Miracle-dz/UniFAR-FTUs huggingface dataset:
Evaluación de algoritmos de planificación sobre un prototipo de sistema multicore asimétrico

Resumen Los procesadores multicore asimetricos con repertorio comun de instrucciones –AMPs (Asymmetric Multicore Processors)– han sido propuestos como alternativa de bajo consumo a los procesadores multicore simetricos convencionales. Los AMPs combinan cores rapidos y complejos, de alto rendimiento, con cores lentos de consumo reducido. Trabajos previos han propuesto distintos algoritmos de planificacion para AMPs, que en su mayoŕia han sido evaluados empleando plataformas asimetricas emuladas o simuladores. En este articulo se lleva a cabo un analisis experimental de algunas de las estrategias de planificacion mas relevantes para AMPs sobre el Intel QuickIA, un prototipo de sistema multicore asimetrico. Para el analisis se han realizado implementaciones de estas estrategias en un sistema operativo real y se lleva a cabo una evaluacion completa de las mismas empleando cargas de trabajo multiprogramadas. Un aspecto clave de la implementacion de los algoritmos es la metodoloǵia que se propone para aproximar en tiempo de ejecucion el beneficio relativo que una aplicacion obtiene al ejecutar en un core rapido con respecto a un core lento.
Processing interclausal relationships : studies in the production and comprehension of text

Contents: J. Costermans, M. Fayol, Introduction. Part I:Processing Interclausal Relationships: A Many-Sided Topic. M. Gernsbacher, Cohesion Cues Mapping During Comprehension. L.R. Shapiro, J.A. Hudson, Coherence and Cohesion in Children's Stories. Part II:On Connectives. J. Caron, Towards a Procedural Approach of the Meaning of Connectives. L. Noordman, W. Vonk, The Different Functions of a Conjunction in Constructing a Representation of the Discourse. E.M. Segal, J.F. Duchan, Interclausal Connectives as Indicators of Structuring in Narrative. S.R. Braunwald, The Development of Because and So: Connecting Language, Thought, and Social Understanding. A. McCabe, C. Petersen, Meaningful Mistakes: The Systematicity of Children's Connectives in Narrative Discourse and the Social Origins of This Usage About the Past. Part III:From Segmenting To Relating. M. Fayol, On Acquiring and Using Punctuation. A Study of Written French. L. Heurley, Processing Units in Written Texts: Paragraphs or Information Blocks? Y. Bestgen, J. Costermans, Temporal Markers of Narrative Structure: Studies in Production. Part IV:Beyond the Cohesion/Segmentation Dichotomy. M. Hickmann, Information Status and Grounding in Children's Narratives: A Crosslinguistic Perspective. B. Schneuwly, Textual Organizers and Text Types: Ontogenetic Aspects in Writing. D.J. Townsend, Processing Clauses and Their Relationships During Comprehension.
A Study on Improving TCP Performance in Wireless Network

As the TCP is the protocol designed for the wired network that packet loss probability is very low, because TCP transmitter takes it for granted that the packet loss by the wireless network characteristics is occurred by the network congestion and lowers the transmitter's transmission rate, the performance is degraded. In this article, we suggest the newly improved algorithm using two parameters, the local retransmission time value and the local retransmission critical value to the BS based on the Snoop. This technique adjusts the base stations local retransmission timer effectively according to the wireless link status to recover the wireless packet loss rapidly. We checked that as a result of the suggested algorithm through various simulations, A-Snoop protocol improve more the wireless TCP transmission rate by recovering the packet loss effectively in the wireless link that the continuous packet loss occur than the Snoop protocol.
Optimization of point to point database synchronization via link overlay RNG in mobile ad hoc networks

We investigate the performance of flooding in mobile ad hoc networks when the relay set is a set of nodes uniformly dispatched with density $D$. We give some bounds on the conditions under which a flooding will actually spread (or percolates) when the relay set density is above a certain threshold that depends on traffic density.
Implementation Octave-S and Iso 27001controls in Risk Management Information Systems

