Miracle-dz/UniFAR-FTUs huggingface dataset:
Automatically Finding Bugs in a Commercial Cyber-Physical System Development Tool Chain With SLforge

Cyber-physical system (CPS) development tool chains are widely used in the design, simulation, and verification of CPS data-flow models. Commercial CPS tool chains such as MathWorks' Simulink generate artifacts such as code binaries that are widely deployed in embedded systems. Hardening such tool chains by testing is crucial since formally verifying them is currently infeasible. Existing differential testing frameworks such as CyFuzz can not generate models rich in language features, partly because these tool chains do not leverage the available informal Simulink specifications. Furthermore, no study of existing Simulink models is available, which could guide CyFuzz to generate realistic models. To address these shortcomings, we created the first large collection of public Simulink models and used the collected models' properties to guide random model generation. To further guide model generation we systematically collected semi-formal Simulink specifications. In our experiments on several hundred models, the resulting SLforge generator was more effective and efficient than the state-of-the-art tool CyFuzz. SLforge also found 8 new confirmed bugs in Simulink.
ACVAE-VC: Non-parallel many-to-many voice conversion with auxiliary classifier variational autoencoder

This paper proposes a non-parallel many-to-many voice conversion (VC) method using a variant of the conditional variational autoencoder (VAE) called an auxiliary classifier VAE (ACVAE). The proposed method has three key features. First, it adopts fully convolutional architectures to construct the encoder and decoder networks so that the networks can learn conversion rules that capture time dependencies in the acoustic feature sequences of source and target speech. Second, it uses an information-theoretic regularization for the model training to ensure that the information in the attribute class label will not be lost in the conversion process. With regular CVAEs, the encoder and decoder are free to ignore the attribute class label input. This can be problematic since in such a situation, the attribute class label will have little effect on controlling the voice characteristics of input speech at test time. Such situations can be avoided by introducing an auxiliary classifier and training the encoder and decoder so that the attribute classes of the decoder outputs are correctly predicted by the classifier. Third, it avoids producing buzzy-sounding speech at test time by simply transplanting the spectral details of the input speech into its converted version. Subjective evaluation experiments revealed that this simple method worked reasonably well in a non-parallel many-to-many speaker identity conversion task.
The Mirroring Hypothesis: Theory, Evidence and Exceptions

The mirroring hypothesis predicts that the organizational patterns of a development project (e.g. communication links, geographic collocation, team and firm co-membership) will correspond to the technical patterns of dependency in the system under development. Scholars in a range of disciplines have argued that mirroring is either necessary or a highly desirable feature of development projects, but evidence pertaining to the hypothesis is widely scattered across fields, research sites, and methodologies. In this paper, we formally define the mirroring hypothesis and review 102 empirical studies spanning three levels of organization: within a single firm, across firms, and in open community-based development projects. The hypothesis was supported in 69% of the cases. Support for the hypothesis was strongest in the within-firm sample, less strong in the across-firm sample, and relatively weak in the open collaborative sample. Based on a detailed analysis of the cases in which the mirroring hypothesis was not supported, we introduce the concept of actionable transparency as a means of achieving coordination without mirroring. We present examples from practice and describe the more complex organizational patterns that emerge when actionable transparency allows designers to 'break the mirror. '
Definition of EU fishing fleets for economic data collection: what are we aiming for?

