Miracle-dz/UniFAR-FTUs huggingface dataset:
Novel molecular computational methods and their quantitative assessment

Molecular computational methods and their efficiency estimation are discussed in this thesis.Computational simulations in biological systems help to understand biological process, drug design and many other crucial applications, thus plays more and more important roles in biological system studies. First, the new algorithm based on polymer growth strategies isintroduced. The main novel feature of this approach is the use of pre-calculated statisticallibraries of molecular fragments. A molecule is sampled by combining fragment configurationsof single residues in this study which are stored in the libraries. This method isdemonstrated to be accurate and can generate large peptides (i.e., 16 residues) in less than aminute of single-processor computing. As an application to this growth algorithm, a practicalmethod is developed to calculate absolute free energy that stages such calculation in severalsteps through growing a molecule. Significant computer time is saved by pre-calculatingfragment configurations and interactions for reuse in a variety of molecules. Then the questioni°how faster is a method than standard molecular dynamics? i± is addressed. To quantifythe progress in the development of algorithms and forcefields used in molecular simulations,a general method for the assessment of the sampling quality is needed. I therefore developan approach for analyzing the variances in state populations, which quantifies the degree ofsampling in terms of the effective sample size (ESS). This procedure is tested in a variety ofsystems from toy models to atomistic protein simulations. At last, a simple automated procedurewas introduced to obtain approximate physical states from dynamic trajectories: thisallows samplesize estimation in systems for which physical states are not known in advance.
Discrete geometric dynamics and artistic control of curves and surfaces

Physical simulations are capable of highly realistic and often very accurate reproductions of the true systems that they are modeling. However, the computational cost of a simulation can often limit its usefulness in contexts where not just the accuracy of the results for a single set of parameters but also the promptness of displaying the result to the user is of interest. This type of scenario can often arise not only in real-time applications, such as in virtual environments, training simulators, or games for example, but also in interactive design contexts in which the user is trying to guide the system toward some desired goal. We explore two avenues toward achieving efficient, controllable simulations. We first consider how to ensure that a physical simulation matches a user-prescribed input for the problem of simulating thin, flexible objects such as cloth. Within an iterative design framework, this lets the user run lower resolution preview simulations with a much faster turn-around time than a full simulation and guarantees that the final, high-resolution output matches the previews. In addition, we demonstrate that this system can be applied not just to physically simulated motion, but also to hand-animated motion. This allows the artist to focus on animating the expressive elements of the motion without having to worry about manually creating details such as characteristic wrinkles and folds of cloth. In the second avenue, we apply ideas from Discrete Differential Geometry (DDG) to the problem of deriving principled, efficient computational models for simulating the dynamics of physical systems. The main mandate of DDG is to identify the key geometric structures underlying a system and to preserve these structures when building a discrete model. We build on this foundation within the context of physical simulation to arrive at discrete geometric models for dynamics, and we show the benefit of constructing the discrete models in this geometric manner. We first show that leveraging the assumption of isometric deformations leads naturally to an expression for the bending energy of thin plates that is quadratic in the position of the surface. The associated linear gradient and constant Hessian provide an efficient model for simulating cloth, which we compare to the full, nonlinear model. We next apply this line of thinking to simulating long, thin objects such as elastic rods or viscous threads. By focusing on the geometry of the model and drawing on the parallels to the smooth theory, we arrive at all efficient, unified model for simulating these types of objects, which we validate against a number of analytic and experimental results.
Creating Significant Learning Experiences in Systems Analysis & Design: Towards a Service Learning Paradigm

This paper proposes creating “significant” learning experiences for our students by employing a Service Learning paradigm in Systems Analysis and Design. “Significant” learning is defined and Fink’s Significant Learning paradigm is presented. Course objectives for Systems Analysis and Design are posited and the weaknesses of traditional approaches, including case studies, are discussed. Service Learning is defined, the roots of Service Learning are explored, and reasons are given for using Service Learning for today’s college students. The Albert Schweitzer Institute is described, and results of using a Service Learning approach in Systems Analysis and Design via the Albert Schweitzer Institute are presented. It is shown how “significant” student learning occurs via using a Service Learning approach and directions for future course development are proposed.
Art and Sport

