Reviewerly/exHarmony huggingface dataset:
How Bad Do You Spell?: The Lexical Quality of Social Media

In this study we present an analysis of the lexical quality of social media in the Web, focusing on the Web 2.0, social networks, blogs and micro-blogs, multimedia and opinions. We find that blogs and social networks are the main players and also the main contributors to the bad lexical quality of the Web. We also compare our results with the rest of the Web finding that in general social media has worse lexical quality than the average Web and that their quality is one order of magnitude worse than high quality sites.
Large Scale Temporal RDFS Reasoning Using MapReduce

In this work, we build a large scale reasoning engine under temporal RDFS semantics using MapReduce. We identify the major challenges of applying MapReduce framework to reason over temporal information, and present our solutions to tackle them.
Learning the Relationships between Drug, Symptom, and Medical Condition Mentions in Social Media

We consider the general problem of learning relationships between drugs, symptoms, and medical conditions mentioned on Twitter, with the goal of estimating probability distributions to reduce the difficulties presented by social media's incomplete picture. If a user mentions taking a drug and experiencing several unexpected symptoms, for example, are the symptoms associated with that drug or is it more likely that the symptoms are associated with an unmentioned underlying condition? We describe a model for learning from and utilizing such relationships. We demonstrate that our approach identifies drugs that are similar based on their associated symptoms (or conditions), identifies conditions that are similar based on their associated symptoms, and can determine whether a symptom is caused by a medical condition or by a drug (i.e., a drug side effect).
The role of Computer-Assisted Translation in the field of software localization

This article analyses the effectiveness of computer-assisted translation (CAT) in the field of software localization. In order to measure and assessthe advantages of using translation tools, a program is localized using Passolo, a specialized software localization application. The study is intendedto calibrate how CAT can improve translators’ performance in a localization project and also to appraise the main features of the selectedapplication, focusing on functionality, usability and reliability. The article outlines some of the challenges and difficulties of software localization,aiming to test how the process of adapting a product to a particular locale can be optimized by the use of computer assisted translation. The casestudy focuses on the main challenges of the process from the point of view of translation. To conclude, the study formulates a number of conclusionsand evaluates the performance of the selected application.
Multi-robot Communication for Education and Research

Multi-robot communication is a key technology in modern robotics education and research.Applications such as search and rescue, exploration, mapping, reconnaissance, and remote data collection may all benefit from robot teams or swarms which rely on multi-robot communication technology.Based on the importance of this technology, our objective is to develop and evaluate educational resources to introduce multi-robot communication into the undergraduate experience using low-cost hardware and software tools.Using XBee radio technology (Digi International), educational resources, design challenges, and laboratories have been developed to support multirobot education for undergraduate engineering and information science students.A multi-robot design challenge for a regional robot contest, multi-robot classroom and laboratory activities, and a programmable controller for multi-robot communication are presented.The capabilities of these development tools also support multi-robot solutions across several low-cost mobile robot platforms, including VEX, Lego NXT, Arduino, and beyond.Based on the successes described, educators will have the tools to integrate multi-robot technology into the undergraduate STEM curriculum and outreach activities
A Collaborative Puzzle Game to Study Situated Dialog

This paper describes a prototype of a two-player collaborative 2D puzzle game, designed to elicit task-oriented situated dialog. In this game players use a text-based chat to coordinate their actions in pushing a ball through a maze of obstacles. The game will be used to collect corpora of human-human interactions in this environment. The data will be used to study how language with actions are interleaved and influence each other in situated dialog. The ultimate goal is to build a computational model of these behaviors.
An Empirical Study of an Adaptive Langevin Algorithm for Bounded Target Densities

Markov chain Monte Carlo simulation techniques enable the application of Bayesian methods to a variety of models where the posterior density of interest is too difficult to explore analytically.In practice, however, multivariate posterior densities often have characteristics which make implementation of MCMC methods more difficult.A number of techniques have been explored to help speed the convergence of a Markov chain.This paper presents a new algorithm which employs some of these techniques for cases where the target density is bounded.The algorithm is tested on several known distributions to empirically examine convergence properties.It is then applied to a wildlife disease model to demonstrate real-world applicability.
Studying Multicultural Diversity of Cities and Neighborhoods through Social Media Language Detection

