Miracle-dz/UniFAR-FTUs huggingface dataset:
Analog VLSI Integration of Massive Parallel Processing Systems

From the Publisher: Analog VLSI Integration of Massive Parallel Processing Systems describes in depth the theory and practice of designing massively parallel analog signal processing systems. Techniques are described which overcome the device and transistor mismatches which limit performance of the system. The book also shows how such a system can be efficiently implemented using cellular Neural Networks. Analog VLSI Integration of Massive Parallel Processing Systems is essential reading for practicing analog design engineers and researchers in the field. It is also suitable as a text for an advanced course on the subject.
Graph-based Global Illumination

Graph-based Global Illumination Brian C. Ricks Department of Computer Science Master of Science The slow render times of global illumination algorithms make them impractical in most commercial and academic settings. We propose a novel framework for calculating the computational complexity of global illumination algorithms and show that no other recent improvements have reduced this complexity. We further show that many algorithms use a tree as their rendering paradigm. We propose a new rendering algorithm, pipe casting, which calculates light paths using a graph instead of a tree. Pipe casting significantly reduces both computational complexity and actual render time of rendering. Using an L2 pixel-wise error comparison, on average our algorithm can render a variety of scenes at the same error as traditional algorithms but in about 50% of the time.
Optimizing a coarse-grained model for the recognition of protein-protein binding

We are optimizing a force-field to be used with our coarsegrained protein model for the recognition of protein -protein binding. We have found that, apart from ranking correctly the ligand-receptor conformations generated in a protein-protein docking algorithm, our model is able to distinguish binding (experimental structure) from nonbinding (false positive) conformations for many complexes. This suggests us that the model could have a good performance in complete cross-docking, a method aimed to recognize the possible binding between any two proteins that are unknown to interact.
A Framework for Combining Symbolic and Neural Learning

This article describes an approach to combining symbolic and connectionist approaches to machine learning. A three-stage framework is presented and the research of several groups is reviewed with respect to this framework. The first stage involves the insertion of symbolic knowledge into neural networks, the second addresses the refinement of this prior knowledge in its neural representation, while the third concerns the extraction of the refined symbolic knowledge. Experimental results and open research issues are discussed.
Idioms, word clusters and reformulation markers in translational Chinese

This article is concerned with three linguistic features which have so far been rarely investigated in translation studies – namely idioms, word clusters and reformulation markers, in translational Chinese as represented in a one-million-word balanced corpus of translated Chinese texts in comparison with native Mandarin represented in a comparable corpus of non-translated Chinese texts. Our results show that idioms are more commonly used in native Chinese, meaning that the distribution patterns of idioms tend to be languagespecific whereas word clusters are substantially more prevalent in translated Chinese, suggesting a tendency in translation to use fixed and semi-fixed recurring patterns in an attempt to achieve improved fluency. Reformulation markers function as a strategy for explicitation in Chinese translations, which tend to use informal, stylistically simpler forms than native Chinese texts.
A routing Algorithm by Broadcasting a Bitmap in Wireless Sensor Networks

Current routing in sensor networks focuses on finding methods for energy-efficient route setup and reliable relaying of data from the sensors to the sink so that the lifetime of the network is maximized. The existing routing protocols do not have routing tables to determine a path when packets are transferred. A sensor network by a routing table increases a cost of maintaining and updating a path, because sensor nodes have characteristics to be mobile and constrained capacity and resources. This paper proposes a new routing algorithm by broadcasting a bitmap in order to reduce the number of messages transferred when routing paths are established. Each node has a routing table with a bitmap, which contains link information. A bitmap is formed two-dimensional array, which consists of each row and column represented with a bit. The node only updates its own bitmap if it receives a bitmap from another adjacent nodes after the broadcasting. There by, each node has a bitmap with partial links information not total links information on the network. The proposed routing algorithm reduces the number of messages for routing establishment at least 10% compared with the previous algorithms.
Diagnostic Learning: Using Web-Based Self Diagnostic Tools for Learning Abstract Concepts in Data Network Education

Subjects such as data networking rely heavily on a ‘building block’ approach – deep understanding of the simpler concepts are essential if the learner is to be able to appreciate the more complex and abstract concepts upon which data communication protocols are built. For this reason, students’ levels of anxiety could increase if the earlier concepts are not grasped adequately – thereby discouraging future engagement with the subject. This paper describes the historical background to teaching data networks, including feedback and reflection opportunities provided to students via a suite of dynamic, web-based tutorials in a QUT subject. These tutorials utilise context sensitive help screens to aid students’ self-diagnosis of their understanding of the subject material. It reports a preliminary investigation into (i) variation in students’ learning of abstract concepts (ii) what strategies are employed by learners in their effective use of a formative web-based tutorial, (iii) variation in learning outcomes from use of the tutorial. The results indicate that students focus on the parts of networks, and not the holistic picture. They also do not focus on how the network functions. We suggest that these results indicate that new ways of using technology in learning should be pursued as well as a deeper understanding of students’ learning outcomes.
End user performance in a novel social BCI application: the photobrowser

