Miracle-dz/UniFAR-FTUs huggingface dataset:
Towards a pure Chinese spoken dialogue system

Abstract This paper gives an overview of our spoken dialogue system, which is designed to meet four objectives, Portability, Usability, Robustness, and Extensibility (PURE). First, an integrated scoring function is proposed so that all components of the spoken dialogue system can be properly integrated, and information from all components can be considered jointly to resolve ambiguities. Moreover, instead of shallow analysis or simply keyword/key‐phrase matching, deeper analysis is conducted by incorporating robust parsing, error recovery and semantic analysis to improve discrimination and robustness of the language understanding component. To achieve PURE design of dialogue management, a domain transparent framework is also proposed in this paper. Results and experiences we got from building systems of various domains showed very encouraging results.
The Event Construct in Active Information Systems

Organizations and the information systems that support them are artificial and intentionally designed artifacts. Policies and procedures created by an organization define how specific events affect the states of things about which the organization is concerned. Active information systems are designed to participate in the operation and management of organizational processes. They calculate and ascribe state to material and artificial things according to rules designed by the organization and activated when identified events occur. The ontological definition of an event as a state-transition proscribes the representation of events as entities. The resultant conceptualization of an information system as a state-tracking mechanism obscures the critical role that events play in active information systems. Effective analysis and design of such systems requires a more substantive ontological definition of an event as an entity having both identity and properties. Included in an event's properties are the rules that govern state transitions caused by the event. The resultant conceptualization of an information system is an event-processing mechanism, actively interpreting and re-interpreting events with respect to extant and posed rules. This ontological definition treats things and events uniformly as entities enabling them to have appropriate representations at the conceptual level. It provides a context in which learning can be represented through the definition, identification, and classification of critical events and the evaluation and evolution of rules governing their effects. Additional research is needed to develop and evaluate conceptual modeling grammars and methods that implement this event conceptualization within an information system development methodology.
Evaluation of a new technique for the detection of ventricular fibrillation and ventricular tachycardia

The purpose of this project is the development of a new technique for the Discrimination between Ventricular Fibrillation, Ventricular Tachycardia and Non-Shockable Cardiac Rhythms based on the treatment of ECG signal as a bi-dimensional image and its comparison with two conventional detection techniques. The overall performance of this method found to be fully comparative with the conventional ones.
Eksplorasi Teknik Shibori Dalam Pengembangan Desain Motif Tradisional Indonesia Pada Permukaan Kain Sandang

Penelitian ini bertujuan untuk membuat kain sandang bermotif tradisional Indonesia hasil dari eksplorasi teknik Shibori yang berasal dari Jepang, namun di Indonesia lebih dikenal dengan nama ikat celup. Hasil pengukuran persepsi visual terhadap motif shibori (n=50) menunjukkan bahwa meskipun motif Shibori 3 merupakan motif yang paling unik (skor rata-rata= .56), namun motif Shibori 1 merupakan motif yang paling disukai responden (skor rata-rata=.26) serta memiliki tingkat minat beli yang tertinggi (skor rata-rata= .08). Preferensi responden terbangun dari rata-rata skor persepsi elemen visual Shibori 1 yang mencakup: (1) tingkat kerumitan motif (skor rata-rata=.32); (2) komposisi dinamis (skor rata-rata=.62); dan (3) kesan pembawaan yang elegan (skor rata-rata=.66). Hasil dari eksplorasi teknik Shibori yang lebih beragam ini diharapkan dapat memberikan wawasan pada IKM celup ikat bahwa beragam motif tradisional Indonesia dapat diaplikasikan dan dikembangkan pada kain ikat celup yang selama ini hanya menampilkan motif-motif yang sederhana yang dihasilkan dari ikat celup biasa.
Suitability Review of Common Synchronous, Live Online-Classroom Tools

While virtual learning environments (VLEs) such as Moodle and WebCT are now ubiquitous in most higher education institutes, live synchronous virtual classroom software is merely gaining in popularity. The first online meeting tools were tailored towards business requirements for remotely held meetings rather than educational purposes. The recent expansion of virtual classroom tools specific to education has changed this. Such software offers the standard features of streamed voice and video, yet purposely provides an array of additional features specifically designed to conduct classes online. While VLEs work optimally as a compliment to standard courses, Virtual-classrooms such as Adobe Connect Pro and Elluminate have the potential to transform distance education beyond previous limitations. Since these tools are being used more and more within higher education, questions must be asked about how effective they ultimately can be in meeting learning requirements. More importantly, what are the best teaching and learning practices employed when conducting classes online in this way? This paper makes a comparative review of some of the most popular virtual-classroom tools in terms of what features they offer to educators and students in higher education. A list of criteria crucial to each of these tools is compiled and a selection of the most popular are reviewed according to how well they meet these requirements. Certain obstacles and restrictions that arise are discussed with a view to identify and overcome them. Furthermore, opportunities are explored as to how virtual-classrooms might actively enhance teaching and learning rather than merely simulating it on the web. Along with a specific review of technical features, some observations are made as to how general features of these tools, such as instant messaging, might be enhanced to suit proven pedagogies, such as problem based and collaborative learning.
Arqueología y comunidades negras en América del Sur: problemas y perspectivas