In a commentary in this journal, S. K. Wertz asks the question "Are sports art forms? "1 and argues for a qualification of Ruth Saw's account of works of art which would, in the case of some sports, give an affirmative answer.2 In this paper, I should like briefly to discuss some of the points raised by Professor Wertz and especially to draw attention to my own reason for denying that any sport is an art form. I argue this case at greater length in Philosophy and Human Movement,8 but I should like here to make some additional points. The issue interests me not only intrinsically, but also because Professor Wertz's kind reference to a paper of mine' might give the impression that it supports his conclusion that some sports can be regarded as art forms. In fact, not only do I contend that no sport is an art form, but, quite apart from the misconception involved, I fail to understand why it should be thought that sport would somehow be endowed with greater respectability if it could be shown to be art. Perhaps I should add that I shall not directly consider Professor Saw's account of art, except in relation to Professor Wertz's thesis.
Computational models for form-function synthesis in engineering design

This report introduces the problem of form/function synthesis for designed artefacts that are intended to perform a specified function and consist of physical parts assembled in space. The report briefly reviews how this problem is perceived in selected engineering disciplines, including architectural design, and summarizes the resulting challenges. It characterizes the computational models underlying selected EDRC projects that address these challenges according to a uniform, domain-independent format It classifies these models into generic strategies and attempts to link these strategies to appropriate types of design problems. This work has been supported by the Engineering Design Research.Center, a NSF Engineering Research Center. University Carnegie W > " ' " Table of
Auditors' Representation and Retrieval of Internal Control Knowledge

SYNOPSIS: This article examines the characteristics of experienced and inexperienced auditors' retrieval of internal controls from memory. Because it is possible that knowledge retrieval is a function of the manner in which information is stored in memory, this study also investigates two kinds of knowledge organization: (1) a taxonomic representation, as typified by categoric checklists; and (2) a schematic representation, as typified by information flowcharts. Although the relationship between knowledge and expertise is well documented in the literature, few accounting researchers have attempted to study the memory structures of skilled individuals (Libby and Frederick 1990; Weber 1980). Thus, this work is motivated by two broad objectives: (1) to understand the nature of expertise, which will help in assessing the boundaries of auditors' abilities and performance; and, (2) to comprehend the cognitive skills of both expert and novice auditors, which will help in facilitating skill acquisition by unseasoned individuals. One hundred thirteen auditors and 97 auditing students were used to study the retrieval characteristics of the taxonomic and schematic knowledge structures and memory differences between experts and novices. Auditors freely recalled more internal controls when such controls were organized by transaction flow. Auditing students did not possess complete knowledge organizations, and the type of representation did not affect their free recall of the controls. Across a given knowledge representation, providing subjects with complete subsets of internal controls as a memory aid did adversely affect the retrieval of additional controls in the taxonomic but not the schematic organization. Within a specific class of internal controls,
Glift: generic data structures for graphics hardware

This thesis presents Glift, an abstraction and generic template library for parallel, random-access data structures on graphics processing units (GPUs). Glift simplifies the description of new and existing GPU data structures, stimulates development of complex GPU algorithms, and performs equivalently to hand-coded implementations. Modern GPUs are the first commodity, desktop parallel processor. Although designed for interactive rendering, researchers in the field of general purpose computation on graphics processors (GPGPU) are showing that the power, ubiquity and low cost of GPUs makes them an attractive alternative high-performance computing platform. The primitive GPU programming model, however, greatly limits the ability of both graphics and GPGPU programmers to build complex applications that take full advantage of the hardware. This dissertation demonstrates the effectiveness of Glift in three ways. First, we characterize a large body of previously published GPU data structures in terms of Glift abstractions and present novel GPU data structures. Second, we show that our example Glift data structures perform comparably to handwritten implementations but require only a fraction of the programming effort. Third, we implement four novel high-quality interactive rendering applications with complex data structure requirements: octree 3D paint, adaptive shadow maps, resolution-matched shadow maps and a new depth-of-field algorithm.
Signal processing advances in wireless and mobile communications