Extensive use of information technology in companies put IT into a position which is of considerable concern, especially in large companies that put IT becomes a strategic part of the company. The importance of IT division, make the companies willing to pay big to get the benefits offered by IT itself, but on the other hand appears disappointment incurred from investments are not comparable with the results obtained. Until the threat appear and disrupt the business of the company. By doing risk management using the OCTAVE-S, particularly in smaller companies, can help companies to be growing, the company can find out the weaknesses and threats that may arise that could disrupt the company's business, helped by the standard controls that are owned by the ISO / EIC 27001 : 2005 helps companies to prepare implement ISO / EIC 27001:2005 later.
Timed continuous Petri nets and optimization via linear programming

In this paper, we consider a deterministic timed continuous Petri net model where conflicts at places are solved by using stationary routing parameters. We show how to compute the stationary firing rate for all transitions via linear programming, so as to determine the optimal routing parameters that maximize the firing rates. Finally, we discuss the relations with discrete Petri nets
Pervasive GameFlow. : A Validated Model of Player Enjoyment in Pervasive Gaming

Pervasive games are computer games that build, to various extents, on social interaction as a driving force in the game play, on integration between physical and virtual worlds and on constant access to constantly ongoing games from virtually every existing context (anytime, anywhere gaming). This new genre of computer games presents many challenges for both researchers and industry; one of the most important is how to understand enjoyable player experiences in this new kind of computer gaming. The purpose of this thesis is to identify and explore the mechanisms in pervasive game designs that are of most importance for creating enjoyable Pervasive gaming experiences, and further to translate the findings of the exploration into a playability model for pervasive games. My empirical work focuses on the most important aspects for creating enjoyable player experiences when playing pervasive games. Evaluation methods from the usability and playability area have been deployed in order to identify what factors and aspects the players consider of most importance for their experience when they play pervasive games. Three specific pervasive games have been studied; SupaFly, Pervasive Treasure Hunt and Furiae. Theoretically, the thesis departs from existing knowledge about Playability, and the most prominent and accepted frameworks for understanding player experiences in computer gaming have been considered. Of the existing models and frameworks, the GameFlow model was selected as a theoretical point of departure. The main contribution of the thesis consists of a model for understanding player enjoyment in pervasive games - the Pervasive GameFlow model. Pervasive GameFlow elaborates the GameFlow model by adding 14 new criteria identified in the empirical evaluations of three pervasive games, criteria of great importance for enjoyable Player experiences in pervasive games. Further, the thesis answers questions concerning how the players are putting the anytime, anywhere and mobility aspects of pervasive games into practice - how they perceive and handle games that offer constantly ongoing game play. The results also provide insights into the reach or impact of the novel Pervasive aspects of pervasive games and their importance for the players and player experiences. Finally, the thesis provides notes on how evaluation of pervasive games should be performed.
Myself as Website: An Evaluation

This paper discusses the learning issues involved when setting computer literacy objectives for graduate students in education. Stated and evaluated here are simple computer use assignments representing an approach to literacy which is teacher-centered, minimally integrated with subject matter content, and having low cognitive-level task demands. The three assignments, made at the beginning of a graduate education course involved: (1) using e-mail to send/receive messages to each other about the course; (2) consulting the professor's Website for course materials and information; and (3) accessing the Internet for information. Data collected from a brief anonymous questionnaire given at the end of the course provided information on the perceived value of these assigned activities. Spontaneous classroom comments and questions throughout the course also yielded much information about student experience of these teacher-imposed literacy objectives. Initially, students were not pleased with the computer use requirement. In addition, the teacher became involved in the students' individual projects much more than planned. The percentage of students that felt the activities should be retained was much higher than those who felt they should not be retained. Students liked the Website more than the e-mail option. The peer collaborator e-mail activity was not uniformly appreciated; students did, however, state a desire for more instruction on how to search the Internet. (AEF) *********************************************************************** * Reproductions supplied by EDRS are the best that can be made * * from the original document. * *********************************************************************** Myself as Website: An Evaluation Karen K. Block University of Pittsburgh 5A16 Forbes Quadrangle Pittsburgh, PA 15260 U.S. DEPARTMENT OF EDUCATION Office of Educational Research and Improvement EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) This document has been reproduced as received from the person or organization originating it. Minor changes have been made to improve reproduction quality. Points of view or opinions stated in this document do not necessarily represent official OERI position or policy. Paper presented at the Eastern Educational Research Association meeting, Hilton Head, SC
Video concept detection using Hadoop MapReduce framework

