-point decoder called Tremor (developed by Xiph.Org the creator of the Vorbis I specification), has been ported to the DSP processor and an Ogg Vorbis player has been developed. Tremor was profiled before performing the software / hardware partitioning to decide what parts of the source code of Tremor that should be implemented in the FPGA to off-load and accelerate the DSP.
Control Adaptativo de Admisión e Interferencia en redes de Radio Cognitiva con Tráfico Elástico

The scope of this study is to design an adaptive admission control system to limit the interference caused by the unlicenced or secondary users to the licenced or primary users on cognitive radio networks. This mechanism allows to set an objective for interference probability beforehand, assuring a certain level of quality of service to the primary users. On the other hand, an objective for abandonment probability is also established to the secondary users due to impacience, assuring as well a certain level of quality of service to them, as it is more disturbing to be cut in the middle of a transmission than to be banned from starting it. Although there are several studies about interference analysis on cognitive radio from a traffic perspective, it is the first one using adaptive schemes when the primary traffic is real time (voice) and the secondary traffic is elastic (data). Autor: Pedro Juan Roig Roig, email: pedrojroig@hotmail.com Director 1: Jorge Martinez Bauset, email: jmartinez@upvnet.upv. es Fecha de entrega: 17-09-12 3 Control Adaptativo de Admision e Interferencia en redes de Radio Cognitiva con Trafico Elastico
The multislice method in transmission electron microscopy simulation : An implementation in the TEM-simulator software package

This report introduces the multislice method for modeling the interaction between an electron and the atoms in the specimen (electron-specimen interaction). The multislice method is an approximation to the full quantum mechanical model for this interaction. After introducing the theory, we discuss how the multislice method is implemented and integrated into TEM-simulator, a software for simulation of Transmission Electron Microscope (TEM) images.
3D Anatomical Models, Flash Animation and Online Communities

Learning objects can be created with a variety of tools and techniques. This paper discusses how learning objects can be developed using 3D models of human anatomy and Adobe Flash. The final interactive animations are published as learning objects in Flash format so that they can be embedded in web pages and streamed over the internet. Learning objects can be used in Learning Management Systems such as Moodle or Blackboard, but can also be delivered through online communities. Students who use the online communities can then discuss the learning objects they have viewed with other users in the community’s discussion forums and blogs. This social constructivist technique reinforces the learning they have received by sharing their experiences and thoughts with fellow students.
An Ontology-based Problem-logic Driven Approach towards the Activity Awareness for Elderly Care

The same activity under different user situations in the elderly care system may lead to different intelligent system response, since user needs vary with the changing situations. Activity awareness (AA) emphasizes that systems intelligently respond to user needs by aware the user-performed activities which is denoted and comprehended according to various user situations. But most current AA technics use similar patterns retrieved from the growing historical data, neglecting the situation change, called dataset driven. Thus, an aptly approach is needed in support of AA systems to handle various activity denotations in different user situations. Responding to the problem, this paper proposes an Ontology-based Problem-logic driven approach (OPL) to enhance the AA system by denoting user activities with the problem logic according to user-oriented denoted problem domains, where the AA system can seamlessly integrate with inferring for intelligent system response. Specifically, denoted problem domain and logic are proposed to support the OPL concepts, while activity graph is formed to support the intelligent system response based on the annotated problem logic. With the OPL, systems can directly target at the changing situations with rule-based inferring. A case study is performed upon the scenario retrieved from a European elderly care project, where a proof-of-concept prototype is established to confirm the validity of the OPL approach.
Algorithmic Music Generation for Pedagogy of Sight Reading

Autodeus is the name of the program that has been developed and was designed to aid guitar students in the attainment and betterment of musical notation sight reading skills. Its primary goal is to provide a very flexible tool that has the ability to generate virtually endless types of sight reading exercises at many various skill levels. A complimentary 2 year-long comprehensive guitar sight-reading course syllabus can be implemented via Autodeus as it is capable of generating all the necessary exercises. It is able to generate these exercises quickly and efficiently through the use of a back tracking algorithm that utilizes modular rules. In addition to these modular rules, it allows users many input options: 9 different generation methods, the option of which strings and frets will be utilized, the ability to input types of musical intervals and their probabilities, the ability to input types of note durations and their probabilities, and the ability to input the probability of rests, among others. It also has the ability to generate two voice species counterpoint that abides by classical music rules. A subset of Autodeus’ capabilities are now available on a public URL for free. The genesis of this type of online application is highly beneficial to any guitarist looking to expand and improve their sight-reading capabilities as there is currently no system available that provides all of the developed features. It is highly encouraged by any reader to go to this website and experiment with the various available inputs and generation types.
Digital Phase Lock Loops: Architectures and Applications