Cities are growing as melting pots of people with different culture, religion, and language. In this paper, through multilingual analysis of Twitter contents shared within a city, we analyze the prevalent language in the different neighborhoods of the city and we compare the results with census data, in order to highlight any parallelisms or discrepancies between the two data sources. We show that the officially identified neighborhoods are actually representing significantly different communities and that the use of the social media as a data source helps to detect those weak signals that are not captured from traditional data.
Anytime versus Real-Time Heuristic Search for On-Line Planning

Many AI systems, such as robots, must plan under time constraints. The most popular search approach applied in robotics so far is anytime search, in which the algorithm quickly finds a suboptimal plan, and then continues to find better and better plans as time passes, until eventually converging on an optimal plan. However, the time until the first plan is returned is not controllable, so such methods inherently involve idling the system's operation before `real' execution can begin. Real-time search methods provide hard real-time bounds on action selection time, yet to our knowledge, they have not yet been demonstrated for robotic systems. In this work, we compare anytime and real-time heuristic search methods in their ability to allow agents to achieve goals quickly.Our results suggest that real-time search is more broadly applicable and often achieves goals faster than anytime search, while anytime search finds shorter plans and does not suffer from dead-ends.
Software Engineering Standards In The Ecet Curriculum

This paper introduces the need for including software engineering standards in the ECET (Electrical and Computer Engineering Technology) curriculum today, and discusses the desired depth of coverage.ECET comprises a broad array of topics, including both hardware and software design and development.Many current electrical and computer systems contain embedded controls of one sort or another, and in nearly all of them, the control affects the safety of the user and others, or impacts the efficacy of the system in some way.An overview of software standards is followed by a listing of national and international regulatory agencies organizations, including both private industry and public government bodies, who have an interest in software engineering standards.The criticality of software has led to the rapid growth in the use of software engineering standards for designers and developers.After the brief survey, the paper focuses on the comprehensive set of IEEE software engineering standards as an example.And it puts particular emphasis on condensing the full set to a manageable size to be incorporated in an intermediate embedded systems algorithmic processes course.
Mata: An Android Eye-Tracking Based User Interface Control Application

The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.
Students’ Perceptions of Tablet PC Interaction Techniques

Increasingly, engineering programs are requiring their students to bring personal computers to class in order to engage in technology-centered instructional activities.Research studies have documented both advantages and disadvantages of technology in the classroom.For the most part, positive engagement and learning results are produced when classroom computer use is structured.However, for an instructor seeking to incorporate structured computer use, time requirements for learning the technology and modifying lectures is a major barrier.This paper presents the results of on an action research study designed to elicit "best practices" for incorporating structured computer use into a technology-infused classroom.Through observations of expert instructors, and a review of literature, the authors identified six Tablet PC instructional strategies that can be employed to create structured Tablet PC use within a technology-infused classroom.Those strategies are 1) digital ink, 2) distributing instructorgenerated content, 3) collecting student-generated content, 4) blacking out the projector, 5) polling questions, and 6) instructor screen broadcast.Student interviews, instructor experiences, and a preliminary student survey were used to understand the benefits and drawbacks of each of these strategies.The study results reduce the time requirement for incorporating structured Tablet PC use in additional classrooms by summarizing the "best practices" from this experience.
The Software Enterprise: Facilitating The Industry Preparedness Of Software Engineers

The traditional software engineering instruction model asks students to first take survey-of-thefield style course that exposes them to a breadth of software engineering practices and processes but typically lacks depth in any given area.The results are students who can recite the basic principles, but who lack the comprehension to apply them.These types of courses are then followed by courses that delve into a specific process area in significant depth, for example a Software Design or a Software Quality Assurance course.These courses focus on deep skills development within the narrow process area.Students then complete the program with the capstone project, which asks them to apply this knowledge in a full semester project.Students do not get exposure to the full engineering process spectrum in a manner that allows them to apply the deeper skillsets they may have developed in a particular area.The results are students who can claim knowledge of a particular skill, but lack the context in which to apply this knowledge.A typical conversation an interviewer might have with a graduating student might be "well, yes I did a few use cases in my Software Requirements class, but no I have not done one of that size nor do I understand how to use that model to drive analysis and test planning."This paper presents an alternative approach underway at Arizona State University's Polytechnic campus.In this approach, students are accelerated through the knowledge, comprehension, application levels through a hybrid teaching and learning model that combines multiple pedagogical approaches with a process-guided exposure to software engineering.
Computer Interface Innovations for an ECE Mobile Robotics Platform Applicable to K-12 and University Students

of Nebraska -Lincoln and the University of Nebraska at Omaha with degrees in Computer Engineering and Computer Science
A Cognitive-Based Model of Flashbacks for Computational Narratives