From 2004 onwards, each EU member state is obliged to collect economic information on their fishing fleets (EU reg. 1639/2001). This information is to provide advice to the commission on the management of EU fishing fleets. Within the regulation, fishing fleets are defined as in the EU fishing fleet register. This implies that Member States also have to submit data of a large number of inactive vessels. E.g. for the Netherlands economic information has to be provided for over 900 vessels of which only around 45% is commercially active in the sea fisheries. The other vessels do not fish on a commercial basis and do not represent any economic value. Thus, including these vessels in economic models would bias the results. This paper: 1. Examines how the regulation on data collection of economic data is implemented in The Netherlands. 2. Characterizes the group of so-called “commercially inactive vessels” in the Netherlands in comparison to the commercially active fleet. 3. Describes the consequences of including these vessels in the data collection program. The main conclusion that can be drawn from this analysis is that the economic importance of the commercially inactive vessels is negligible. However, including these vessels in the sampling population has important impacts, both on the sampling effort and on the outcomes of the sampling program. Based on this conclusion, it is proposed to distinguish between active and inactive vessels based on a minimum income from fishing, as is used in the agricultural data collection system. Collection of economic data could be restricted to active commercially active fleet segments.
To what extent do rising mortality inequalities by education and marital status attenuate the general mortality decline? The case of Finland in 1971-2030

This study examines the relationship between growing inequality within the population, and the general mortality decline in Finland after 1971. The general mortality trend is considered as a simultaneous shift of population groups toward lower mortality over time, with the group-specific mortality rates linked to the mortality trend in the best practice (vanguard) group. The inequality measure accounting for all groups and their population weights reveals increases in both relative and absolute mortality inequalities. Changes in population composition by education and by marital status tend to compensate each other and the combined change does not produce significant effect on the total mortality. The widening of mortality inequalities produces important impact on the total mortality trend. The modeling allows to quantify this impact. If mortality inequalities remained frozen after 2000, the total mortality in 2026-30 would be by about one quarter lower compared to trend-based expectations.
Impro for storytellers : theatresports and the art of making things happen

Since the sixties, Keith Johnstone has led the work on improvisation in theatre, schools and universities. His unique ideas, set out in the classic text, Impro, have now been taken up by practitioners the world over. Impro for Storytellers builds on and extends the seminal earlier work. Keith's techniques specialize in releasing an individual's potential within the context of group work. He became notorious as the acting coach who would shout 'Be more boring! ' and 'Don't concentrate! '. Keith Johnstone is an inspirational teacher and writer, and Impro for Storytellers will encourage a life-long study of human interaction.
ASSESSING QUALIFICATION SYSTEMS: THE RELEVANCE OF EXPLICATING IMPLICIT REASONING

In public procurement, most contractors view the qualifying procedures they are obliged to follow as time consuming and wasteful. For one category of public clients, EU rules offer an alternative to qualifying for each project. Public clients operating in the water, energy, transport or telecommunications sectors may establish and operate a so-called ‘qualification system’. This offers contractors the opportunity to qualify for a period of time rather than an individual project. The reasons for applying such a qualification system seem traditionally to be rooted in reducing transaction costs, particularly where the administrative demands are significant relative to the typical value of contracts. As such, it may seem self-evident that a client’s choice between the two approaches should be based on cost efficiency considerations. However, cost efficiency may not be the only motive behind employing a qualification system. A case study is presented here that examines the evolution of such a system and the corresponding reasoning by its operator. While exploring the usability of a conceptual model for managing procurement knowledge, additional reasons for operating the qualification system are reconstructed by exposing the implicit organizational knowledge. Initial results show that formal reasons are combined with implicit ones. These implicit reasons are found to be key in explaining the current utilization of the qualification system. Over time, implicit reasons get included in the reasoning process and come to dominate the original formal reasons. Without proper explication of these reasons, the real value of the qualification system may remain undetected. The contributions of this paper are twofold. First, it reports a case study in which the usability of a model developed for managing procurement knowledge is explored. Second, this paper offers a first insight into the evolution of a qualification system and the corresponding reasoning by its operator.
Natural Versus "universal" Probability, Complexity, And Entropy

