nils-herrmann/clean_scirepeval huggingface dataset:
Biomedical named entity recognition based on extended Recurrent Neural Networks

Biomedical named entity recognition (bio-NER), which extracts important entities such as genes and proteins, has become one of the most fundamental tasks in biomedical knowledge acquisition. However, the performance of traditional NER systems is always limited to the construction of complex hand-designed features which are derived from various linguistic analyses and maybe only adapted to specified area. In this paper we mainly focus on building a simple and efficient system for bio-NER with the extended Recurrent Neural Network (RNN) which considers the predicted information from the prior node and external context information (topical information & clustering information). Extracting complex hand-designed features is skipped and replaced with word embeddings. The experiments conducted on the BioCreative II GM data set demonstrate RNN models outperform CRF model and deep neural networks (DNN); furthermore, the extended RNN model performs better than the original RNN model.
Stable, open-loop precision manipulation with underactuated hands

This paper discusses dexterous, within-hand manipulation with differential-type underactuated hands. We discuss the fact that not only can this class of hands, which to date have been considered almost exclusively for adaptive grasping, be utilized for precision manipulation, but also that the reduction of the number of actuators and constraints can make within-hand manipulation easier to implement and control. Next, we introduce an analytical framework for evaluating the dexterous workspace of objects held within the fingertips in a precision grasp. A set of design principles for underactuated fingers are developed that enable fingertip grasping and manipulation. Finally, we apply this framework to analyze the workspace of stable object configurations for an object held within a pinch grasp of a two-fingered underactuated planar hand, demonstrating a large and useful workspace despite only one actuator per finger. The in-hand manipulation workspace for the iRobot–Harvard–Yale Hand is experimentally measured and presented.
The roles of vision and eye movements in the control of activities of daily living.

The aim of this study was to determine the pattern of fixations during the performance of a well-learned task in a natural setting (making tea), and to classify the types of monitoring action that the eyes perform. We used a head-mounted eye-movement video camera, which provided a continuous view of the scene ahead, with a dot indicating foveal direction with an accuracy of about 1 deg. A second video camera recorded the subject's activities from across the room. The videos were linked and analysed frame by frame. Foveal direction was always close to the object being manipulated, and very few fixations were irrelevant to the task. The first object-related fixation typically led the first indication of manipulation by 0.56 s, and vision moved to the next object about 0.61 s before manipulation of the previous object was complete. Each object-related act that did not involve a waiting period lasted an average of 3.3 s and involved about 7 fixations. Roughly a third of all fixations on objects could be definitely identified with one of four monitoring functions: locating objects used later in the process, directing the hand or object in the hand to a new location, guiding the approach of one object to another (e.g. kettle and lid), and checking the state of some variable (e.g. water level). We conclude that although the actions of tea-making are 'automated' and proceed with little conscious involvement, the eyes closely monitor every step of the process. This type of unconscious attention must be a common phenomenon in everyday life.
Video Games in Health Care : Closing the Gap

Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care.
DiABlO: Optimization based design for improving diversity in recommender system

Primary task of a recommender system is to improve user’s experience by recommending relevant and interesting items to the users. To this effect, diversity in item suggestion is as important as the accuracy of recommendations. Existing literature aimed at improving diversity primarily suggests a 2-stage mechanism – an existing CF scheme for rating prediction, followed by a modified ranking strategy. This approach requires heuristic selection of parameters and ranking strategies. Also most works focus on diversity from either the user or system’s perspective. In this work, we propose a single stage optimization based solution to achieve high diversity while maintaining requisite levels of accuracy. We propose to incorporate additional diversity enhancing constraints, in the matrix factorization model for collaborative filtering. However, unlike traditional MF scheme generating dense user and item latent factor matrices, our base MF model recovers a dense user and a sparse item latent factor matrix; based on a recent work. The idea is motivated by the fact that although a user will demonstrate some affinity towards all latent factors, an item will never possess all features; thereby yielding a sparse structure. We also propose an algorithm for our formulation. The superiority of our model over existing state of the art techniques is demonstrated by the results of experiments conducted on real world movie database.
Twitter Mining for Disaster Response: A Domain Adaptation Approach

Microblogging data such as Twitter data contains valuable information that has the potential to help improve the speed, quality, and efficiency of disaster response. Machine learning can help with this by prioritizing the tweets with respect to various classification criteria. However, supervised learning algorithms require labeled data to learn accurate classifiers. Unfortunately, for a new disaster, labeled tweets are not easily available, while they are usually available for previous disasters. Furthermore, unlabeled tweets from the current disaster are accumulating fast. We study the usefulness of labeled data from a prior source disaster, together with unlabeled data from the current target disaster to learn domain adaptation classifiers for the target. Experimental results suggest that, for some tasks, source data itself can be useful for classifying target data. However, for tasks specific to a particular disaster, domain adaptation approaches that use target unlabeled data in addition to source labeled data are superior.
Multimodal Prediction of Affective Dimensions and Depression in Human-Computer Interactions

