Miracle-dz/UniFAR-FTUs huggingface dataset:
How administrators cope with stress

The understanding and awareness of stress has increased considerably in the last 25 years. Today, standard medical textbooks acknowledge that anywhere from 50 to 80 percent of diseases are stress related (Ross, 1980). The cost of stress malfunctions has been conservatively estimated to be as high as 3.5 percent of the gross national product (Fletcher, Gowler, & Payne, 1979). That would place it in the 103 billion dollar range for 1981. In examining stress management techniques, it must be remembered that the individual involved is
Counting and sampling paths in graphs

Since Euler began studying paths in graphs, graph theory has become an important branch of mathematics. With all of the research into graph theoretic problems, however, counting – exactly or approximately – the number of simple paths in finite graphs has been neglected. This thesis investigates an approximation technique known as Markov chain Monte Carlo (MCMC) for the specific purpose of approximating the number of simple paths in graphs. Due to the paucity of research into the subject, the thesis will make the conjecture that this cannot be done exactly in an efficient manner (assuming that the longstanding conjecture P 6= NP holds). To this end, the thesis focuses on the relationship between counting and sampling in both weighted and unweighted complete graphs, trees, and directed acyclic graphs (DAGs). This includes both positive and negative results for sampling, as well as demonstrating how counting and sampling are intimately related problems.
Q3C, Quad Tree Cube -- The new Sky-indexing Concept for Huge Astronomical Catalogues and its Realization for Main Astronomical Queries (Cone Search and Xmatch) in Open Source Database PostgreSQL

, Oleg BartunovSternberg Astronomical Institute, Universitetskiy pr. 13, 111992,Moscow, RussiaAbstract. In this paper we present Q3C (Quad Tree Cube), a new skyindexing scheme and its implementation for the open source databasePostgreSQL.Wehaveimplementedoursky-partitioningschemeasaload-able module for PostgreSQL and developed a very simple SQL interfaceformainastronomicalqueries: conesearch, variousspatialsearchesonthesphereandcross-matchesofcatalogues. Theperformanceisveryhighandallows to work easily with the largest existing catalogues (USNO-A/B,2MASS, SDSS). We propose PostgreSQL and our sky-indexing scheme asopen source solution for any VO-services dealing with huge catalogues.1. IntroductionIn last few years, several projects have provided to community with a set ofvery large catalogues consisting of up to billion of objects. Simple access meth-ods are no longer suitable to work with that amount of data and databasesmust be used instead. But even the most advanced databases are lacking formethods to eﬀectively work with spherical coordinates and astronomical querieslike cone searches and cross-matches. So, special astronomical indexes and sky-partitioningschemes were invented for this purpose. The ﬁrst successful attemptwas HTM – hierarchical triangular mesh (Kunszt 2000). This sky partitioningscheme has been used in MS SQL to provide the interfaces for the astrono-mical queries in the SDSS project. However, HTM has several disadvantages(O’Mullane 2000): ﬁrst, HTM is a too complicated scheme which signiﬁcantlylimits its performance (in particular, in those cases with a high depth of seg-mentation); second, HTM was speciﬁcally developed for Microsoft SQL server,which is not open source. That was the motivation for the development of anew simple, fast and powerful sky-indexing scheme for open source databasePostgreSQL.
Generating Efficient Simulators from a Specification Language

A simulator is a powerful tool for hardware as well as software development. However, implementing an efficient simulator by hand is a very labour intensive and error-prone task. This paper describes a tool for automatic generation of efficient instruction set architecture (ISA) simulators. A specification file describing the ISA is used as input to the tool. Besides a simulator, the tool also generates an assembler and a disassembler for the architecture. We present a method where statistics is used to identify frequently used instructions. Special versions of these instructions are then created by the tool in order to speed up the simulator. With this technique we have generated a SPARC V8 simulator which is more efficient than our hand-coded and hand-optimized one.
Blind deconvolution and channel coding in SIMO multicarrier systems