Preface. Acronyms. 1 General Review of Phase-Locked Loops. 1.1 Overview of Phase-Locked Synchronization Schemes. 1.2 The Synchronization Challenge. 1.3 Phase-Locked Loops. 1.3.1 Analog Phase-locked Loops. 1.3.2 PLL Basic Components. 1.3.3 PLL analysis. 1.4 Conclusions. 2 Digital Phase Lock Loops. 2.1 Introduction. 2.2 Classification of DPLLs. 2.3 Conclusion. 3 The Time-Delay Digital Tanlock Loops (TDTLs). 3.1 Introduction. 3.2 Structure and System Equation. 3.2.1 Structure of the TDTL. 3.2.2 System Equation. 3.2.3 The Characteristic Function. 3.3 System Analysis. 3.3.1 First-order TDTL. 3.3.2 Second-order TDTL. 3.4 Convergence Behavior of the Time-Delay Digital Tanlock Loop. 3.4.1 Convergence Behavior. 3.5 Conclusions. 4 Hilbert Transformer and Time-Delay. 4.1 Introduction. 4.2 Statistical Behavior of HT and Time-Delay in i.i. d. Additive Gaussian Noise. 4.2.1 Input-Output Relationships in the Presence of Noise. 4.2.2 Joint PDF of the Amplitude and Phase Random Variables. 4.2.3 PDF of the Phase Random Variable. 4.2. 4 PDF of the Phase Noise. 4.2. 5 Expectation and Variance of the Phase Noise. 4.2. 6 The phase Estimator and Ranges of Cramer-Rao Bounds. 4.2. 7 A Symmetric Transformation. 4.3 Conclusions. 5 The Time-delay Digital Tanlock Loop in Noise. 5.1 Introduction. 5.2 Noise Analysis of the TDTL. 5.2.1 System Equation. 5.2.2 Statistical Behavior of TDTL Phase Error Detector. 5.2.3 Phase Estimation and Cramer-Rao Bounds. 5.2. 4 Statistical Behavior of the TDTL in Gaussian Noise. 5.3 Conclusions. 6 TDTL Architectures for Improved Performance. 6.1 Introduction. 6.2 Simulation Results of First-Order TDTL. 6.3 Improved First-Order TDTL Architectures. 6.3.1 Delay Switching Architecture. 6.3.2 Adaptive Gain Architecture. 6.3.3 Combined Delay Switching and Adaptive Gain. 6.3.4 Sample Sensing Adaptive Architecture. 6.3.5 Early Error Sensing Adaptive Architecture. 6.4 Simulation Results of Second-Order TDTL. 6.5 Improved Second-Order TDTL Architectures. 6.5.1 Adaptive Filter Coe_cients Second Order TDTL. 6.5.2 Adaptive Loop Gain Second-Order TDTL. 6.6 Variable Order TDTL Architecture. 6.7 Conclusions. 7 FPGA Reconfigurable TDTL. 7.1 Overview of Reconfigurable Systems. 7.2 FPGA Structure and Operation. 7.3 Xtreme DSP Development System. 7.4 TDTL FPGA Implementation. 7.4.1 The CORDIC Arctangent Block. 7.4.2 The Digital Controlled Oscillator. 7.4.3 The CORDIC Divider. 7.5 Real-Time TDTL Results. 7.5.1 First-Order TDTL. 7.5.2 Second-order TDTL. 7.5.3 Sample Sensing Adaptive TDTL. 7.6 Conclusions. 8 Selected Applications. 8.1 PM Demodulation Using the First-Order TDTL. 8.2 Performance in Gaussian Noise. 8.3 Simulation Results. 8.4 FSK and FM Demodulation. 8.5 Wideband FM Signal Detection. 8.6 Conclusions. Bibliography. Index.
An investigation into viewpoint invariant pedestrian recognition for surveillance systems

This is a study of viewpoint invariant appearance models for pedestrian recognition. The study investigates basic models, color histograms and region based histograms, to gain intuition about the appearance models as well as create new baseline results for evaluating future appearance models. This insight is then used to create an appearance model based on large-margin nearest-neighbor classication. This model signiﬁcantly outperforms the current state of the art. Finally, the IFP Image Processor, a basic framework for implementation of surveillance systems algorithms, is introduced.
A Multi-Language Comparison of Influences on Author Verification using Character N-Grams

We create a new multi-language corpus for author verification based on Wikipedia talkpages, and evaluate the influence that differences in topic and time have on character n-gram author profiles. Topic alignment between two texts is found to increase author verification precision, and an authors writing style is found to change over time, but not more significantly after 3 years than after 1 year.
Two Bayesian learning approaches to image processing

This work looks at two patch based image processing methods in a Bayesian risk minimization framework. We describe a Gaussian mixture of factor analyzers for local prior modelling and apply it in the context of image denoising and inpainting. We also study multilayer neural networks from a probabilistic perspective as a tool for conditional expectation approximation, which suggests ways to reduce their sizes and training cost.
IPv4/IPv6 Translation Technology

The ubiquitous network society in which anyone can connect to the Internet and enjoy services anytime, anywhere, and with any type of terminal is evolving at an increasing tempo. This evolution is proceeding together withthe progress being made in high-speed broadband networks and the introduction of various types of information equipment such as mobile computers and electrical information appliances. The ubiquitous network society requires that the IPv6 network (or next-generation Internet Protocol), with its vast address space, be adapted as part of the infrastructure, because the IPv4 network currently used by the Internet cannot provide sufficient support. However, it is not practical to reconstruct the huge user properties built into the IPv4 network for migration to the IPv6 network. Migration to IPv6 involves two technical subjects: IPv4/IPv6 translation technology and gateway construction technology. IPv4/IPv6 translation technology involves address mapping between IPv4 and IPv6, and the methods used to translate protocols. Gateway construction technology involves reserving the necessary scalability and ensuring the required reliability. This paper describes an IPv4/IPv6 translation technology that fully utilizes the user properties built into the existing IPv4 network without any changes and standardizes new services on the IPv6 network that are compatible with the next-generation Internet. This paper also describes our newly developed IPv4/IPv6 address translator, application level gateway, and high-reliability technologies.