Indexing video collection with a large set of video concepts allows us to employ a query-by-concept paradigm. Through concept detection, the task is to detect in the shot- segmented video data the presence of a set of pre-defined semantic concepts. Columbia University provided 374 detectors based on color, texture and edge features, and their unsupervised classifier fusion that can be utilized for concepts training purposes. We had successfully implemented a Concept-based Video retrieval System (CBVRS) to support query-by-concept. However, one of the main challenges is to reduce the training time of concepts to support the video concept detection. This paper presents an alternative architecture to overcome the issue. The proposed CBVRS framework, which consists of three main modules i.e. pre-processing, video analysis, and annotation module, shall utilize the Hadoop MapReduce framework for fast computation of the concept detection.
Context Based Temporal Reasoning and Analysis of Vehicular Activities from SAR EO Imagery

Abstract : The objective of this effort was to extend the state of the art in Zoomable User Interfaces (ZUIs) and closely related interface techniques to support the Command Post of the Future (CPoF) and Semantic Web DARPA projects. This project had several important outcomes in the following areas, each of which will be described in more detail. In addition, all relevant published papers that were written as a result of this work are also included along with the amount of use of our work by others indicated by web access. In addition, a description of all invited presentations of this work is listed. The areas of work are.Jazz toolkit to support ZUIs, Piccolo toolkit to support ZUIs, PhotoMesa image browser, CounterPoint presentation tool, OZONE ontology navigator and Fisheye menus for selection within long lists.
Routing in Packet-Switched Networks Using Path-Finding Algorithms

Abstract : Route assignment is one of the operational problems of a communication network. The function of a routing algorithm is to guide packets through the communication network to their correct destinations. This dissertation is on the design and analysis of distributed, adaptive routing algorithms and protocols for packet switching networks. We introduce the general framework on which these algorithms are based. Using this general model, we propose several routing techniques to suit heterogeneous environments. In this dissertation, we concentrate on distance-vector algorithms. One important drawback of previous distance-vector algorithms based on the distributed Bellman-Ford algorithm for shortest-path computation is that they suffer from counting-to-infinity problem and the bouncing effect. Recently, distributed shortest-path algorithms which utilize information about distance and second-to-last hop along the shortest-path to each destination have been proposed. This class of algorithms are called path-finding algorithms. Our proposals are based on path-finding algorithms.
Ontology-Based Information Systems

Abstract : An ontology is model of (some aspect of) the world - it introduces vocabulary relevant to the domain and specifies the meaning (or semantics) of this vocabulary. For example, an anatomy ontology might introduce terms for kinds of object, such as Heart, Vein, Artery, and so on, as well as terms for relationships between objects, such as isPartOf, isConnectedTo, isCausedBy, and so on. The meaning of each term is specified by combining other terms using some formal language, typically a logic.
COGNITIVE PROFILE OF SUBJECT ABOUT PHILOSOPHY, PRINCIPLES AND CHARACTERISTICS OFREALISTIC MATHEMATICS EDUCATION BEFORE AND AFTERSTUDYING THE REALISTIC MATHEMATICS EDUCATION LEARNING RESOURCE

This study aim to create cognitive profiles of elementary school teachers who have been and have not been following the workshop PMRI, before and after they learning about the realistic mathematics education learning resource in understanding about philosophy, principles, and characteristics of realistic mathematics approach. This type of research used in this study is a combination of qualitative research and developmental research. The developmental research is used to construct a realistic mathematics education learning resource. The analysis steps of qualitative data which was built by Miles and Huberman (1994) is used to create cognitive profiles of teachers who become the subject research. The triangulation process of data used in this study is the triangulation of method. The results shown in this paper is the cognitive profile of one subject who is a private elementary school teacher. Research subjects involved in the trial for the first task, the learning resource, and second task are six persons, which consists of three PGSD students who are working on the final project, and three elementary school teachers. The learning source that made by the researcher about thephilosophy, principles, and characteristics of RME can help the research subject to have the cognitive profiles inter-alia about (1) the RME philosophy, (2) progressive mathematizing, (3) the didactical phenomenology principle, and (4) the subject understand that the teacher need to help students to make the fabric of students’ knowledge, and why the teacher need to help students to make the fabric of students’ knowledge
Game Physics Pearls