This study introduces the photobrowser, a BCI application specifically designed for severely handicapped end-users. It allows its user to be involved in manipulating and exploring a photo collection that is shared between the user and participating relatives. The end-user can thus participate in a socially interacting group of friends, even if those friends are geographically separated. The first results with one tetraplegic end-user are promising, with 100% accuracy on all but one session.
SMT Aided Test Case Generation For Constrained Feature Models

With the development of highly configurable and large software, a new challenge has to be addressed, when it comes to software testing. While traditional testing approaches might still apply and succeed in achieving a better quality of service, the high degree of customizable parts of such a system implies the mentioned testing activities on different configurations. If a formal notion is used to express the allowed configurations of a system, one might think of generating such configurations in an automated fashion. However, if there are constraints involved, traditional model-based test-case generation might cause problems to achieve a desired coherency. An idea is, to use those constraints to generate test-cases and to achieve coherency at the same time. Satisfiability modulo theories (SMT) has been an emerging field in current theoretical computer science and developed decision procedures to treat various theoretical fragments in a specific manner. The goal of this thesis is, to look at a translation mechanism from an expression language for constraints into SAT modulo theories and involve this technique into a test-case generation process. Furthermore, the balance between the generation of coherent test-cases as well as the problem-specific purposes of such test-cases is investigated.
Deep Learning en segmentación de imagen médica

In the field of Medical Imaging, morphological segmentation is a first step in the treatment required in various clinical applications. Nowadays, in most centers this task is performed by an expert, which consumes a large amount of time and is prone to an inter and intra expert error. In this work, a model based on Deep Convolutional Networks, inspired by the already widely known encoder-decoder architecture, is developed. In addition, Long Residual Connections are used and also the Dice (F1-Score) is used as a loss function. The model is evaluated in two scenarios: firstly we perform prostate segmentation using the T2-weighted volumetric images, acquired by Magnetic Resonance, provided by the challenge PROMISE12 of the MICCAI; secondly, femoral segmentation is performed using the images provided by the Valencian company ERESA, acquired through X-rays. In the case of prostate, the results presented are competitive with the state of the art, obtaining a Dice of 85.83, which places our model close to human error; in femur, the segmentations reach a Dice of 94.35, considerably good results taking into account the quality and quantity of the images supplied. In conclusion, this paper presents a model based on Deep Learning that is able to obtain morphological segmentations of medical images using a reduced data set; thus guaranteeing the potential uses of this technique in the clinical context.
Online game interactivity theory

Interactivity is one of the most important and distinguishable features of a game. Designing effective interactivity, however, can be a challenge for even the most experienced game developer. This is especially true in the design process of multiplayer online games, so it is critical that developers have a solid understanding of game design and interactivity. Online Game Interactivity Theory is about online game design-- its concepts, techniques, and tools. It guides you through the design process for multiplayer online games, beginning with discussions of online game history, the differences between single-player games and online games, and how the various categories of online games affect design. The emphasis throughout the process is on interactivity-- how to define it, how to cope with its complexity, and how to integrate it into your designs. Online Game Interactivity Theory defines interactivity on three different levels: player-to-computer, player-to-player, and player-to-game. By understanding the key factors of the three types of interactivity, you will gain insights into how a game's level of interactivity can influence its potential for success, and what you can do to improve it. Methods for applying interactivity to your online game designs are discussed, and techniques for "designing" it into your games are provided. Details on multiplayer game design issues are also discussed along with guidelines and suggestions for integrating these issues into your games. These guidelines range from community design to the unique importance of a player's avatar. The book concludes with discussions of valuable tools and strategies that will help improve your workflow. Interviews withsome of the most influential people in the computer game industry are also included, to provide insight into their thoughts on online games, the unique features of online game design, and various interpretations of interactivity.
Social Information Retrieval Systems: Emerging Technologies and Applications for Searching the Web Effectively