The problem of bandwidth efficient data transmission in multi-sensor OFDM systems is considered. Contrary to the mono-sensor systems, the effects of frequency selective fading may be alleviated in the multi-sensor systems without using a wireless overhead due to the space diversity. A modulation scheme is proposed which allows to improve the reliability of data transmission in fading multipath environments and perform an accurate channel equalization with a minimal excess bandwidth and no substantial training. The numerical study confirms the efficiency of this method in such bandwidth expensive applications as wireless asynchronous transfer mode (WATM) networking.
Laws of the game: How the principles of nature govern chance

Translators' NoteAcknowledgmentsForewordForeword to the English Edition1The Taming of Chance11The Origin of Play32Games People Play63Microcosm - Macrocosm194Statistical Bead Games305Darwin and Molecules492Games in Time and Space676Structure, Pattern, Shape697Symmetry1038Metamorphoses of Order1313The Limits of the Game - The Limits of Humanity1739The Parable of the Physicists17510Of Self-Reproducing Automata and Thinking Machines17811"From One Make Ten. "19912Limited Space and Resources21613From Ecosystem to Industrial Society2364In the Realm of Ideas24914Popper's Three Worlds25115From Symbol to Language25916Memory and Complex Reality28317The Art of Asking the Right Question29818Playing with Beauty306List of References331Index339
A theory of generalized pied-piping

Title of dissertation: A Theory of Generalized Pied-Piping Sayaka Funakoshi, Doctor of Philosophy, 2015 Dissertation directed by: Professor Howard Lasnik Department of Linguistics The purpose of this thesis is to construct a theory to derive how pied-piping of formal features of a moved element takes place, by which some syntactic phenomena related to φ-features can be accounted for. Ura (2001) proposes that pied-piping of formal-features of a moved element is constrained by an economy condition like relativized minimality. On the basis of Ura’s (2001) proposal, I propose that how far an element that undergoes movement can carry its formal features, especially focusing on φ-features in this thesis, is determined by two conditions, a locality condition on the generalized pied-piping and an anti-locality condition on movement. Given the proposed analysis, some patterns of so-called wh-agreement found in Bantu languages can be explained and with the assumption that φ-features play an role for binding, presence or absence of WCO effects in various languages can be derived without recourse to A/Ā-distinctions. A THEORY OF GENERALIZED PIED-PIPING
Emergent Effects of Task Interdependence and Bounded Rationality on Workgroup Performance

Though the question of the determinants of workgroup performance is one of the most central in organization science, precise theoretical frameworks and formal demonstrations are still missing. Empirical tests from field research gives only episodic and often inconclusive results. Moreover, emergent (unpredictable) results are hard to be found (and even more to be explained) with empirical investigations. In order to fill in this gap an agent-based simulation model is here used to study the emergent effects of task interdependence and bounded rationality on workgroup performance. The fundamental modes of connection (types of systemic couplings) between tasks are formalized and operationalized through the simulation model. Following both the formalization and simulation experiments is demonstrated that the parallel mode is the most simplex, followed by the sequential and then by the reciprocal. This result is far from being new in organization science, but what is remarkable is that now it has the strength of an algorithmic demonstration instead of being based on the authoritativeness of some scholar or on some episodic empirical finding. Workgroup performance is measured by means of two main indexes: effectiveness, which refers to the percentage of completed tasks respect to those potentially executable; and efficiency, which refers to the resources employed for getting the completed tasks. A set of six norms have been introduced in order to coordinate group members. They are required for reaching a satisfying performance, and they lead to a confirmation of the law of requisite variety: complex interdependencies do require complex norms. The acknowledgment of agents' bounded rationality dramatically reduces workgroup performance and addresses to a rather emergent result: when agents' rationality is severely bounded simple norms work better than complex norms.
Tribalization, e-learning and the Semantic Web

We are at the beginning of a three year project which will provide a Semantic Portal for E-Learning — SPEL. SPEL’s main role will be to deliver the materials which make up e-learning courses. More significantly, it will also be able to overcome any inadequacies in a course’s learning materials by providing semantic searches for alternative resources as well as facilities for communication and collaboration where needed.
Low-power image decoding using fractals