From the Publisher: Blind synchronization with single- and multi-sensor arrays Space-time transmit-receive diversity combining systems New physical layer solutions for CDMA and multicarrier systems For every engineering professional involved with signal processing for advanced communications Key advances in signal processing for single-user and multi-user systems. Signal Processing Advances in Communication, Volume II is the second in a two-volume set that introduces important recent advances in signal processing (SP) tools for wireless and mobile communications, and bringing together contributions by leaders in the field worldwide. This two-volume set covers an exceptionally wide range of technologies and methodologies, including noise and interference cancellation, modem design, mobile Internet services, next-generation audio/video broadcasting, cellular telephony, and wireless multimedia networks. Volume II focuses on single- and multi-user communication systems, presenting an exceptionally wide range of today's best work on topics such as: Blind synchronization with single- and multi-sensor arrays Space-time transmit-receive diversity combining systems Time-varying channel modeling Signal separation with constant modulus constraints Parallel factor analysis tools New methods for canceling multiuser interference and mitigating multipath effects in CDMA and multicarrier systems at the physical layer Key signal processing issues at the network layer This book brings together research previously scattered across multiplejournals worldwide, delivering an unprecedented collection of advanced SP techniques for practicing engineers, researchers, managers, and any professional involved with designing or building state-of-the-art single- or multi-user communications systems.
HRP: Humanoid Robotics Project of MITI

通商産業省工業技術院(平 成13年1月 か ら経済産業省) は,産 業技術応用研究開発プ ロジェクトのテーマとして平 成10年 度から5年 間の予定で 「人間協調 ・共存型ロボ ット システム」の研究開発を実施 中である. こ のプ ロジェクト は,プ ラットフォーム提供型とい う新しい方式で実施 され ている. こ れは,プ ロジェクトの最初の2年 間で共通の基 盤 となる研究プラットフォームを実施主体 に提供 し,そ の うえで後期3年 間に応用技術を研究開発するという方式で ある. こ こに,プ ラットフォームは,ヒ ューマ ノイドロボ ッ ト,遠 隔操作コックピット,仮 想ロボ ットプラットフォーム か ら構成され る. 現 在,こ れ ら研究プラ ットフォームの研 究開発はすでに完了 し,後 期の応用技術の研究開発を開始 したところであ る. プロジェクト概要については,す でに一部を紹介した[1], 本 ミニ特集では,ま ず本稿においてプロジェクトの概要を, 後期の応用技術の研究開発計画に重点 をおいて紹介す る. さらに,前 期に開発 した各プラットフ ォームについて詳細 な紹介を別稿にてそれぞれの開発者に行って もらう.
Impromptu : an interactive programming environment for composition and performance

Interactive development environments are making a resurgence. The traditional batch style of programming, edit -> compile -> run, is slowly being reevaluated by the development community at large. Languages such as Perl, Python and Ruby are at the heart of a new programming culture commonly described as extreme, agile or dynamic. Musicians are also beginning to embrace these environments and to investigate the opportunity to use dynamic programming tools in live performance. This paper provides an introduction to Impromptu, a new interactive development environment for musicians and sound artists.
Voyage au cœur de l'entrepreneuriat agile : valider ses hypothèses sur le terrain

