Reviewerly/exHarmony huggingface dataset:
Applying Constraint Weighting to Autonomous Camera Control

Automating camera control for third-person perspective computer games is a difficult and time-consuming task. One of the challenges games developers confront is how to manage the trade-off between implementation complexity and system usability. In this study, we investigate the application of constraint weighting techniques to the autonomous camera control problem. We demonstrate that this technique can significantly simplify autonomous camera control and reduce the gap between implementation and usability requirements. We describe the use of weighting profiles to control the behaviour of the camera and specialized heuristics for efficiently searching for the solution. We also describe a novel integrated visibility maintenance method. As part of the experimental study, we implemented a 3D game engine that supports dynamic environments; and demonstrate the effectiveness of the use of constraint solving techniques for autonomous camera control problems.
Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game

We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Success at this task requires the ability to engage in autonomous, goal-directed behaviour, as well as techniques to manage the problem of potential goal conflicts. To address this, we show how a case-injected genetic algorithm can be used to learn goal priority profiles for use in goal management. This is achieved by learning how goals might be re-prioritised under certain operating conditions, and how priority profiles can be used to dynamically guide high-level strategies. Our dynamic system shows greatly improved results over a version equipped with static knowledge, and a version that only partially exploits the space of learned strategies. However, our work raises questions about how a system must know about its own design in order to best exploit its own competences.
HyperPlay: A Solution to General Game Playing with Imperfect Information

General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with imperfectinformation have recently been added as a new challenge forexisting general game-playing systems. The HyperPlay technique presents a solution to this challenge by maintaining a collection of models of the true game as a foundation for reasoning, and move selection. The technique provides existing game players with a bolt-on solution to convert from perfect-information games to imperfect-information games. In this paper we describe the HyperPlay technique, show how it was adapted for use with a Monte Carlo decision making process and give experimental results for its performance.
Metareasoning in Real-Time Heuristic Search

Real-time heuristic search addresses the setting in which planning andacting can proceed concurrently. We explore the use of metareasoning at two decision points within a real-time heuristic search. First, if the domain has an `identity action' that allows the agent to remain in the same state and deliberate further, when should this action be taken? Second, given a partial plan that extends to the lookahead frontier, to how many actions should the agent commit? We show that considering these decisions carefully can reduce the agent's total time taken to arrive at a goal in several benchmark domains, relative to the current state-of-the-art. The resulting algorithm can dynamically adjust the way it interleaves planning and acting, between greedy hill-climbing and A*, depending on the problem instance.
A Method of Diagnosis Using Possibility Theory

The paper proposes a diagnostic method using possibility theory. According to possibility theory, fuzzy set A on a set of possible causes U, B on possible symptoms V, and a fuzzy relation R on UxV could be understood as possibility distributions πu(u)1, πv(v)1and a conditional possibility distribution πv|u(v 1|u 1, respectively. In this paper, we define diagnosis as a problem to obtain possibility that a given crisp subset of U is the causes of a crisp subset of V observed as symptoms. Possibility distribution πon U and conditional possibility distribution πv|Uvjπu i are given as a priori knowledge. Then, a way to solve the problem is discussed and proposed. We also discuss a conventional approach using probability, and designate the difficulties that it suffers from, but our approach does not.
Designing An It Curriculum: The Results Of The First Citc Conference

The CITC (Conference on Information Technology Curriculum) in December 2001 included representatives from 15 Information Technology (IT) programs at four-year schools in the United States.Also in attendance were representatives from the Association for Computing Machinery (ACM), the Institute for Electrical and Electronic Engineers (IEEE), and the Accreditation Board for Engineering and Technology (ABET).The purpose of this conference was to discuss many important topics in IT education, including a discussion of what constitutes an IT curriculum.Because of the wide representation at the CITC, it is felt that the outcome of this curriculum discussion is of wide interest to all those in related programs or at institutions considering forming a similar program.This paper discusses the details of the results of the curriculum discussion, how decisions were made, and what the proposed curriculum includes and does not include.
Predicting and Recommending Skills in the Social Enterprise

In this paper, we discuss the need for accurate skills assessments of employees in large, global, client-facing enterprises and shortcomings of existing systems for obtaining and managing expertise. We describe enterprise and social data that can be mined to improve skill assessment processes. We propose a matrix completion approach with side information for improved skill assessment prediction and recommendation, and discuss how outputs can improve existing business process use cases and illuminate new ones.
Moving from Static to Dynamic Modeling of Expertise for Question Routing in CQA Sites