In this paper a low-power evaluation of image decoding using fractals is presented. Fractal coding is asymmetrical in nature meaning that the encoder and the decoder have not the same computational complexity. Although fractal encoding is very complex in terms of computation, the computational requirements of fractal decoding are very small favoring low power consumption. Structural algorithmic properties of fractal decoding also favor low-power. Comparison with other classical decoding techniques shows that significant power savings can be achieved by using fractal decoding. This is very important for portable applications if the fact that the decoder is usually the mobile part of a system is taken into consideration.
A minimal-copy network interface architecture supporting ILP and ALF

The memory bandwidth is one of the major performance bottlenecks Dav91, LA93, DAPP93, DWB + 93, ST93] limiting high-speed communication for workstation class computers. In many of the current network interface architectures, the data is transferred to and from the memory several times, e.g., due to software copying between user and kernel address spaces. ILP (Integrated Layer Processing) and ALF (Application Layer Framing) are two techniques which can decrease memory bandwith utilization. This paper proposes a network interface architecture with the main objective to minimize the need for copying data. It is tailored for ILP and ALF, and covers both software and hardware design. The network interface architecture includes a new application programming interface to communication and an \fbuf-like" DP93] data buuer system that is integrated between the application and the operating system. The new application program interface does not copy data between the application and the operating system, but instead passes buuer pointers. A no-copy application program interface has a couple of serious implications for the whole network interface architecture. The application will receive the data in buuers exactly as the network hardware adapter places the data in memory. If the application has data alignment requirements, this means that the adapter must be able to place the data part of the packet at that alignment. If the network fragments packets and the application does not want to handle chains of small buuers, the adapter must be capable of reassembling data. Both data alignment and reassembly requires that the adapter has knowledge of the 1 size of protocol headers. It is also desired that the adapter can separate protocol headers from the data into diierent buuers. Finally, the network adapter must support application level demultiplexing.
Tribologie des matériaux caoutchouteux

La non-trivialite des proprietes mecaniques du caoutchouc naturel et de ses homologues synthetiques fait que ces materiaux particuliers sont frequemment utilises dans la vie quotidienne, pour leur caractere extensible notoire, et leur impermeabilite a l'air et a de nombreux fluides. La multiplicite des utilisations des materiaux caoutchouteux, naturels et synthetiques, n'est bien evidemment pas fortuite. Elle resulte des proprietes mecaniques surprenantes que leur conferent leurs structures chimique et macromoleculaire. D'une grande souplesse, ces materiaux sont capables de supporter a temperature ambiante des allongements importants et de reprendre dans un temps tres court leur dimension initiale. Apres un bref rappel de l'utilisation du caoutchouc naturel et de la mise en oeuvre des premiers materiaux synthetiques, leurs principales proprietes volumiques, superficielles et tribologiques (adherence, glissance, roulement et usure) sont decrites.
A simplified BGT MAP algorithm and its dual

In this paper, the modified BCJR MAP algorithm derived in Berrou,C et al., (1996) is simplified, resulting in a new MAP algorithm for recursive systematic convolutional codes. This new MAP algorithm is called the SBGT MAP algorithm in order to distinguish it from its original formulation in Berrou,C et al., (1996) (called the BGT MAP algorithm) and other modified versions of the BCJR MAP algorithm. A dual version of the SBGT MAP algorithm, called the dual SBGT MAP algorithm, is then derived. These two mutually dual algorithms have the same signal processing requirements in terms of memory utilization and computational load and have demonstrated almost identical BER performance in computer simulations.
Real-time implementation of square 16-QAM transmission system