GAME PHYSICS 101 Mathematical Background Introduction Vectors and Points Lines and Planes Matrices and Transformations Quaternions Rigid-Body Dynamics Numerical Integration Further Reading Understanding Game Physics Artifacts Introduction Discretizalion and Linearization Time Stepping and the Well of Despair The Curse of Rotations Solver Collision Detection Joints Direct Animation Artifact Reference COLLISION DETECTION Broad Phase and Constraint Optimization for PlayStation 3 Introduction Overview of CellBE Optimization of the Broad Phase Optimization of the Constraint Solver Conclusion SAT in Narrow Phase and Contact-Manifold Generation Introduction Contact Manifold Physics Engine Pipeline SAT Basics Intuitive Gauss Map Computing Full Contact Manifolds SAT Optimizations Smooth Mesh Contacts with GJK Introduction Configuration Space Support Mappings Overview of GJK Johnson's Algorithm Continuous Collision Detection Contacts Conclusion PARTICLES Optimized SPH Introduction The SPH Equations An Algorithm for SPH Simulation The Choice of Data Structure Collapsing the SPH Algorithm Stability and Behavior Performance Conclusion Appendix: Scaling the Pressure Force Parallelizing Particle-Based Simulation on Multiple Processors Introduction Dividing Computation Data Management without Duplication Choosing an Acceleration Structure Data Transfer Using Grids Results Conclusion CONSTRAINT SOLVING Ropes as Constraints Introduction Free-Hanging Ropes Strained Ropes Quaternion-Based Constraints Introduction Notation and Definitions The Problem Constraint Definitions Matrix-Based Quaternion Algebra A New Tale on Quaternion-Based Constraints Why It Works More General Frames Limits and Drivers Examples Conclusion SOFT BODY Soft Bodies Using Finite Elements Introduction Continuum Mechanics Linear FEM Solving the Linear System Surface-Mesh Update Particle-Based Simulation Using Verlet Integration Introduction Techniques for Numerical Integration Using Relaxation to Solve Systems of Equations Rigid Bodies Articulated Bodies Miscellaneous Conclusion Keep Yer Shirt On Introduction Stable Real-Time Cloth Modeling Real Fabrics Performance Order of Cloth Update Stages Conclusion, Results, and Future SKINNING Layered Skin Simulation Introduction Layered Deformation Architecture Smooth Skinning Anatomical Collisions Relaxalion Jiggle Conclusion Dynamic Secondary Skin Deformations Introduction The Interaction Model Neighborhood Interaction Volumetric Effects Final Remarks Index A Bibliography appears at the end of each chapter.
A Model for Data Secure Systems. Part III. A Deadlock Based Protection Mechanism

Abstract : A theory of deadlock and its application to computer security is presented. The use of a real process to achieve security deadlocks in a protection mechanism is analyzed and found to be too restrictive. An alternative approach which uses pseudo processes is proposed. Security deadlocks are resulted from real process requests for denied access and from incipient deadlock situations created by the pseudo processes. A queue structure is used as the basic component of the deadlocking mechanism. A set of five basic functions, which manipulate the queues are described. Using only these five functions, deadlock security can be maintained in the queue structure. Furthermore, an example of deadlock security being incorporated into an existing system is described. Finally, additional benefits in using a deadlock-based mechanism such as dynamic auditing and charging security overhead only to violators are motivated.
Formgedächtnis-Mikroventile mit hoher Energiedichte