CQA sites are dynamic environments where new users join constantly, or the activity levels or interest of existing users change over time. Classic expertise estimation approaches which were mostly developed for static datasets, cannot effectively model changing expertise and interest levels in these sites. This paper proposes how available temporal information in CQA sites can be used to make these existing approaches more effective for expertise related applications like question routing. Adapting two widely used expert finding approaches for question routing returned consistent and statistically significant improvements over the original approaches, which shows the effectiveness of the proposed temporal modeling.
Spectroscopic Determination of Optimal Hydration Time of Zircon Surface

When a mineral surface is immersed in an aqueous solution, it develops an electric charge produced by the amphoteric dissociation of hydroxyl groups created by the hydration of the solid surface. This is one influential surface property. The complete hydration process takes a time which is specific for each mineral species. The knowledge of the aqueous solution contact time for complete surface hydration is mandatory for further surface phenomena studies. This study deals with the optimal hydration time of the raw zircon (ZrSiO4) surface comparing the classical potentiometric titrations with a fluorescence spectroscopy technique. The latter is easy and reliable as it demands only one sample batch to determine the optimal time to ensure a total hydration of the zircon surface. The analytical results of neutron activation analysis (NAA) showed the presence of trace quantities of Dy3+, Eu3+ and Er3 in the bulk of zircon. The Dy3+ is structured in the zircon crystalline lattice and undergoes the same chemical reactions as zircon. Furthermore, the Dy3+ has a good fluorescent response whose intensity is enhanced by hydration molecules. The results show that, according to the potentiometric analysis, the hydration process for each batch (at least 8 sample batches) takes around 2 h, while the spectrometric method indicates only 5 min from only one batch. Both methods showed that the zircon surface have a 16h optimal hydration time.
Level Annotation and Test by Autonomous Exploration: Abbreviated Version

This paper proposes the use of an autonomous exploring agent to generate and annotate the waypoint graph as an off-line process during level development. The explorer incrementally generates the waypoint graph as it explores the level via the same motion model used for player movement, and then revisits the waypoints to annotate them using image-based techniques. Points where the explorer becomes stuck or falls off of the level are flagged for later investigation by a level designer.
Manufacturing Organizations From The Inside Out: Classrooms With A View

This paper examines the experience of teaching a single course, Industrial Organization, to three very different groups of students.The first group was a mixture of traditional and non-traditional students, taking the course at a satellite campus location.The second and third groups were each made up of employees of a single employer, all attending the course at their respective industrial locations.In one case a large, multi-national corporation and in the other case a small, relatively young U. S. -Japanese joint venture.The course material covered the structures and functions of modern manufacturing organizations.Because of their different circumstances and life experiences, these groups of students had widely differing perspectives on modern manufacturing practices.Comparison of these three groups of students offers some interesting and useful insights into appropriate teaching methods and course emphasis for students presently employed in a manufacturing environment.
The Reality Show of a High School Science, Engineering, and Design Course: Observing Documentation and Communication Patterns to Inform Pedagogy and Assessment

Abstract Using Cultural Technology Behaviors to Teach Documentation in a High School Engineering and Design Course This work‐in‐progress is the first phase of a research project that will impact assessment in K‐12 engineering education. Our hypothesis is that taking advantage of the texting behavior of students and the texting language can improve documentation and communication in engineering and design courses. A coding language has the potential to address the challenge of assessing working knowledge and conceptual knowledge, and provide opportunity for increased reflection. This paper describes the first phase of the project, a four‐week summer course that teaches science and engineering concepts in the context of design to rising high school seniors and the pedagogical strategies implemented in the class. Weekly engineering themes that include specific concepts in civil and electrical engineering set the stage for students to practice the design process in order to solve a problem. The course imitates a design studio with studio critiques, brainstorm sessions, team assignments, and impending deadlines. The instructor uses various forms of media ‐ design journals, design storyboards, and video ‐ to teach reflection and document student understanding and individual student design rationale. Portfolios of student work contain these three types of media as well as tests and quizzes. Using a case study framework and content analysis methodology, student portfolios will be analyzed to see if there are trends in documentation. The design journals, design storyboards, and video footage from final presentations are compared to assess the benefits of using different media (paper, images, and video) for capturing understanding and improving the reflection and documentation practices of students. Results will be presented. The goal of this data is to generate a symbolic graphical language that can be used as a pedagogical strategy and tool to improve documentation of the design rationale in high school science design or engineering courses. The outcome of this phase is the development and presentation of symbolic graphical language that can be piloted in classrooms to test its ability to improve documentation and communication between students and instructors.
DIAGNOSA KERUSAKAN BANTALAN BOLA MENGGUNAKAN METODE SUPPORT VECTOR MACHINE