The interrelated concepts of information. entropy, probability, aiid universal coniyutaliou eiijoy w r y wide applicatioii. It is wvrth iroting, tliutcgh, t l t d the successful applications and theorems are inostly restricted to systeiits lcaviirg a zwst riuinler of par*licles or syinbols. For smaller systems, it is not clear how io quanliffy th.e infom~atioii. /eiitropy/probabtlziy precisely. W e uiyue that these are trot jusl. acigue, (ica-dt nric qtre.si.iotia, b-ut svirset irines (befits it e p 1.0 hlcnrs a I& praciice. Malheiiraiics and computer science al1o.w us lo coii-strucd nisy nrriinher of itiequitrnlend probability ntm-sure.q. Eves ‘90-called “unii~er.sal” prohability niwnsiires can be quite iiiequivaleiit. Deciding tuhicli of these best deacribea the red world ia a t m k for enrpirical .witwe. As illuatratioiss uie coiisider the (1) itijorniation coii-teal of the genome and (,? ) a practical “lcariiing front ezamplcs ” task. Additional kcywords: ITniversal Turing Afnch,ine, Uti iversnl Data (? oiicpressivri. , Viiive wal Piio r, A 1-goiiih.iiric Complexity
Adaptive Interfaces for Massively Multiplayer Online Games

Massively multi-player online role-playing games (MMORPGs), such as World of Warcraft, have become very popular in recent years. These types of games typically feature rich and complex game environments, enabling more engaging game-play experiences. However, the complexity of the underlying game systems can also result in increased interface complexity, which may diminish player enjoyment — a major element of players’ game experience. Players may customise their in-game interfaces to deal with this type of complexity and hence improve their performance, but the challenges associated with manual interface customisation may prevent some players from effectively personalising their own game interface. Players’ behavioural models can be used to provide a means of determining potential player in-game behaviour, thus allowing for the automatic adaptation of game interfaces to better suit player needs. This thesis aims to determine whether player-modelled adaptive interfaces can improve players’ game experience in MMORPGs. A survey of MMORPG players was conducted to determine which aspects of player experience may be impacted by interface modification. The findings of this study informed the development of an adaptive interface feedback system which aimed to provide players with relevant information, in order to improve their game experience. This prototype system was then evaluated, in order to determine the impact of the developed system on players’ game experience.
Dynamics and asymptotic behaviors of biochemical networks

The purpose of this dissertation is to study the dynamics and asymptotic behaviors of biochemical networks using a "modular'' approach. New mathematics is motivated and developed to analyze modules in terms of the number of steady states and the stability of the steady states. One of the main contributions of the thesis is to extend Hirsch's generic convergence result from monotone systems to systems "close'' to monotone using geometric singular perturbation theory. A monotone system is a dynamical system for which the comparison principle holds, that is, "bigger'' initial states lead to "bigger'' future states. In monotone systems, every net feedback loop is positive. On the other hand, negative feedback loops are important features of many systems, since they are required for adaptation and precision. We show that, provided that these negative loops act at a comparatively fast time scale, the generic convergence property still holds. This is an appealing result, which suggests that monotonicity has broader implications than previously thought. One particular application of great interest is that of double phosphorylation dephosphorylation cycles. Other recurring modules in biochemical networks are also analyzed in detail. For systems without time scale separation, we study the global stability of one special class of systems, called monotone tridiagonal systems with negative feedback. The key technique is to rule out periodic orbits using the theory of second compound matrices. We also investigate the effect of diffusion on the stability of a constant steady state for systems with more general structures represented by graphs. This work extends the passivity-based stability criterion developed by Arcak and Sontag to reaction diffusion equations. Upon assembling different modules, the dynamics of individual modules might be affected. One particular effect is called "retroactivity'' in the systems biology literature. We propose designs and conditions under which the retroactivity can be attenuated. %%%%
Performance Evaluation of PHP Frameworks (CakePHP and CodeIgniter) in relation to the Object-Relational Mapping, with respect to Load Testing