En este articulo analizo los mecanismos y estrategias empleados por los arqueologos en el sur del continente aproposito de los estudios sobre poblacion negra. A partir de del analisis de parte de la literatura existente en Argentina y Colombia, ofrezco un panorama critico en torno los retos que la realizacion de este tipo de investigaciones conlleva en nuestros paises. Asi, en algunos casos se puede identificar la existencia de categorias que parecieran referirse a la presencia de un personaje negro-esclavizado-africano inmutable. En ellos, a manera de los discursos apologeticos del siglo XIX y de inicios del siglo XX interesados en definir grupos culturales a partir de objetos especificos, aparece un africano a-sexuado que reproduce una cultura material a-politica, una en la que evoca su lugar de origen, en la que no existe su viaje trasatlantico, ni su vivencia en America. Sin embargo, en otros, el abordaje critico en el que el aparece un uso simultaneo de fuentes escritas, orales y de informacion etnografica, ofrece un panorama diverso, que obliga al investigador, a plantearse cuestionamientos de indole social, historica y etica en torno al trabajo desarrollado. Es este apenas un primer intento por generar un espacio de interlocucion desde el sur y evidenciar algunos de los caminos recorridos en el quehacer disciplinar.
Mining, Indexing and Similarity Search in Large Graph Data Sets

Scalable analytical algorithms and tools for large graph data sets are in great demand across domains from software engineering to computational biology as it is very difficult, if not impossible, for human beings to manually analyze any reasonably large collection of graphs due to their high complexity. In this dissertation, we investigate two long standing fundamental problems: Given a graph data set, what are the hidden structural patterns and how can we find them? and how can we index graphs and perform similarity search in large graph data sets? Graph pattern mining is an expensive computational problem since subgraph isomorphism is NP-complete. Previous solutions generate inevitable overheads since they rely on joining two graphs to form larger candidates. We develop a graph canonical labeling system, gSpan, showing both theoretically and empirically that this kind of join operation is unnecessary. Graph indexing, the second problem addressed in this dissertation, may incur an exponential number of index entries if all of the substructures in a graph database are used for indexing. The solution, gIndex, proposes a novel, frequent and discriminative graph mining approach that leads to the development of a compact but effective graph index structure that is orders of magnitude smaller in size but an order of magnitude faster in performance than traditional approaches. Besides graph mining and search, this dissertation provides thorough investigation of pattern summarization, pattern-based classification, constraint pattern mining, and graph similarity searching, which could leverage the usage of graph patterns. It also explores several critical applications in bioinformatics, computer systems and software engineering, including gene relevance network analysis for functional annotation, and program flow analysis for automated software bug isolation. The developed concepts, theories, and systems may significantly deepen the understanding of data mining principles in structural pattern discovery, interpretation and search. The formulation of a general graph information system through this study could provide fundamental supports to graph-intensive applications in multiple domains.
The Model of Communication Channel in the 802.11b Standard Wireless Network

The paper deals with software modelling of a communication channel in the 802.11b standard wireless network physical layer. A computer model of signal processing was created to verify possibility of the proposal of localisation system. Functionality of the signal generation and processing model was verified by the Spectrum Analyzer. Simulations run in Simulink/Matlab SW. The Simulink is used for the signal processor model and a pure Matlab software is used for mathematical evaluations of data processor model and for determination of initial conditions.
A new network-based speaker-independent connected-word recognition system

This paper describes a network-based speaker-independent connected-word recognition system based on Markov modelling and compares the results obtained using different basic-units (words, phonemes, diphones). The whole knowledge of the application, including syntactical and lexical descriptions and also phonological rules, is used to create a single integrated network; and the probabilistic density functions of the Markov chain are Gaussian multivariate with diagonal matrix. The recognition tests were performed on numbers from 0 up to 999 in French, recorded from 26 speakers. For whole-word basic-units, the recognition performances (percentage of numbers correctly recognized) increased up to 90% when the number of pdf per word increased up to 15. The same recognition rate was obtained with phoneme basic-units having only 5 pdf each, thus saving computations, and more than 95% was achieved using sub-phonemic description.
Register allocation and code scheduling for load/store architectures