Combination of quadrature amplitude modulation with coherent detection is attractive for optical transmission systems, since it permits an increase of data rate without increasing the symbol rate or the required bandwidth. 16-point Quadrature Amplitude Modulation (16-QAM) is most interesting in this context. In-phase (I) and quadrature (Q) signals transmit 2 bit each. Together with polarization division multiplex this amounts to 8 bit/symbol. 2.5 Gbit/s synchronous coherent 16-QAM data is transmitted and received in a realtime intradyne setup with BER below FEC (7% overhead) threshold. A phase noise tolerant feedforward carrier recovery concept with hardware-efficient implementation was tested. Transmission was error-free in a back-to-back electrical test for various PRBS lengths. The carrier recovery does not contain any feedback loop and is therefore highly tolerant against laser phase noise.
Cross Platform in Mobile Applications

--There are three types of mobile application development, which are native mobile application, cross platform mobile application and hybrid application. Many mobile devices that runs with different operating system and languages in current mobile market. Android and iOS is the most leading representative as the whole of current market. Developing application in different platforms has generated many problems; a lot of time, cost and man power is needed if there is no significant porting work for cross platform several mobile devices are propose For example-XMLVM, Phonegap, PhoneXml, DragonRad and RhoMobile, each with their own strength. Cross platform is necessary in current mobile market and for developing games in cross platform use XMLVM. With the rapidly evolving mobile game industry it has become increasingly lucrative to develop quickly across as many different platforms as possible. The solution for developing games in cross platform, based on a range of open source software packages to easily create cross platform games.web browsers are common platform for delivering cross platform mobile applications also create widgets for cross platform mobile applications they are easy to develop, easy to deploy, personalized, interactive, and less consumption of flow of mobile widget make it ideal for mobile internet. A graphical UI would enhance the development process in development process of creative games allowing for easy addition.
Managing Fieldwork Data with Toolbox and the Natural Language Toolkit

This paper shows how fieldwork data can be managed using the program Toolbox together with the Natural Language Toolkit (NLTK) for the Python programming language. It provides background information about Toolbox and describes how it can be downloaded and installed. The basic functionality of the program for lexicons and texts is described, and its strengths and weaknesses are reviewed. Its underlying data format is briefly discussed, and Toolbox processing capabilities of NLTK are introduced, showing ways in which it can be used to extend the functionality of Toolbox. This is illustrated with a few simple scripts that demonstrate basic data management tasks relevant to language documentation, such as printing out the contents of a lexicon as HTML. 1. BACKGROUND. One of the oldest and best known software tools for field linguistics is Shoebox, a program produced by SIL International (formerly the Summer Institute of Linguistics) that provides linguists with the ability to maintain a lexicon and use it to interlinear gloss texts within an integrated environment. The description of the program provided on the Shoebox homepage (http://www.sil.org/computing/shoebox/) explains its purpose and the motivation for its name:
English to ASL Gloss Machine Translation

English to ASL Gloss Machine Translation Mary Elizabeth Jouett Bonham Department of Linguistics and English Language, BYU Master of Arts Low-resource languages, including sign languages, are a challenge for machine translation research. Given the lack of parallel corpora, current researchers must be content with a small parallel corpus in a narrow domain for training a system. For this thesis, we obtained a small parallel corpus of English text and American Sign Language gloss from The Church of Jesus Christ of Latter-day Saints. We cleaned the corpus by loading it into an open-source translation memory tool, where we removed computer markup language and split the large chunks of text into sentences and phrases, creating a total of 14,247 sentence pairs. We randomly partitioned the corpus into three sections: 70% for a training set, 10% for a development set, and 20% for a test set. After downloading and installing the open-source Moses toolkit, we went through several iterations of training, translating, and evaluating the system. The final evaluation on unseen data yielded a state-of-the-art score for a low-resource language.
3D Human Activity Recognition by Indexing and Sequencing (RISq)