Depression is one of the most common mood disorders. Technology has the potential to assist in screening and treating people with depression by robustly modeling and tracking the complex behavioral cues associated with the disorder (e.g., speech, language, facial expressions, head movement, body language). Similarly, robust affect recognition is another challenge which stands to benefit from modeling such cues. The Audio/Visual Emotion Challenge (AVEC) aims toward understanding the two phenomena and modeling their correlation with observable cues across several modalities. In this paper, we use multimodal signal processing methodologies to address the two problems using data from human-computer interactions. We develop separate systems for predicting depression levels and affective dimensions, experimenting with several methods for combining the multimodal information. The proposed depression prediction system uses a feature selection approach based on audio, visual, and linguistic cues to predict depression scores for each session. Similarly, we use multiple systems trained on audio and visual cues to predict the affective dimensions in continuous-time. Our affect recognition system accounts for context during the frame-wise inference and performs a linear fusion of outcomes from the audio-visual systems. For both problems, our proposed systems outperform the video-feature based baseline systems. As part of this work, we analyze the role played by each modality in predicting the target variable and provide analytical insights.
Möbius: A high performance transactional SSD with rich primitives

Providing transactional primitives of NAND flash based solid state disks (SSDs) have demonstrated a great potential for high performance transaction processing and relieving software complexity. Similar with software solutions like write-ahead logging (WAL) and shadow paging, transactional SSD has two parts of overhead which include: 1) write overhead under normal condition, and 2) recovery overhead after power failures. Prior transactional SSD designs utilize out-of-band (OOB) area in flash pages to store transaction information to reduce the first part of overhead. However, they are required to scan a large part of or even whole SSD after power failures to abort unfinished transactions. Another limitation of prior approaches is the unicity of transactional primitive they provided. In this paper, we propose a new transactional SSD design named Möbius. Möbius provides different types of transactional primitives to support static and dynamic transactions separately. Möbius flash translation layer (mFTL), which combines normal FTL with transaction processing by storing mapping and transaction information together in a physical flash page as atom inode. By amortizing the cost of transaction processing with FTL persistence, MFTL achieve high performance in normal condition and does not increase write amplification ratio. After power failures, Möbius can leverage atom inode to eliminate unnecessary scanning and recover quickly. We implemented a prototype of Möbius and compare it with other state-of-art transactional SSD designs. Experimental results show that Möbius can at most 67% outperform in transaction throughput (TPS) and 29 times outperform in recovery time while still have similar or even better write amphfication ratio comparing with prior hardware approaches.
8×8 Phased series fed patch antenna array at 28 GHz for 5G mobile base station antennas

5G, the next generation of wireless communications, is focusing on modern antenna technologies like massive MIMO, phased arrays and mm-wave band to obtain data rates up to 10 Gbps. In this paper, we have proposed a new 64 element, 8×8 phased series fed patch antenna array, for 28 GHz, mm-wave band 5G mobile base station antennas. The phased array steers its beam along the horizontal axis to provide the coverage to the users in different directions. The 8×8 array contains eight 8-element series fed arrays. The series fed array is designed in such a way that it shows a mixed standing wave and travelling wave behaviour. The initial seven elements of the series fed array show a standing wave behaviour, while the eighth element shows a travelling wave behaviour. It is due to the provision of the matched inset feeding, to effectively radiate the maximum power arriving at this element. The array is operating from 27.9 GHz to 28.4 GHz with a 500 MHz impedance bandwidth. The gain of the array is 24.25 dBi while the suppression of the side lobes is −14 dB. The half power beamwidth of the array is 11.5°. The beam steering is performed which shows a stable side lobe level. The array shows a stable array gain throughout the impedance bandwidth without any beam tilting due to the variations in the frequency. The simulations are performed using both CST Microwave Studio Suite 2015 and Ansys Electromagnetics Suite 17.0 simulation packages.
Incremental Recurrent Neural Network Dependency Parser with Search-based Discriminative Training

