Miracle-dz/UniFAR-FTUs huggingface dataset:
Aprendizaje profundo de representaciones robustas para clasificación multi-instancia y multi-etiqueta de imágenes

In this work we address the Yelp Restaurant Photo Classification Challenge which consists in predicting restaurant attributes given its corresponding, variable-size set of images; the restaurant images were provided by Yelp and the labels were annotated by the Yelp Community for the 9 different attributes. The multi-instance and multi-label nature of the problem permits to explore a variety of ideas in the field of representation learning. First, we tackle the multi-instance aspect of the problem by means of aggregating pre-trained CNN feature extractors of a restaurant image-set to create a restaurant prototype feature vector. We then use the aggregated restaurant features to train a system of binary classifiers, one for each attribute. In order to improve our model performance, we induce a robust representation by means of calculating the restaurant prototype features through the use of complementary VGG-16 feature extractors pre-trained on 3 different datasets, namely: Imagenet, Food-101, and MIT Places 2. Due to the fact that not every representation has equal importance for predicting a particular attribute, we add a final classifier which learns a prediction weight for each representation of a given attribute. Our proposal is an end-to-end system, that achieves a test-dataset performance F1-score of 0.8177, which makes our model competitive within the top 10% entries for the challenge. Finally, some recommendations for improvement and future work are discussed.
Using homework to develop science capital

This article picks up on the notion of science capital (see Mytum-Smithson and Howell (2019) on p.55 in this issue) and demonstrates how homework can be used to support its development. Science capital is an increasingly discussed term within some education camps and one that fashionably describes the ‘science baggage’ that children carry with them. It will be used to set the context for the main content of this article. The article is formed through two different perspectives on education. First there is the theoretical view from an academic stance (Leigh Hoath). This is then grounded in examples from classroom teaching (Matthew Livesey). The conclusion then explains how these fit together.
Clínica, Mídia e Consumo: Das Medialidades do Transtorno de Estresse Pós-Traumático

O presente artigo apresenta o esboço de uma genealogia do processo de constituição da experiência traumática como entidade nosológica. Nesta genealogia, procuramos inscrever as relações entre mídia e saúde sobre o solo imanente das relações entre corpo e experiência, através do conceito de medialidade. Articulamos três momentos de três adjacências históricas heterogêneas de modo a compor os estratos que sedimentaram o que hoje assume a forma do Transtorno de Estresse Pós-Traumático: práticas clínicas, paisagens midiáticas e modos de consumir articulam-se nas páginas que seguem a fim de adensar a compreensão do lugar privilegiado da mídia na elaboração de experiências traumáticas desde as primeiras décadas do século XX.
Heterogeneous network integration based on protocol conversion

It is a tendency for Internet of Things to research Zigbee-WiFi hybrid communication. This paper introduces a heterogeneous network integration module based on protocol conversion which can integrate 802.15. 4 network with 802.11b network. The heterogeneous network integration module resolves mismatch problems on physical layer, MAC layer and address mapping, meanwhile it makes a contrast with existing Zigbee-WiFi gateway and found to be advanced and effective in three performance indexes: network connection speed, SINR (signal interference noise ratio) and network delay. All design and realization of heterogeneous network integration are based on QualNet simulation software.
Non Regenerative Fiber backbone Power Loss Budget

The most important stage in the design of a Wavelength Division Multiplexing (WDM) fiber optic system is about the choice of the correct optical transmitter, and receiver combination. This depends on the signal to be transmitted over the channel. By adopting the WDM two (2) signals at two (2) different wavelengths of 1310nm and 1550nm, can conveniently be carried on the same fiber. The WDM fiber link can carry 32,256 channels and the throughput too is high (>=2.5Gbps). Many television channels can be accommodated. The amplification along the fiber backhaul remains a bottleneck due to the non-linearity effects that could be additive. In order to minimize the non-linearity effect of the amplifiers, non-regenerative solutions are nowadays used. This paper develops a power loss budget for an optical sparse WDM long haul without inserting any regenerator along the transmission line. The study gives details of establishing a 200 km fiber optic link, operating at 2.5Gbps and supporting a digital signal of Synchronous Transport signal-48/ Synchronous Transport Module 16 (STS-48/STM-16). The link is assumed to carry 8 (WDM). In the dimensioning, the optical interfaces were chosen in agreement with the ITU-T G 654 applicable values. The system power deficit was not satisfactory in the first attempt. Then, the Erbium Doped-Fiber Amplifiers (EDFA) were inserted at the light source, and a preamplifier at the optical detector side. The system power deficit was still negative but not much. The transmitting system should have a positive value of the system power deficit so that the link budget can be suggested for the required transmission. Finally the change of the detector sensitivity gave the best estimation in the design process for the required link budget.
Sequential Cluster Method and Its Application on Neural Network Based Speech Recognition