Human activity recognition has been a crucial area of research in computer vision over the past several years. Myriad applications of human activity recognition have been the driving force behind this research. The goal of human activity recognition is to automatically examine and classify activities in a 2D or 3D video sequence. A good deal of state-of-the art recognition algorithms has been researched and developed for this purpose, each of them handling the problem of human activity recognition in a unique way and achieving significant recognition rates. The advent of the kinect camera from Microsoft has been a breakthrough for the research on human activity recognition. The advantages of the 3D kinect camera over a 2D video cameras has enabled researchers to develop much more reliable recognition algorithms which are invariant to human position and orientation. These algorithms are capable of achieving correct recognition rates much higher than what was achieved in the past. In our work, we propose a novel approach for the problem of human activity recognition. We exploit the advantages of the kinect camera and the simplicity of our recognition algorithm: Recognition by Indexing and Sequencing (RISq). We capture the activity sequences using the kinect, and with the help of the software packages associated with the kinect we extract the skeletal information of the person. This information after processing acts as feature inputs for the RISq algorithm. The advantage of the kinect over conventional 2D cameras enables us to acquire this skeletal information with relative ease. With these features we train the RISq algorithm to recognize and classify an unknown activity sequence.
Supervised Word Sense Disambiguation: Facing current challenges

Tesi-lan honetan Lengoaia Naturalaren Prozesamenduan (LNP) garrantzia handia duen Hitzen Adiera Desanbiguazioa (HAD) landu da, Zabalki, eta ikuspegi desberdinetatik aztertua izan den arazo honen aurrean, gure ekarpen nagusia desanbiguazio sistema gainbegiratuen azterketa sakona izan da, beraien mugak aztertuz eta konponbideak proposatuz. Sistema gainbegiratuek, eskuz landutako adibideak (hau da, pertsonek gainbegiratutakoak) behar dituzte beraien ereduak algoritmo estatistikoekin ikasteko. Metodo hauek dira azken urteetan hedatu diren ebaluazio-saioetan emaitza onenak lortzen dituztenak hizkuntza guztietarako. Gure lanean, bereziki ondorengo gaiak jorratu ditugu: testuinguruaren errepresentazio aberatsak, datu sakabanaketaren arazoa konpontzeko "leuntze" teknikak, automatikoki adibideak lortzeko metodoak, eta HAD sistemen garraiotasun arazoak.
Gaming the Quantified Self

﻿﻿﻿ By their nature, digital games facilitate surveillance. They allow for the compilation of statistics, internal states, and rules to be recorded, thus hiding many of the internal workings from the players and making the games much more complex. This digitization makes it much easier to collect player data and metrics, and then, as a process of function creep, to use this data in new and innovative ways, such as improving the user experience, or subtly shaping users' in-game desires and behaviours. Increasingly, these practices have moved from non-game spaces into social networking sites and spaces of play. The "gamification" movement is benefiting from the increasing sophistication of such metrics. Gamification combines the playful design and feedback mechanisms from games with users' social profiles (e.g. Facebook, twitter, and LinkedIn) in non-game applications explicitly geared to drive behavioural change (e.g. weight loss, workplace productivity, educational tools, and consumer loyalty). As critics point out, gamified applications rely on the points, leaderboards, and badges often seen in games, but are not games in themselves (Deterding 2010; Bogost 2011). Advocates of the gamification movement - including Al Gore in a recent Games for Change keynote - argue that this monitoring and feedback makes difficult tasks more playful and enjoyable (McGonigal 2011; Gore 2011) . However, the marketing and political discourse of using games to change behaviour in positive ways is quite different from messy actualities rooted in advertising, consumption, and intrusive user monitoring. The current potentials to ‘gamify’ life have incited debate on whether the spread of these points based systems heralds playful utopias or dystopic surveillant societies run by corporations and advertisers. This paper highlights the rise of gamification and the implications for surveillance studies. In particular, it focuses on describing the increasingly intrusive monitoring practices are propagated under the banner of fun and play.
Signal space representation of indirect cochannel interference canceller

The BER performance of a previously proposed indirect cochannel interference canceller (ICIC) in the AWGN channel, is explained by signal space representation. Except for a special case, a fully geometrical representation is not possible. Minimum signal envelope distance has been exploited to explain some of the ICIC receiver's performance. The effect of different parameters on the minimum envelope distance is investigated.