L’approche lean startup repose largement sur l’importance de creer une sorte de prototype, nomme « Minimum Viable Product » (ou encore « MVP ») pour tester les hypotheses liees a une proposition de valeur ou a un business model. L’idee principale est de se confronter rapidement au marche afin d’eviter de gaspiller trop de temps, de ressources et d’energie a sur-conceptualiser ou a developper un produit qui ne repond pas aux reelles problematiques des clients. Cet article introduit le MVP au sein d’un cycle iteratif que nous avons baptise « systeme d’exploration ». Nous y proposons notre conception du MVP et en presentons differents type selon trois axes d’experimentation. L’objectif final est d’aider l’entrepreneur a bien choisir un MVP correspondant aux types d’hypotheses qu’il cherche a tester en maximisant l’apprentissage pour chaque euro investi.
Sound-Field FM Amplification: Theory and Practical Applications.

CONTENTSForeword by Mark Ross, Ph.D. Preface. Contributors. Acknowledgments. Part A: A Theoretical Foundation for the Use of Sound-Field FM Amplification. Rationale for the Use of Sound-Field FM Amplification Systems in Classrooms. Speech-Perception Processes in Children. Speech Perception in the Classroom. Speech Perception in Specific Populations. Part B: Practical Applications of Sound-Field Amplification. Acoustic Measurements in Classrooms. Acoustical Modifications Within Schools. Identifying and Managing the Learning Environment. Sound-Field Amplification: A Review of the Literature. Considerations and Strategies for Amplifying the Classroom. Inservice Training for the Classroom Teacher. Listening Strategies for Teachers and Students. Marketing Sound-Field Amplification Systems. Index.
Pengembangan Game Content Model Untuk Game-Based Learning Pemahaman Berlalu-Lintas

This paper describes the application of the Game Content Model (GCM) in Role Playing Games (RPG) for the understanding of the traffic using a quest-driven learning. One key GCM models, namely the Game Object with intelligence component was applied using dynamic pathfinding capabilities of artificial intelligence in non playable character (NPC). NPC used the A * algorithm as the basis of the nearest search capability to the target. Index Terms—Game,GCM,RPG,A* Algorithm
Pattern Matching with Dependent Types

For a more complete presentation of Martin-Lof's logical framework, which is implemented in ALF, we refer to the book \Programming in Martin-Lof's Type Theory" [16], chapter 19 and 20. We recall that each type T is of the form (x1 : A1; : : : ; xn : An)A where A is Set or of the form El(a): If A is of the form El(a); we say that T is an small type, and it is a large type otherwise if A is Set: If a type of a term is of the form (x1 : A1; : : : ; xn : An)A; we say that n is the arity of this term. An instance of a term u of arity n is a term de nitionally equal to a term of the form u(v1; : : : ; vn):
Temporal Simulation and Generative Modelling for Large Scale Planning

This paper describes the study of a computer system as support to large scale planning. Its application on a research about a territorial transformation makes use of a cellular automata simulator. This CA elaboration in the temporal dimension of GIS data provides four different growth options for an Alpine Valley over the next twenty years. In the meanwhile a generative modelling system provides threedimensional digital model of the territory before and after the transformation. The results of this computing are four scenarios that highlight the effects of specific planning choices, at both micro and macro scale. These pre-figurations become a didactic and cognitive guide for the valley planning process and mark up the power of planning tools on modifying the future of a territory.
Design and use of aspects in rule-based programming

Recently, aspect-oriented programming has enjoyed recognition as a practical solution for an important class of separate and cross-cutting concerns. This paper shows aspects to be useful in the context of rule-based programming languages by demonstrating an adaptable term type checker and after-the-fact algorithm extension. It briey discusses some of the challenges faced when designing and implementing an aspect extension for and in a rule-based term rewriting system.
Demonstrating lexical competence in language use