The simulation of social behavior in a variety of domains is an increasingly important technological tool. A reference survey of social simulation work, Social Simulation: Technologies, Advances and New Discoveries comprehensively collects the most exciting developments in the field. Drawing research contributions from a vibrant community of experts on social simulation, this Premier Reference Source provides a set of unique and innovative approaches, ranging from agent-based modeling to empirically based simulations, as well as applications in business, governmental, scientific, and other contexts. This book will be a significant reference tool for researchers, educators, and practitioners in such fields as sociology, geography, economics, environmental science, artificial intelligence, machine learning, computer engineering, and networks, and a valuable, interdisciplinary addition to academic libraries.
Relevance Feedback using Surface and Latent Information in Texts (Special Issue : "Collection of Best Annual Papers" Organized for the 20th Anniversary of the Association for Natural Language Processing)

Most relevance feedback methods re-rank search results using only the information of surface words in texts. We present a method that uses not only the information of surface words but also that of latent words that are inferred from texts. We infer latent word distribution in each document in the search results using latent Dirichlet allocation (LDA). When feedback is given, we also infer the latent word distribution in the feedback using LDA. We calculate the similarities between the user feedback and each document in the search results using both the surface and latent word distributions and re-rank the search results on the basis of the similarities. Evaluation results show that when user feedback consisting of two documents (3, 589 words) is given, the proposed method improves the initial search results by 27.6% in precision at 10 (P@10). Additionally, it proves that the proposed method can perform well even when only a small amount of user feedback is available. For example, an improvement of 5.3% in P@10 was achieved when user feedback constituted only 57 words.
On the Design of Support Systems for Knowledge Sharing within a Social Learning and Sharing Context

The issue the paper address concerns the design of IS-based support systems for the sharing of knowledge within a social learning and sharing setting, such as a community of practice. Here we take a look at theories of social learning systems and social context in order to draw forth design implications for IS-based support systems. This is done in order to address issues or problems of traditional support systems for sharing knowledge, such as 'digital libraries' or 'best practice' sharing systems. These issues or problems are related to both the contribution and adoption of knowledge as well as the processes of creation and upholding of shared interpretations and meaning.
Episodic memory and the role of the brain’s default-mode network

This thesis provides a number of new insights into episodic memory and the role of the default-mode network. First, it provides the first direct evidence for the contrasting role of DMN during encoding and retrieval. Secondly, the experimental findings eliminate several possible explanations for the role of the DMN, including a simple reallocation account and the orienting of attention account. Moreover, the present work sheds light on the contribution of different processes - including respiratory - to the fMRI signal. Finally, the work clarifies the flexible nature of the DMN, for example, the distinct role of the hippocampus during encoding. Overall, the work within this thesis clearly indicates that the individual DMN regions provide distinct contributions to learning and remembering.
Guide for internationals : culture, communication, and ESL, English as a second language

Part 1: Understanding the American Culture Chapter 1: Individualism Chapter 2: The Importance of Time Chapter 3: Democratic Social & Business Structures Part 2: Communicating with Power Chapter 4: Effective Writing Chapter 5: Powerful Presentations Chapter 6: Effective Nonverbal Communication Chapter 7: Western Negotiation Part 3: Grammar & Usage Handbook This section provides a brief handbook for American Standard English. Appendices 1. Understanding yourself: Cultural Questionnaire 2. Online resources (accent management, grammar tools, courses, ESL) 3. Bibliography 4. Suggested readings for learning about the U.S. culture 5. Suggested films for learning about the U.S. culture
Étienne Souriau filmologue : histoire de sa pensée ontologique du cinéma parmi les arts (corpus, inédits, archives)

Le cinema occupe une place importante dans l’œuvre du philosophe et estheticien francais Etienne Souriau (1892-1979). Soucieux d’inclure parmi les traditionnels Beaux-arts l’art mecanique nouveau du cinema, Souriau developpe au lendemain de la Seconde Guerre mondiale une pensee ontologique singuliere du cinema dont Christian Metz nous rappelle en 1980 qu’elle ne fonctionne que par interventions. Depuis ses premieres tentatives d’etudes par la methode cinematographique de 1937, du temps ou Souriau enseigne a l’universite de Lyon, jusqu’aux pages de son posthume Avenir de la philosophie (1982), en passant par les dix annees d’aventure filmologique, cette etude vise donc a reunir l’ensemble de ces interventions et a reveler l’etendue de cette pensee jusqu’a sa posterite. Il s’agit encore d’explorer ces annees filmologiques durant lesquelles Souriau dirige un Groupe de recherche au sein de l’Institut de filmologie ; groupe auquel nous devons notamment la paternite du concept actualise de diegese. Ce corpus a priori heterogene regroupe des chapitres d’ouvrage, articles de revues, inedits et archives, et constitue in fine de facon rhizomique ce que nous pouvons desormais nommer : la pensee esthetique du cinema selon Etienne Souriau.
Caracterización del potencial antioxidante de extractos acuosos de orujos de uva