&lt;p&gt;&lt;em&gt;Bearings are the critical part of any rotating machine. The catastrophic failure of the bearing can lead to fatal and harmful to the operation of the machine. Therefore, predictive maintenance based on condition monitoring of bearing is very important. The objective of this research is to apply Support Vector Machine (SVM) method for fault diagnosis of the ball bearing. The research was carried out at the bearing test rig. Four types of ball bearing condition, such as normal, inner race defect, ball defect, and outer race defect were measured of the vibration signals using data acquisition with a sampling frequency of 20 kHz at the constant speed of 1400 RPM. Various features were extracted from vibration signals in time domain, such as RMS, variance, standard deviation, crest factor, shape factor, skewness, kurtosis, log energy entropy and sure entropy. PCA transformation was employed to reduce the dimension of feature extracted data. SVM classification problems were solved using MATLAB 2016a. The results showed that the application of RBF kernel function with the C parameter =1 was the best configuration. The training model accuracy was 98.93% and the testing accuracy of SVM was 97.5%. Finally, the research results show that the SVM classification method can be used to diagnose the fault condition of the ball bearing.&lt;/em&gt;&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
Ec2000: What To Expect/What Is Expected

All U.S. engineering programs, except those with outstanding conventional criteria issues (show cause or interim evaluations) should now be on board with Engineering Criteria 2000.As of Fall, 2001, these are now the standard for accreditation, yet institutions are still at varying levels of preparedness and willingness to be evaluated under these criteria.This paper summarizes the observations I have made on the EC2000 transition process both from the program's and ABET's perspectives.Information from EC2000 visits, ABET reports, workshops, and discussions in the Engineering Accreditation Commission (EAC) of ABET have contributed to these observations.The focus of this paper is mainly on Criterion 3 issues, with some commentary on Criterion 2 and Criterion 4. These three criteria are the focus of most discussion in journal articles, workshops, conferences, team visits, and ABET training.The other five criteria are more familiar and are more routinely part of current practice in engineering programs.The purpose of this paper is to make observations and sensitize readers to commonly observed problems in the implementation of EC2000 within engineering programs and within ABET.The purpose is not to offer solutions to all the problems, but specific suggestions are provided in some instances. DefinitionsCriterion 2 addresses the program educational objectives, and Criterion 3 describes student outcomes and their assessment.Although ABET has not provided its constituencies with definitions for the important terms in these criteria (and with some major negative consequences-more on this later), the general understanding of the meaning of these terms used at assessment workshops, within ABET and on its evaluation teams is as follows.Program educational objectives are broad statements that describe the expected accomplishments of graduates during the first few years after graduation 1 , while program outcomes are statements that describe what students are expected to know and are able to do by the time of graduation, the achievement of which indicates that the student is equipped to achieve the program educational objectives 1 .The objectives guide the program in a broad sense, and outcomes relate more directly to specifics about student learning in the program.These definitions will be used in this paper. Observations on Institutions and ProgramsAs the typical visit cycle begins, the first major piece of evidence for accreditation offered by a program is its self-study.Over the past three years it has been observed that the preparation of program self-studies has been spotty and inconsistent 2 .Some self-studies provide useful evaluative materials for the program evaluators (PEVs) and answer directly to the criteria and the Page 7.453.
Organic Qualitative Analysis Expert System

The idea of using a computer program to simulate a human expert ( i.e. an informant) in the Qualitative analysis of Organic compounds has been introduced lately and it is gaining popularity with the students day by day.This expert system does not intend to replace hands-on laboratory work but it does allow the student to work on a greater number of samples in a short time and allows development of problem-solving skills and development of strategies for dealing with qualitative analysis.This system should be used simultaneously with the procedures and the results obtained from lab and hence reducing the work for the student.
Engineering Entrepreneurship A Killer App For Systems Engineering?