To achieve high performance, the structure of on-chip memory in a single-chip computer must be appropriate, and it must be allocated effectively to minimize off-chip communication. Since the off-chip memory bandwidth of single-chip computers is severely limited, data caches that exploit spatial locality to achieve high hit rates are not appropriate. A register file, which can be managed by compilers, might be more effective than a data cache as an on-chip memory structure. With a load/store architecture, compilers can separate operand fetches from their use by scheduling code, thus achieving high hit rates without increasing memory traffic. Register allocation also exploits temporal locality better than a data cache does. This thesis investigates how effective register allocation could be and studies the interdependency problem between register allocation and code scheduling. A model of perfect register allocation is explored. An algorithm for optimal local register allocation is then developed. Since the optimal algorithm needs exponential time in the worst case, a heuristic algorithm which has near-optimal performance is proposed and compared with other existing heuristic algorithms. Through trace simulation, the perfect register allocation model is shown to be much more effective in reducing off-chip memory traffic than cache memory of the same size. Code scheduling interferes with register allocation, especially for large basic blocks. Two methods are proposed to solve this interference: (1) an integrated code scheduling technique; and (2) a DAG-driven register allocator. The integrated code scheduling method combines two scheduling techniques--one to reduce pipeline delays and the other to minimize register usage--into a single phase. By keeping track of the number of available registers, the scheduler can choose the appropriate scheduling technique to schedule a better code sequence. The DAG-driven register allocator uses the Dependency DAG to assist in assigning registers; it introduces much less extra dependency than does an ordinary register allocator. Both approaches are shown to generate more efficient code sequences than conventional techniques in the simulations.
Intercropping leeks to suppress weeds

Many field vegetables such as leek are weak competitors against weeds, causing high costs for weed management practice. Using celery as a companion cash crop was suggested to improve the weed suppression of leek. Three field experiments were carried out to study the intra- and interspecific competition in a leek:celery intercrop with and without additional weed competition. Results from this experimental work show that intercropping of leek and celery in a row-by-row replacement design considerably shortened the critical period for weed control in the intercrop compared with the leek pure stand. The relative soil cover of weeds that emerged at the end of the critical period was reduced by 41 n the intercrop. In another experiment, the biomass of Senecio vulgaris, which was planted 20 days after crop establishment, was reduced by 58 n the intercrop and the number of seedlings which emerged as offspring was reduced by 98°all reductions compared with the pure stand of leek. The relative yield total of the intercrop exceeded that of the pure stand by 10°probably as a result of an optimized exploitation of the resources. The quality of the leek, however, was reduced. Advantages and bottlenecks of the intercrop system of leek and celery and implications for the weed control are discussed and used to identify future research needs.
Monte Carlo Implementations of Two Sex Density Dependent Branching Processes and their Applications in Evolutionary Genetics

Branching processes are a class of stochastic processes that deals with the dynamics of evolving populations and have an extensive literature dating back one hundred years or more. Some references to this early literature may be found in the book of Harris (1963) (7) as well as in the book Mode (1971) (9) on mulitype branching process and their applications. Other books on branching processes include those on Athreya and Ney (1972) (2), Jagers (1975) (8), Asmussen and Hering (1983) (1) and Haccou et al.(2007 (6), which contains discussions of classes of stochastic processes and their applications to biology and other fields. Fisher (1958), in Dover reprint of an edition of book first published in the late 1920’s, was the first to apply what is now known as a Galton-Watson process to the study of the survival of mutations in biological evolution. Mode and Gallop (2008) (11) in a review paper on the applications of Monte Carlo simulation methods in the study and analysis of the widely used Wright-Fisher process of evolutionary genetics suggested that multitype branching processes could be used to eliminate the assumptions of constant population size which characterizes most applications of this process in the study of biological evolution. Despite this extensive literature, little attention has been paid to two sex process as well as processes that are density dependent and evolve on a time scale of discrete generations. By definition, two sex branching processes entail the formation of couples consisting of a female and male, who produce offspring of both sexes. By a density dependent process, we mean that the expected number of offspring produced by a couple as well as the survival of offspring may depend on total population size in every generation. In this chapter such processes will be referred to as self regulating branching processes. In most classes of branching processes considered in the literature heretofore, total population size increases stochastically at a geometric rate so that there is no finite bound on total population size. This property is objectionable, because in real biological populations, the size of a population cannot increase indefinitely due limitations of resources and the environment. As will be shown by examples in subsequent sections, in the class of self regulating branching processes described in this Monte Carlo Implementations of Two Sex Density Dependent Branching Processes and their Applications in Evolutionary Genetics 16
Learning from Noisy and Delayed Rewards: The Value of Reinforcement Learning to Defense Modeling and Simulation