The flashback is a well-known storytelling device used to invoke surprise, suspense, or fill in missing details in a story. Film literature provides a deeper and more complex grounding of flashbacks by explaining their role to stimulate the viewer's memory in order to guide and change viewer comprehension. Yet, in adapting flashback mechanisms to AI storytelling systems, existing approaches have not fully modelled the roles of a flashback event on the viewer's comprehension and memory. To expand the scope of AI generated stories, we propose a formal definition of flashbacks based on the identification of four different impacts on the viewer's beliefs. We then establish a cognitive model that can predict how viewers would perceive a flashback event. We finally design a user-evaluation to demonstrate that our model correctly predicts the effects of different flashbacks. This opens great opportunities for creating compelling and temporally complex interactive narratives grounded on cognitive models.
Scientific Visualization For Undergraduate Education

ConclusionsThe need for students to be able to visualize in three dimensions is essential.Current low-cost visualization systems offer great promise for education in that they are cost-feasible and hold promise for new pedagogical methods.The applications described herein have been successfully applied to undergraduate education and form a basis of future work.System capabilities of visualization systems are driven by the application, and it is found that for classroom instruction, it is necessary to have a tracked wand interface.
Simplified Teaching And Understanding Of Histogram Equalization In Digital Image Processing

Histogram equalization is a widely used contrast-enhancement technique in image processing.This subtopic is included in almost all image-processing courses and textbooks.It is however one of the difficult image processing techniques to fully understand, especially for those encountering it for the first time.This is because of the complex nature of the mathematics used in standard and other textbooks in introducing histogram equalization.To alleviate these problems and to provide to those wanting to understand this topic with an insight into the process and operations involved, the author developed a simpler teaching/ learning framework and background (methodology), a simple and clear theory and the necessary derived equations, a clear histogram equalization process, and a MATLAB GUIDE ® based GUI tool for visual demonstrations.Because of these developments, it was possible to easily explain and teach histogram equalization clearly at a very high level of rigor than was otherwise possible.
Engineering Education Assessment System Using Fuzzy Cognitive Maps

Abstract NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract Session 1532 Engineering Education Assessment System Using Fuzzy Cognitive Maps Renato Lucas Pacheco, Renato Carlson, Lúcia Helena Martins-Pacheco Universidade Federal de Santa Catarina Introduction This paper presents a new methodology for the study, plan and formative assessment of a teaching/learning environment. Formative assessment is that frequently informal assessment, aimed at improving some process, and usually beginning before the process has been completed1. The methodology involves course and student accompaniment, aiming to improve the teaching/learning process of a course or curriculum, in a continuous feedback and reevaluation procedure. At first, it was thought and developed having in mind an electrical engineering course, but it can be used in other engineering courses or even adapted to other undergraduate and graduate courses. It can be used to evaluate aspects such as: How do teachers understand their courses? Which are their beliefs about several aspects of the teaching/learning process? How are students developing the desired creative abilities, which are very important for the modern engineer? And also: Which is the degree of satisfaction of students and teachers involved in a considered course? Educational assessment, a critical aspect in the teaching/learning environment, has been studied by several teachers/educators1-8. It is considered a complex and difficult issue because it involves several interrelated aspects, such as judgment about students’ learning and their abilities/skills, methods used by teachers and institutions to make such judgment, general conditions of the educational environment, ideological values, and so on. A complete assessment should take into account each aspect of the educational process allowing general and effective improvements in the entire educational system. In fact, a good assessment is a complex careful consideration that needs to take into account a net of points. To understand such complexity and to make an integrated evaluation of the aspects, we are proposing a methodology that is mostly based on a tool known as Fuzzy Cognitive Map (FCM). FCM has, among others, the interesting advantage to put together several facets of a complex situation, by means of a graphical mathematical representation, pondering each aspect involved. This kind of representation makes relational reasoning easier, especially for engineers, and it can highlight some questions that are hidden at a first glance. The complete tool combines Fuzzy Cognitive Maps into a Deming Cycle9-10, making it an efficient method to follow teaching/learning progression by means of constant feedback and re-assessment (the Deming Cycle will not be approached in this work). Proceedings of the 2004 American Society for Engineering Education Annual Conference & Exposition Copyright © 2004, American Society for Engineering Education
A Light Weight Tool For Teaching The Development And Evaluation Of Requirements Documents