This paper proposes a novel method named sequential cluster network to solve the time alignment problems in artificial neural network (ANN) based speech recognition. Using this network, a fixed number of feature vectors is extracted from the input speech signal, and then processed by a ANN classifier for recognition. Compared with other ANN based methods, the proposed method has many advantages such as less time taken for training and recognition with simpler ANN structure and higher accuracy. A word recognition system is established based on this method and then tested with two sets of English words. The experiment results demonstrate that the proposed method outperforms the conventional HMM and some other ANN methods.
Data Warehouse Model Based on Topic Map

In view of the problems of the existent Data Warehouse Model and basing on analyzing and researching the technology of topic map,this paper proposes a new model of Date Warehouse based on the technology of topic map.This model creates schemas of DW and DMart through the automatic gen-eration and merger of topic maps.Then under the direction of these schemas it fulfils the process of ETL,to realize the semantic integration of DW and DMart.
Implementation Generation for WSDM using Web Applications Framework

In this dissertation, we present the research and implementation of a code generation tool for the Web Site Design Method. Two avenues of website generation are examined. On the one side, we investigate various web frameworks such as Django, Ruby on Rails and CakePHP to provide us with insights in the requirements for generation towards these web frameworks. We then implement a code generation tool which reads in the WSDM description of a web site and automatically generates the web site using the Django web framework. On the other side, we investigate various other methodologies such as OOH, OOHDM, UWE and WebML along with their respective tools for generating websites. A case study and various commonalities between other code generation tools validate choices made during development.
Improving Novice Programmers' Skills through Playability and Pattern Discovery: A Descriptive Study of a Game Building Workshop

Game design and development has already been discussed as a viable, motivating alternative to introduce Computer Science concepts to young students. In this sense, it would be useful to obtain a deeper understanding of which skills could be developed in these activities and how such skills could be useful in future careers. This chapter presents the design and evaluation of a Game Building Workshop aimed at introducing the fundamentals of structured programming to students. The games produced by students during 12 weeks were evaluated and the results confronted with students’ questions and comments made along the workshop meetings and a final interview. The results indicate that students explored novel programming concepts in order to add features that were not initially planned for the proposed games. These additional features solve playability issues that are highly influential to the experience of the students as game players. Students also reused previously applied solutions to solve similar problems that appeared in subsequent activities. This is an indication that students developed or exercised analogy and abstraction skills during the workshop activities
A Context-aware Workflow System for URC Services

An URC (Ubiquitous Robot Companion) is aimed for providing the best service according to situational information that it recognizes. In order to offer human-friendly and intelligent services, a robot middleware requires the technique to automate and control URC service processes, which are based on context-awareness. In this paper, we propose a context-aware workflow system to provide web services based URC services according to situational information. The proposed system offers a platform-independent command object model to control heterogeneous URCs, and supports web services based context-aware URC services. Therefore, the proposed system can increase the reliability of URC services in ubiquitous network environment, on which the diverse URC robots and platforms exist. And it can enhance the flexibility and adaptability of the functional and structural changes of URC systems.
Stress Control and Ferroelectric Properties of Lead Zirconate Titanate (PZT) Thin Film on Si Substrate with Buffer Layers

Lead zirconate titanate (PZT) thin films were grown on a Si substrate with an epitaxial relationship by introducing yttria-stabilized zirconia (YSZ), CeO2, and (La,Sr)CoO3 (LSCO) buffer layers. The buffer layers, which facilitated the growth of the epitaxial PZT thin film and controlled the residual stress, were deposited by pulsed laser deposition (PLD). The PZT thin films were fabricated on [A]: LSCO*/CeO2/YSZ/Si and [B]: LSCO*/PZT*/LSCO/CeO2/YSZ/Si by pulsed metalorganic chemical vapor deposition. The respective thicknesses of the LSCO* and PZT* layers were changed to control the residual stress in the PZT thin films. The relationship between residual stress and the ferroelectric properties of the PZT thin films was investigated. Residual tensile stresses in the PZT thin films were maximum in [A] as LSCO* thickness changed. Increasing the PZT* layer thickness at a fixed thickness of LSCO* of 188 nm changed the residual tensile stress in the PZT thin films from 2.92 GPa to 2.67 GPa. Consequently, remanent polarization (2Pr) was increased from 15 µC/cm2 to 27 µC/cm2, suggesting that residual stress may be controlled by introducing buffer layers and that ferroelectric properties may be improved.
High-performance flexible zinc tin oxide field-effect transistors