Context: Information technology is playing an important role in creating innovation in business. Due to increase in demand of information technology, web development has become an important field. PHP is an open source language, which is widely used in web development. PHP is used to develop dynamic web pages and it has the ability to connect with database. PHP has some good features i.e. cross platform compatibility, scalability, efficient execution and is an open source technology. These features make it a good choice for developers to choose PHP for web development. The maintenance of an application becomes difficult and performance being considerably reduced, if PHP is to be used without using its frameworks. To resolve these issues, different frameworks have been introduced by web development communities on the internet. These frameworks are based on Model, View, Controller design pattern. These frameworks provide, different common functionalities and classes in the form of helpers, components, and plug-in to reduce the development time. Due to these features like robustness, scalability, maintainability and performance, these frameworks are mostly used for web development in PHP, with performance being considered the most important factor. Objectives:The objective of this thesis is to compare and analyze the affect of data abstraction layer (ORM) on the performance of two PHP frameworks. These two frameworks are CakePHP and CodeIgniter. CAKEPHP has built-in support of object-relational mapping (ORM) but CodeIgniter has no built-in support of object-relational mapping (ORM). We considered load testing and stress testing to measure the performance of these two frameworks. Methods: We performed the experiment to show the performance of CakePHP (with ORM) and CodeIgniter (no ORM) frameworks. We developed two applications in both the PHP frameworks, with the same scope and design and measured the performance of these applications, with respect to load testing, with automated testing tool. The results have been obtained by testing the performance of both the applications on local and live servers. Conclusions:After analyzing the results we concluded that CodeIgniter is useful for small and medium sized applications. But CAKEPHP is good for large and enterprise level applications, as in stress conditions the CAKEPHP performed better than CodeIgniter on both local and live environment.
N latency 2N I/O-bandwidth 2D-array matrix multiplication algorithm

The emergence of the systolic paradigm in 1978 inspired the first 2D-array parallelization of the sequential matrix multiplication algorithm. Since then, and due to its attractive and appealing features, the systolic approach has been gaining momentum to the point where all 2D-array parallelization attempts were exclusively systolic. Latency has been successively reduced a number of times (5N, 3N, 2N, 3N/2), where N is the matrix size. But as latency gets lower, further irregularities were introduced into the array, making the implementation severely compromised either at VLSI level or at system level. The best illustrative case of such irregularities are the two designs proposed by Tsay and Chang in 1995 and considered as the fastest designs (3N/2) that have been developed so far. The purpose of this paper is twofold: we first demonstrate that N+/spl radic/N/2 is the minimal latency that can be achieved using the systolic approach. Afterwards, we introduce a fully-parallel 2D-array algorithm with N latency and 2N I/O-bandwidth. This novel algorithm is not only the fastest algorithm, but is also the most regular one too.
Sauna, sweat and science II – do we sweat what we drink?

ABSTRACT Inspired by a previous ‘Sauna, sweat and science’ study [Zech et al. Isot Environ Health Stud. 2015;51(3):439–447] and out of curiosity and enthusiasm for stable isotope and sauna research we aimed at answering the question ‘do we sweat (isotopically) what we drink’? We, therefore, pulse-labelled five test persons in a sauna experiment with beverages that were 2H-enriched at about +25,600 ‰. Sweat samples were collected during six sauna rounds and the hydrogen isotope composition δ2Hsweat was determined using an isotope ratio mass spectrometer. Before pulse labelling, δ2Hsweat – reflecting by approximation body water – ranged from –32 to –22 ‰. This is ∼35 ‰ enriched compared to usual mid-European drinking water and can be explained with hydrogen-bearing food as well as with the respiratory loss of 2H-depleted vapour. The absence of a clearly detectable 2H pulse in sweat after pulse labelling and δ2Hsweat results of ≤+250 ‰ due to a fast 2H equilibration with body water are moreover a clearly negative answer to our research question also in a short-term consideration. Given that the recovery of the tracer based on an isotope mass balance calculation is clearly below 100 %, we finally answer the question ‘where did the rest of the tracer go? ’ GRAPHICAL ABSTRACT
New directions in four-dimensional mathematical visualization