Writing correct and consistent software requirements specification (SRS) is one of the most important goals of a requirements engineering process.The SRS serves as the basis for subsequent design, testing and maintenance of the software product.The more errors and inconsistencies contained in an SRS, the more time and efforts are required to correct them at a later stage in the development process.Most SRS documents are manually typed using a word processor and hence the writer is responsible for ensuring the correctness and consistency of the document.Without adequate tool support, the manual construction and analysis of SRS documents is a tedious process and is error-prone.This paper describes an interactive tool developed at the University of Wisconsin-La Crosse that assists students preparing an SRS document based on the IEEE standard 8301998 1 .The tool provides an easy-to-use interface and the ability to create, edit, load and save SRS documents.In addition, it evaluates the requirements document based on criteria published by the Software Metrics program at the Software Assurance Technology Center, NASA 2 .A function-point metrics analyzer is also built into the tool so that the efforts required to complete the project specified in the document can be evaluated.
Connecting with Data: First Steps Toward an Emerging Area of Library Service

Abstract Connecting with data: First steps toward an emerging area of library service The library profession is constantly changing in response to technology and our users’ needs.Recently, academic libraries have begun to confront the profound impact of cyber-infrastructure,which results in born-digital data sets that are rapidly growing in number, size, and complexity.These data sets represent new challenges for librarians. This paper describes how one librarianbegan to engage data producers and collections.The author found that this new service required brushing up on old skills and acquiring newskills as well. Identifying and assessing needs for data services was similar to liaison rolespreviously performed. However, the data services often require framing for a non-libraryaudience (i.e. explaining how domain knowledge of the library sciences applies to the givensituation.) Selecting appropriate tools for the data interviews and partnerships required a familiarprocess of learning tools and applying them. Forming partnerships with faculty and otherlibrarians is an essential tool of librarianship as a whole, and is particularly important to dataengagement. On the other hand, creating infrastructure or collaborating to improve infrastructuretakes a systems librarian approach into the realm of cyber-infrastructure. Finally, library sciencedomain knowledge is used and new skills are acquired throughout the entire process.
Ethical and Social Consequences of Biometric Technologies: Implementation in Engineering Curriculum

Biometrics can be defined as all the authentication techniques relying on measurable physiological and individual human characteristics that can be verified using computers.This paper outlines fundamental biometric technical concepts, biometrics drivers, security expectations and current technical problems.The paper"s main objective is to discuss the potential social and legal consequences of biometric massive implementations in society.What may be the consequences when the security of our biometrics is compromised?How will populations with disabilities be enrolled in biometric databases when they lack the physical traits the biometric system requires?Are minorities disadvantaged in biometric applications?The intellectual significances of this paper are: (a) to discuss social and ethical consequences of biometric technologies, and (b) to increase public awareness of potential violations of privacy, security, civil and human rights that may have not been fully addressed yet by lawmakers.The findings of this paper have been successfully incorporated in courses related with engineering ethics and technology ethics at a senior level and graduate level.This paper explains how ethical concepts can be incorporated in different courses either by using case of studies or by treating the ethical courses as a separate seminar within different courses including proposed number of hours.A brief assessment of the teaching experiences is also presented. Biometrics FundamentalsHuman beings have unique physical and behavioral attributes that can be used for authentication purposes.Authentication is a process that leads us to have a high degree of certainty or probability about the identity of an individual.Biometrics can be defined as all the authentication techniques that rely on measurable physiological or behavioral human characteristics that can be verified using computers.Authentication can be done by comparing the biometric information an individual gives to the computer against a binary record previously stored in the computer called template.