Lexical competence is that aspect of communicative competence that deals with knowledge of lexical or vocabulary items and their meaning and the ability to use them appropriately. It is generally well known that without grammatical accuracy, an utterance may be understood, but without precise vocabulary, it is indeed difficult. Lexis belongs to the level of language which concerns lexical items or content words in a language. Generally while grammar deals with closed word classes such as the preposition, pronoun, determiner, conjunction and the primary and modal auxiliaries, lexis involves the four open word classes which are the noun, adjective, lexical verb and adverb. Lexical word classes are known as open classes because new words can continually be added to them. In the field of science, technology, politics and economics, for instance, new expressions are being coined all the time for hitherto unknown concepts and inventions. In the area of politics new words are introduced in association with leaders and their policies. But many of these political expressions go out of circulation when the leaders are not around or when they fall from grace. In the world of food and drink, new exotic words appear so very often that it is almost impossible to keep track of all the new coinages. Acquiring lexical competence must be conceived as a relational process which requires learners to make friends with the words of the target language (Morgan and Rinvolucri, 1985: 5).
KRoC-Calling C Functions from occam

The parameters of an occam PROC are passed in consecuti ve locations at the start of the occam workspace of the process making the call. To access aC function, these parameters ha ve to be re-organised according to the conventions of theC compiler. Fortunately, this can be done in a f airly transparent way, using theC compiler itself, so that neither KRoC nor the programmer need to kno w those con ventions.
Digital evidence : representation and assurance

The field of digital forensics is concerned with finding and presenting evidence sourced from digital devices, such as computers and mobile phones. The complexity of such digital evidence is constantly increasing, as is the volume of data which might contain evidence. Current approaches to interpreting and assuring digital evidence rely implicitly on the use of tools and representations made by experts in addressing the concerns of juries and courts. Current forensics tools are best characterised as not easily verifiable, lacking in ease of interoperability, and burdensome on human process. The tool-centric focus of current digital forensics practise impedes access to and transparency of the information represented within digital evidence as much as it assists, by nature of the tight binding between a particular tool and the information that it conveys. We hypothesise that a general and formal representational approach will benefit digital forensics by enabling higher degrees of machine interpretation, facilitating improvements in tool interoperability and validation. Additionally, such an approach will increase human readability. This dissertation summarises research which examines at a fundamental level the nature of digital evidence and digital investigation, in order that improved techniques which address investigation efficiency and assurance of evidence might be identified. The work follows three themes related to this: representation, analysis techniques, and information assurance. The first set of results describes the application of a general purpose representational formalism towards representing diverse information implicit in event based evidence, as well as domain knowledge, and investigator hypotheses. This representational approach is used as the foundation of a novel analysis technique which uses a knowledge based approach to correlate related events into higher level events, which correspond to situations of forensic interest. The second set of results explores how digital forensic acquisition tools scale and interoperate, while assuring evidence quality. An improved architecture is proposed for storing digital evidence, analysis results and investigation documentation in a manner that supports arbitrary composition into a larger corpus of evidence. The final set of results focus on assuring the reliability of evidence. In particular, these results focus on assuring that timestamps, which are pervasive in digital evidence, can be reliably interpreted to a real world time. Empirical results are presented which demonstrate how simple assumptions cannot be made about computer clock behaviour. A novel analysis technique for inferring the temporal behaviour of a computer clock is proposed and evaluated.
Topology of communities for the collaborative recommendations to groups

More and more systems allow user personalization and provide item recommendations, intended to fit individual user interests. In a traditional VoD system, for example, the recommendations are oriented towards a single user even though he is not watching the video alone. Hence, there is a need to have recommendations for a set of users, a group. Collaborative filtering techniques are traditionally used to make a recommendation for a single user. Usage traces or user ratings are used to deduce their profile and to select an appropriate recommendation that way. Performing recommendation for groups is considerably more difficult because the retrieval of a group's traces of usage or ratings is complicated. As the individual profile for each member of the group is usually available, the recommendation for a group can be based on these individual profiles. This paper explores this approach and is the first step of the construction of a software toolkit for computing recommendations in function of the group composition and the chosen strategies.