Four-dimension visualization is an interesting topic as we live in a 3D space, we do not have the chance to directly “see,” manipulate or “touch” 4D objects. Four-dimensional visualization is an important topic since mathematicians have long been wondering how to visualize beautiful geometries such as knotted spheres, quaternions, and Calabi-Yau space cross-sections, while physicists have been wanting to visualize the hypersphere, which is Einstein’s universe. However, only computer graphics can be used to create 4D visualization tools which have the power to accurately represent objects for which physical models are difficult or impossible to build, and which have the ability to allow the user to interact with simulated worlds. Without 4D visualization tools we cannot even plot a complex-valued function with only one independent variable. Graphics pioneers did great work on 4D visualization, but it is not enough: the major problems to be addressed in 4D visualization (how to present these models to the eyes and how to enhance the user’s intuitive experience of the abstract geometric world that we are trying to understand) have still not been completely solved. In more detail, projecting a 4D object onto 3D space is actually a dimension reduction. Certain geometrical information, such as symmetry and curvature, is unavoidably lost after the projection because we rely on the 3D projection view to explore the geometry that actually exists in four dimensions. Moreover, projecting the 4D surface onto a 3D space may lead to false occlusion. Although a 4D surface does not have any intersections in 4D space, projecting it onto a 3D space may cause intersecting (occlusion) lines. In addition, the user interaction is not intuitive or efficient, and the potential of improving accessibility of 4D visualization system for public users is virtually unexplored. This project aims to explore new research directions that address the above questions. In particular, I have explored the following new research directions:
J ul 2 01 9 Zeros of certain combinations of Eisenstein series of weight 2 k , 3 k , and k + l

We locate the zeros of the modular forms E k(τ) +E2k(τ), E 3 k(τ) +E3k(τ), and Ek(τ)El(τ) +Ek+l(τ), where Ek(τ) is the Eisenstein series for the full modular group SL2(Z). By utilizing work of F.K. C. Rankin and Swinnerton-Dyer, we prove that for sufficiently large k, l, all zeros in the standard fundamental domain are located on the lower boundary A = {eiθ : π/2 ≤ θ ≤ 2π/3}.
Chapter 2 Experimental Designs for Next Generation Phenotyping

The increase in popularity of high-throughput genotyping in breeding programs is associated with recent advances in DNA sequencing technology and large decreases in genotyping costs. However, the limits of using genotyping for making predictions and, therefore, identifying potential candidate materials for selection thus reside in the quality of the phenotyping. High-throughput phenotyping technologies have been developed and implemented prior to planting and during cultivation. Much of this phenotyping has occurred in relatively small and restricted environments where many influential factors in the quality of phenotype can be adequately controlled. In many situations, however, it is necessary to perform phenotyping under field conditions. In this case, depending on the characteristic of interest to be collected, the influence of factors difficult to be controlled in such adverse conditions can cause the need for use of alternatives that can ensure a sufficiently accurate and precise phenotyping. In this sense, the science of Statistics contributes with an important role, either in the use of traditional basic concepts, in the planning of controlled experiments, or in modeling and developing appropriate analyzes. This chapter will discuss several experimental designs that can potentially be used for phenotyping under variable conditions, describing their various characteristics. Also it will address on topics related to the problem of obtaining accurate and precise phenotypic information, and the role of statistics in the success of this venture so fashionable today. L.A. Peternelli (&) Universidade Federal de Viçosa, Viçosa, Brazil e-mail: peternelli@ufv.br M.D.V. de Resende Embrapa Florestas, Universidade Federal de Viçosa, Viçosa, Brazil e-mail: marcos.deon@ufv.br © Springer International Publishing Switzerland 2015 R. Fritsche-Neto and A. Borém (eds.), Phenomics, DOI 10.1007/978-3-319-13677-6_2 15