Flexible transistors were fabricated by sputter deposition of zinc tin oxide (ZTO) onto plasma-enhanced chemical vapor deposition gate dielectrics formed on flexible polyimide substrates with a blanket aluminum gate electrode. The flexible transistors exhibited high on-currents of 1mA, on/off ratios of 106, subthreshold voltage slopes of 1.6V/decade, turn-on voltages of −17V, and mobilities of 14cm2V−1s−1. Capacitance measurements indicate that the threshold voltage and subthreshold slope are primarily influenced by residual doping in the ZTO rather than by defects at the semiconductor/dielectric interface, and are useful for assessing contact resistance.
Physical Sokoban An augmented reality game

An augmented reality version of the classical puzzle game Sokoban was developed. The user wears a virtual reality headset on their head. The game objects are virtually drawn on top of the video stream, and the game controlled entirely by moving a physical object. This thesis addresses the algorithmic and design requirements of such a game on low cost and performance constrained devices like smartphones. To this end a new algorithm for accurately tracking the position of the physical object in the video stream was developed. While the game is designed to be enjoyable by healthy users, it is made to in the future be used in rehabilitation — to aid patients with upper spinal cord injuries training grasping with their neuroprosthesis. To this end the game records various statistics about how the user plays — which in the future can be used to track and analyze patient progress. A user study carried out on healthy users indicates that the concept shows promise. Out of 10 participants, 9 answered yes to “I would like to play the game again”, rating their overall experience a mean of 7.2 out of 10 (higher is better).
Regular scattering patterns from near-cloaking devices and their implications for invisibility cloaking

In this paper, we consider invisibility cloaking via the transformation optics approach through a ‘blow-up’ construction. An ideal cloak makes use of singular cloaking material. ‘Blow-up-a-small-region’ construction and ‘truncation-of-singularity’ construction are introduced to avoid the singular structure, however, giving only near-cloaks. The study in the literature is to develop various mechanisms in order to achieve high-accuracy approximate near-cloaking devices, and also from a practical viewpoint to nearly cloak an arbitrary content. We study the problem from a different viewpoint. It is shown that for those regularized cloaking devices, the corresponding scattering wave fields due to an incident plane wave have regular patterns. The regular patterns are both a curse and a blessing. On the one hand, the regular wave pattern betrays the location of a cloaking device which is an intrinsic defect due to the ‘blow-up’ construction, and this is particularly the case for the construction by employing a high-loss layer lining. Indeed, our numerical experiments show robust reconstructions of the location, even by implementing the phaseless cross-section data. The construction by employing a high-density layer lining shows a certain promising feature. On the other hand, it is shown that one can introduce an internal point source to produce the canceling scattering pattern to achieve a near-cloak of an arbitrary order of accuracy.
Incremental Evolution of an Omni-directional Biped for Rugged Terrain

This chapter contains sections titled: 11.1 Introduction, 11.2 Empowering ER through Incremental Design, 11.3 Staged Evolutionary Design of Walkers, 11.4 Walking Revisited, 11.5 Stage One: Walking Forward and Backward, 11.6 Stage Two: Lateral Control, 11.7 Spines, Hips, Arms, and Toes, 11.8 Conclusions, References
Heterogeneous 3-D Perception across Visual Fragments Project Acronym: EYESHOTS Deliverable no: D1.1 Title of the deliverable: Binocular eye coordination and its role in depth vision.

The problem of binocular eye coordination in stereovision is tackled from a computational point of view. Specifically, this deliverable focuses on the problem of controlling the vergence over the surface of an object assumed within the peri-personal workspace of a robot. Built upon this control module, a control scheme to make possible arbitrary motion of the vergence point is proposed. We conjecture that small and smooth sliding motions around local salient features might have a role to improve the perception of the 3D object properties. Biologically related constraints on torsional ocular postures are also considered as additional degrees of freedom on the eyes/cameras movements.
An Improved Methodology for Sample-Time Calibration in Time-Interleaved Analog-to-Digital Data Converters

A mixed-signal scheme is presented for the sample-time error calibration in time-interleaved analog-to-digital converters (TIADC). Interchannel equalization is used to remove the sample-time error mismatch between channels using an extra channel. Simulation results show that the proposed technique is able to improve the SNDR for a 12-bit TIADC system by 29 dB at 37% of the Nyquist rate frequency.
Robot imagination system