Wine production generates the grape pomace which is known for its high antioxidant activity. The aim of this field of research is to obtain a high content of phenols and the highest antioxidant activity. Nevertheless, some of the studied techniques have a limited application in food industry. This work studies the extraction at high temperatures in water as green extraction technique. The effect of drying, temperature and time on total phenols, flavonoids, anthocyanins, tannins and antioxidant activity is discussed. Drying increases total phenol content and decreases antioxidant activity, while increasing temperature or time increases both parameters. In conclusion, the extraction in water at high temperature is an easy technique to applicate in food industry and it allows obtaining extracts with a similar antioxidant activity to other techniques which use solvents that are not Generally Recognized As Safe (GRAS) or equipment that raises the price of the process.
What bones tell us =: El que ens expliquen els ossos

During the last years ancient DNA and stable isotope analyses has been currently used in archaeological research. These applications totally enlarged limits and possibilities of the zooarchaeological studies changing the historical meaning of the faunal assemblages recovered in archaeological sites. Ancient biomolecular analyses have different advantages from techniques and methods traditionally used in Zooarchaeology. First, the possibility to directly investigate the dynamics and way of life of the living animal populations (i.e. reproductive patterns, dietary habits and movility patterns), very difficult to achieve from traditional approaches. Secondly, broadening the temporal resolution of the samples, getting access to historical events in reduced timescales. These advantages allowed to fall on questions very difficult to evidence from archaeological studies, so far almost invisible. In this work are presented the main research lines and themes investigated from these analyses, debating current possibilities and limitations. This work highlight the interdisciplinary character of the ancient biomolecular studies and the possibilities to abroad different subjects. KEywORDS: zooaRchaEology, StablE iSotoPES, anciEnt dna 26 whAt bONES tELL uS / EL quE ENS ExPLIquEN ELS OSSOS
Analisis Teknologi Pendukung Kinerja Dosen Meggunakan Model Task-technology Fit (pada Perguruan Tinggi Swasta Di Bandung Utara, 2017)

Manusia telah dikendalikan teknologi yang memudahkan keperluan manusia. Seiring dengan berkembangnya teknologi, sumber daya manusia harus mampu mengimbanginya karena teknologi membantu penyelesaian tugas. BUMN melakukan kerjasama untuk penerapan ICT di dunia pendidikan tinggi. Pendidikan memiliki peran penting dalam membantu berjalannya aktivitas secara efektif dan efisien. Penerapan teknologi di industri pendidikan harus di evaluasi dengan model yang sesuai dengan maksud memastikan bahwa teknologi yang digunakan mampu memberikan dampak positif terhadap kinerja individu pengajar. Penelitian ini membahas apakah task-technology fit pada teknologi pendukung kinerja dosen dan kebiasaan dalam menggunakan teknologi tersebut telah mempengaruhi kinerja individu dosen. Survei dilakukan pada 89 dosen tetap Perguruan Tinggi Swasta di Bandung Utara menggunakan PLS-SEM dengan variabel task mobility, task feedback, system reliability, system accessibility, system quality, trust, self efficacy, reputation, perceived critical mass, task-technology fit, habitual use dan individual performance . Jenis penelitian ini yaitu penelitian kausal dengan pengumpulan data melalui kuesioner yang kemudian diolah dengan SmartPLS 3.0. Hasil penelitian yang diperoleh terdapat 6 hipotesis diterima dan 6 hipotesis ditolak.
Modeling Unified Interaction for Communication Service Integration

Social network inspired communication services has made tremendous success, allowing users to communicate and share user generated contents in an efficient way. At the same time, Tele-com services are becoming more open, which makes it possible to develop improved social networking services. One of the problem that needs to be addressed for developing such services is how to fetch useful social information and make it available for the services running in the Cloud or personalized devices. This paper presents a generalized On-line interaction model that collects useful information from well known so- cial networking services, and transforms the information into unified interaction patterns, which can be utilized for social data propagation or for discovering communication patterns. Ultimately, this allows the applications to incorporate social data for enabling smarter functions. The proposed interaction model is useful for presenting information about callers or propagating presence information to the classical address book, prioritizing information, inviting user for forming micro-communities.
The Object-Oriented Enterprise: Making Corporate Information Systems Work

Object technology is widely used in database management systems, but few details on its practical application to business are available. This step-by-step guide shows how to create, maintain and manage object-oriented database applications in a corporate environment. This reference covers the fundamental building blocks of object-oriented databases, detailing how they work and how programs and objects interact. It includes proven techniques for modelling and designing effective systems, including many coding examples. C++ and O-O COBOL are also covered.