Engineering Entrepreneurship, Engineering Management and Systems Engineering courses offered by the Department of Engineering Systems at Florida Tech have greatly enriched the students' educational experience, broadened their perspectives, served as community outreach forums and integrated experiential learning
Distance Delivery Squared

Old Dominion University (ODU) has assumed a responsibility to serve the members of the armed services and their families with high quality programming that meets the unique needs of military men and women.
Information Graphics and Engineering Design

Documentation for engineering design requires succinct project descriptions, often with information and data visualizations.In an effort to expose students to these types of visualizations students were asked to summarize each individual chapter of a technology-based book of their choice using a different visualization method.This exercise exposed students to a wide range of methods and gave them tools for future engineering project document design.The Periodic Table of Visualization Methods 1 website was used as a starting point for the types of visualizations students could explore.This site is an e-learning site focusing on visual literacy: the ability to evaluate, apply, or create conceptual visual representations.This paper discusses and describes the visualization methods used to assist students with this project, examples of student chapter summaries (Figs. 1 and2), and the importance for engineering students to be able to read documents and summarize important information in a graphically concise and relevant manner.
Touchless InteractionUsing Magnetometer for Mobile Games

This paper proposes an alternative method for conducting touchless interaction. Using a magnetometer sensor, we attempt to map some common gestures into something that can be understood by a magnetometer sensor. To demonstrate the concept, an application and a punching game that utilize this principlewere developed. Using the application, usersareable to perform a common swiping gesture using a magnetometer sensor. When the gamedetects a punch gesture, it will respond accordingly. The application was tested and compared against an existing touchless interaction technology. The test results showed that there are some aspects where the magnetometer solution is better compared to the existing solution. This suggests that touchless interaction using magnetometersmight have a promising future.
Efficiency And Dynamics Of The Client Server Interaction In The Information Systems: Conceptual Approach

Abstract NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract Session 2258 Efficiency and Dynamics of the Client-Server Interaction in the Information Systems: Conceptual Approach Leonid B. Preiser Department of Computer Science and Communications Technology School of Engineering and Technology National University 11255 North Torrey Pines Road, La Jolla, CA 92037-1011 (858) 642-8483, fax (858) 642-8489 lpreiser@nu.edu Introduction Providing service to the user community in the IS environment is a two-way street. The effectiveness of any service, in particular the effort of developing a new IS infrastructure, depends on the effectiveness of interaction between the IS professionals (servers) and the users (clients). The interaction, on the other hand, is based on each player’s perception of their own roles and skills needed to make the IS project a success, as well as on mutual perception each player has of each other’s roles and skills. This paper examines the concepts leading to modeling of the dynamics of working relationship between clients and servers in the IS industry. In what follows, the providers (IS experts, system analysts, IT professionals) will be referred to as servers, S, whereas those who are served (users, clients, IT/IS customers) will be referred to as clients, C. Also, wherever it deems appropriate, the abbreviations like R, B, PE, LC will be used to suggest any link with the role, behavior, professional experience or learning curve associated with either C or S, respectively. Background for IS Client-Server Interaction Model The C’s who constitute the majority at the marketplace, i.e. the mainstream customers, tend to shy away from the brand-new products and developments because they are uncertain about the IS/IT technology in question or its added value and benefits. Most of those C’s, particularly the corporate ones, are actually quite conservative and are unlikely to take chances with the new IS/IT technology until they perceive that the new technology is “stable” as well as examine positive reviews from the customers they trust most ( PE + LC ). Proceedings of the 2003 American Society for Engineering Education Annual Conference & Exposition Copyright © 2003, American Society for Engineering Education
Impact Of Multi Cultural Dimensions On Multi Modal Communication In Global A/E/C Teamwork

Abstract NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract Main Menu Session: 2793 Impact of Multi-Cultural Dimensions on Multi-Modal Communication in Global Teamwork Renate Fruchter* and Alicia Townsend** *Director of Project Based Learning Laboratory (PBL Lab) Department of Civil and Environmental Engineering, Stanford University Stanford, CA 94305-4020 fruchter@ce.stanford.edu **Graduate Student, Learning Design and Technology Program, School of Education Stanford University, Stanford, CA 94305 lishat@stanford.edu Introduction This paper presents an ongoing study that is at the intersection of three thrust areas – culture, information and collaboration technology, and distributed, cross-disciplinary project-based teamwork and learning. The focus is on the relationship between multi-cultural dimensions and communication channels in a rich multi-modal collaboration and information technology environment deployed in a cross-disciplinary, geographically distributed teamwork course organized by the PBL Lab, at Stanford. The study focuses on the cultural dimensions that characterize distributed Architecture, Engineering, Construction (A/E/C) cross-cultural teams work together to design a building using collaborative technologies. We aim to answer several questions. · What are key cross-cultural dimensions to be considered in distributed teams? · How do cultural dimensions and differences relate to preferences of communication channels? How does the usage of these tools differ from culture to culture and why? “Proceedings of the 2002 American Society for Engineering Education Annual Conference & Exposition Copyright © 2002, American Society for Engineering Education” Main Menu