Abstract : Modeling and simulation of military operations requires human behavior models capable of learning from experience in complex environments in which feedback on action quality is noisy and delayed. This research examines the potential of reinforcement learning, a class of Artificial Intelligence learning algorithms, to address this need. A novel reinforcement learning algorithm that uses the exponentially weighted average reward as an action-value estimator is described. Empirical results indicate that this relatively straight-forward approach improves learning speed in both benchmark environments and in challenging applied settings. Applications of reinforcement learning in the verification of the reward structure of a training simulation, the improvement in the performance of a discrete event simulation scheduling tool, and in enabling adaptive decision-making in combat simulation are presented. To place reinforcement learning within the context of broader models of human information processing, a practical cognitive architecture is developed and applied to the representation of a population within a conflict area. These varied applications and domains demonstrate that the potential for the use of reinforcement learning within modeling and simulation is great.
An automatic classification technique for indexing of soccer highlights using neural networks

A method for automatic classification of offensive play patterns in soccer games has been developed using the neural networks technique. Back-propagation (BP) neural network techniques have been applied to obtain data that define the positions of both a player and the ball on the ground. The offensive play patterns that have been formulated from the group formations enable automatic indexing of the highlights of soccer games. Excepts from actual soccer games, including some from the 1998 French World Cup, yielded 297 video clips which were categorized into the following five types of patterns: Left-Running are 60, Right-Running 74, Center-Running 72, Corner-Kick 39 and Free-Kick 52. Examination of the results shows the following rates of satisfactory pattern recognition: Left-Running comes to 91.7%, Right-Running 100%, Center-Running 87.5%, Corner-Kick 97.4% and Free-Kick 75%.
Sviluppo di un codificatore software per video stereoscopico

v SOMMARIO . vii 1 CODIFICA VIDEO . 1 1.1 INTRODUZIONE . 2 1.2 I SEGNALI VIDEO . 3 1.3 IL PROCESSO DI CODIFICA . 5 1.3.1 Limitazioni . 5 1.3.2 Compressione con o senza perdite . 6 1.3.3 Codifica a singolo campione o Codifica a Blocchi . 6 1.3.4 La trasformata DCT: Riduzione della ridondanza spaziale . 7 1.3.5 Riduzione della ridondanza temporale . 8 2 STANDARD H.264/MPEG-4 AVC . 11 2.1 INTRODUZIONE . 12 2.2 CARATTERISTICHE DELLO STANDARD . 13 2.3 STRUTTURA DELLA CODIFICA VIDEO H.264/AVC. 15 2.3.1 Il Video Coding Layer . 15 2.3.2 Il Network Abstraction Layer . 21 2.3.3 Profili e livelli . 23 3 MULTI-VIEW VIDEO CODING (MVC) . 25 3.1 INTRODUZIONE . 26 3.2 APPLICAZIONI DI MVC . 26 3.3 CARATTERISTICHE PRINCIPALI . 29 3.4 LA STRUTTURA DEL BITSREAM IN MVC . 31 3.4.1 Le unità NAL . 32 3.4. 2 Temporal and View Scalability . 33 3.5 DECODED PICTURE BUFFER . 34 3.5. 1 Ordine della Codifica . 34 3.5. 2 Requisiti del DPB . 36 4 SUPPORTO DEL PROFILO MVC STEREOSCOPICO . 37 4.1 INTRODUZIONE . 38
Strategies for benchmarking with optimizing compilers

It is pointed out that better compiler optimizations often interfere with the intended operation of certain classes of benchmarks, leading to surprising results and rendering their interpretation a most difficult task. The authors present several such optimizations and show their effects on selected benchmarks. They also offer guidelines for the creation or selection of benchmarks that facilitate the interpretation of the measurements obtained. <<ETX>>
Simulation-Based General Game Playing

The aim of General Game Playing (GGP) is to create intelligent agents that automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In this thesis we approach this challenge with Monte-Carlo Tree Search (MCTS), which in recent years has become a popular and effective search method in games. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we describe our GGP agent, CADIAPLAYER, and introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. Providing GGP agents with the knowledge relevant to the game at hand in real time is, however, a challenging task. This thesis furthermore proposes two extensions for MCTS in the context of GGP, aimed at improving the effectiveness of the simulations in real time based on in-game statistical feedback. Also we present a way to extend MCTS solvers to handle simultaneous move games. Finally, we study how various gametree properties affect MCTS performance. Alhliða Leikjaspilun byggð a Hermunaraðferðum
The THEORY OF COMMUNICATION

Some thirty years ago, when the laboratory where I worked needed light alloy castings, success depended on divination carried out by the foreman. This hinged upon the effects of spitting in the crucible, and the results beat any scientific method hollow. About five years later we were using more dependable and repeatable, if less picturesque, criteria. This came about because meantime various theoretically‐minded people had studied various apparently minor and irrelevant matters such as the behaviour of single crystals of aluminium. Some of the personal skill and experience hitherto needed for routine operations now could be delegated; at times even to instruments.