Diese Arbeit beschreibt die Entwicklung von Formgedachtnis-Mikroventilen und daraus aufgebauter Durchflussregler fur mikrofluidische Anwendungen. Ein erklartes Ziel war die Bereitstellung einer hohen Energiedichte, um moglichst kompakte Bauelemente mit grosem Arbeitsvermogen zu realisieren. Von den bekannten Energiewandlungsprinzipien zeigt der Formgedachtnis- (FG-) Effekt die hochste Energiedichte. Daher liegt der Schwerpunkt der Arbeit in der Entwicklung mikrosystemtechnischer Losungen zur Strukturierung, Kontaktierung und Integration verfugbarer Folien und Dunnschichten aus Formgedachtnislegierungen (FGL). Zur Mikrostrukturierung von FGL-Dunnschichten wurde in dieser Arbeit ein neuartiges nasschemisches Photoatzverfahren entwickelt. Dabei wurde eine zusatzliche chemisch inerte, jedoch selektiv atzbare Schutzschicht, die gleichzeitig als Atzmaske dient, eingefuhrt. Das Verfahren erlaubt eine kostengunstige parallele Herstellung sehr empfindlicher, dunner Mikrostrukturen mit hoher Ausbeute bis zu 100%. Die Anwendung wurde sowohl an Legierungen basierend auf NiTi (NiTi, NiTiPd, NiTiCu, .) als auch an NiMnGa-Legierungen demonstriert. Verschiedene elektrische Kontaktierungsverfahren fur den FGL-Mikroaktor wurden hinsichtlich Verlustleistung und Zuverlassigkeit untersucht. Fur den hier verwendeten FGL-Mikroaktor hat sich das Laserschweisen bewahrt. Fur den mechanischen Aufbau der auf thermoplastischen Polymeren bestehenden Gehause, den FGL-Mikroaktor und andere Komponenten wurden die Klebetechniken wie Kapillarkleben und Stempelverfahren eingesetzt. Die in dieser Arbeit entwickelten FGL-Mikroventile sind fur den Betrieb mit Gas und mit Flussigkeit geeignet. Fur verschiedene Temperaturbereiche wurden zwei unterschiedliche Losungen entwickelt. Fur Raumtemperaturbetrieb wurde eine NiTi-Folie und fur den Betrieb uber 100°C eine NiTiPd-Dunnschicht eingesetzt. Das NiTi-Mikroventil kann bis zu einer maximalen Druckdifferenz von 400 kPa mit einer Leistung von 75 mW mit Gas betrieben werden. Fur den Betrieb mit Wasser betragen die maximale Druckdifferenz und die benotige Leistung ca. 300 kPa bzw. 75 mW. Die maximale Schaltfrequenz ist ca. 15 Hz. Durch den Einsatz von NiTiPd wurde der Anwendungstemperaturbereich des FGL-Mikroventils erstmalig bis 120 °C erweitert. Dabei wird eine maximale Schaltfrequenz von 30 Hz erreicht. Um einen Durchfluss-Regler zu realisieren, wurde das FGL-Mikroventil sowohl modular als auch durch Hybridintegration mit einem Durchflusssensor kombiniert. Fur die modulare Losung wurde ein neuartiges, aus drei Funktionsebenen bestehendes Konzept entwickelt. Auf diese Weise kann eine grose Flexibilitat des Systemdesigns erreicht werden. Das hybrid integrierte System erlaubt eine weitere Verringerung des Totvolumens und eine …
Aspect based Opinion Mining from Restaurant Reviews

Opinion mining or sentiment analysis analyses the text written in a natural language about a topic and classify them as positive negative or neutral based on the human‟s sentiments, emotion, opinions expressed in it. Nowadays user reviews and comments on travels on the web are increasing day by day. These comments are useful for other users to make a decision in travel planning. The manual analysis of such huge number of reviews is practically impossible. To solve this problem an automated approach of a machine to mine the overall sentiment or opinion polarity form the reviews is needed. Opinion mining can be done at three different levels, which are document level, sentence level and aspect level. Most of the previous work is in the field of document or sentence level sentiment analysis. This paper focus on the aspect based opinion mining of restaurant reviews, i.e. given a set of reviews of a restaurant we get a sentiment profile of its important features automatically. A different approach proposed for opinion mining which uses SentiWordNet, two word phrases and linguistic rules together for opinion mining.