This thesis presents the Robot Imagination System (RIS). This system provides a convenient mechanism for a robot to learn a user's descriptive vocabulary, and how it relates to the world for action. With RIS, a user can describe unfamiliar objects to a robot, and the robot will understand the description as long as it is a combination of words that have been previously used to describe other objects. One of the core uses of the RIS functionality is object recognition. Allowing requests with word combinations that have never been presented before together is well beyond the scope of many of the most relevant state of the art object recognition systems. RIS is not limited to object recognition. Through the use of evolutionary algorithms, the system endows the robot with the capability of generating a mental model (imagination) of a requested unfamiliar object. This capability allows the robot to work with this newly generated model within its simulations, or to expose the model to a user by projecting it on a screen or drawing the mental model as feedback so the user can provide a more detailed description if required. A new paradigm for robot action based on consequences on the environment has been integrated within the RIS architecture. Changes in the environment are continuously tracked, and actions are considered complete when the performed effects are closest to the desired effects, in a closed perception loop. Experimental validations have been performed in real environments using the humanoid robot Teo, bringing the Robot Imagination System closer to everyday household environments in the near future. ----------------------
Overlapping Area Measurement of Camera View Volumes Based on SIFT Tracking

This paper proposes a new measurement method of overlapping area of viewing volumes of multiple cameras. It is defined by an overlapping amount of the two volumes observed on camera images, and 3D explicit analysis is not needed to estimate it. Analysis of overlapping space that is visible from different cameras is important for monitoring applications. The extent of the overlapping space should be figured not only by the overlapping amount of camera viewing volumes but also by the lines of sight of the cameras. We exploit SIFT key to estimate the overlapping extent. The intersection set of the SIFT keys which are simultaneously observed on different images is estimated and the bounding box of which drawn on an image indicates its overlapping area. In case of extracting SIFT key set in a video sequence taken by a moving camera we introduce lifetime constraint so that only the long lasting keys could be counted for calculation. We have conducted some experiments in real environment and succeeded in showing the overlapping area of fixed cameras in a video sequence taken by a moving camera, where the fixed cameras are placed among the video path.
Increasing the Computational Potential of the World Wide Web

For many World Wide Web applications there is a need to provide session semantics so that users have the impression of a continuous interaction. This is true, for example, when one searches a database interactively. Because WWW servers are stateless some extra mechanism is necessary to give the impression of session semantics. This report discusses a strategy for implementing session semantics over a WWW application. Apart from the need to maintain state during interactive sessions, there is also the need to control the application. Under any circumstances this is a tedious activity. This report also discusses a mechanism for modeling a WWW application as a finite state automaton and describes a tool, the Stateful Server Application Tool (SSAT), built to assist in the development of these applications.
The training strategy for creating decision tree

This paper describes a decision tree based on OCR, consisting of three parts: the root level, the Kohonen level and the MLP level. The proposed training strategy aims at creating an object-oriented decision tree classifier. The entire classifier is composed of a few separate sub-trees, each of which is a sub-classifier for some special pattern category and effectuated with a Kohonen Self-Organizing Feature Map (SOFM) and the Multiple Layer Perceptron (MLP). The growing and pruning training algorithms of a neural tree are proposed to train four pattern categories samples, corresponding to digits, uppercase letters, lowercase letters, and the mixture of digits and letters, respectively. After building the tree, there exists a number of leaf nodes that contain more than one character class, they must be further broken down into individual clusters since a definite recognition is demanded for a given input pattern. For this purpose, the MLP level training strategy is incorporated. The experimental result shows that the training algorithm strategy is feasible in the decision tree.
A citation-based map of concepts in invasion biology

Invasion biology has been quickly expanding in the last decades so that it is now metaphorically flooded with publications, concepts, and hypotheses. Among experts, there is no clear consensus about the relationships between invasion concepts, and almost no one seems to have a good overview of the literature anymore. Similar observations can be made for other research fields. Science needs new navigation tools so that researchers within and outside of a research field as well as science journalists, students, teachers, practitioners, policy-makers, and others interested in the field can more easily understand its key ideas. Such navigation tools could, for example, be maps of the major concepts and hypotheses of a research field. Applying a bibliometric method, we created such maps for invasion biology. We analysed research papers of the last two decades citing at least two of 35 common invasion hypotheses. Co-citation analysis yields four distinct clusters of hypotheses. These clusters can describe the main directions in invasion biology and explain basic driving forces behind biological invasions. The method we outline here for invasion biology can be easily applied for other research fields.