We propose a discriminatively trained recurrent neural network (RNN) that predicts the actions for a fast and accurate shift-reduce dependency parser. The RNN uses its output-dependent model structure to compute hidden vectors that encode the preceding partial parse, and uses them to estimate probabilities of parser actions. Unlike a similar previous generative model (Henderson and Titov, 2010), the RNN is trained discriminatively to optimize a fast beam search. This beam search prunes after each shift action, so we add a correctness probability to each shift action and train this score to discriminate between correct and incorrect sequences of parser actions. We also speed up parsing time by caching computations for frequent feature combinations, including during training, giving us both faster training and a form of backoff smoothing. The resulting parser is over 35 times faster than its generative counterpart with nearly the same accuracy, producing state-of-art dependency parsing results while requiring minimal feature engineering. YAZDANI, Majid, HENDERSON, James. Incremental Recurrent Neural Network Dependency Parser with Search-based Discriminative Training.
Streaming the Web: Reasoning over dynamic data

In the last few years a new research area, called stream reasoning, emerged to bridge the gap between reasoning and stream processing. While current reasoning approaches are designed to work on mainly static data, the Web is, on the other hand, extremely dynamic: information is frequently changed and updated, and new data is continuously generated from a huge number of sources, often at high rate. In other words, fresh information is constantly made available in the form of streams of new data and updates. Despite some promising investigations in the area, stream reasoning is still in its infancy, both from the perspective of models and theories development, and from the perspective of systems and tools design and implementation. The aim of this paper is threefold: (i) we identify the requirements coming from different application scenarios, and we isolate the problems they pose; (ii) we survey existing approaches and proposals in the area of stream reasoning, highlighting their strengths and limitations; (iii) we draw a research agenda to guide the future research and development of stream reasoning. In doing so, we also analyze related research fields to extract algorithms, models, techniques, and solutions that could be useful in the area of stream reasoning.
Better Human Computation Through Principled Voting

Designers of human computation systms often face the need to aggregate noisy information provided by multiple people. While voting is often used for this purpose, the choice of voting method is typically not principled. We conduct extensive experiments on Amazon Mechanical Turk to better understand how different voting rules perform in practice. Our empirical conclusions show that noisy human voting can differ from what popular theoretical models would predict. Our short-term goal is to motivate the design of better human computation systems; our long-term goal is to spark an interaction between researchers in (computational) social choice and human computation.
A trajectory planning method based on forward path generation and backward tracking algorithm for Automatic Parking Systems

This paper proposes a planning method based on forward path generation and backward tracking algorithm for Automatic Parking Systems, especially suitable for backward parking situations. The algorithm is based on the steering property that backward moving trajectory coincides with the forward moving trajectory for the identical steering angle. The basic path planning is divided into two segments: a collision-free locating segment and an entering segment that considers the continuous steering angles for connecting the two paths. MATLAB simulations were conducted, along with experiments involving parallel and perpendicular situations.
Online ICA: Understanding Global Dynamics of Nonconvex Optimization via Diffusion Processes

Solving statistical learning problems often involves nonconvex optimization. Despite the empirical success of nonconvex statistical optimization methods, their global dynamics, especially convergence to the desirable local minima, remain less well understood in theory. In this paper, we propose a new analytic paradigm based on diffusion processes to characterize the global dynamics of nonconvex statistical optimization. As a concrete example, we study stochastic gradient descent (SGD) for the tensor decomposition formulation of independent component analysis. In particular, we cast different phases of SGD into diffusion processes, i.e., solutions to stochastic differential equations. Initialized from an unstable equilibrium, the global dynamics of SGD transit over three consecutive phases: (i) an unstable Ornstein-Uhlenbeck process slowly departing from the initialization, (ii) the solution to an ordinary differential equation, which quickly evolves towards the desirable local minimum, and (iii) a stable Ornstein-Uhlenbeck process oscillating around the desirable local minimum. Our proof techniques are based upon Stroock and Varadhan’s weak convergence of Markov chains to diffusion processes, which are of independent interest.
EXPERIMENTAL RESEARCH METHODS

Experimental research has had a long tradition in psychology and education. When psychology emerged as an infant science during the 1900s, it modeled its research methods on the established paradigms of the physical sciences, which for centuries relied on experimentation to derive principals and laws. Subsequent reliance on experimental approaches was strengthened by behavioral approaches to psychology and education that predominated during the first half of this century. Thus, usage of experimentation in educational technology over the past 40 years has been influenced by developments in theory and research practices within its parent disciplines. In this chapter, we examine practices, issues, and trends related to the application of experimental research methods in educational technology. The purpose is to provide readers with sufficient background to understand and evaluate experimental designs encountered in the literature and to identify designs that will effectively address questions of interest in their own research. In an introductory section, we define experimental research, differentiate it from alternative approaches, and identify important concepts in its use (e.g., internal vs. external validity). We also suggest procedures for conducting experimental studies and publishing them in educational technology research journals. Next, we analyze uses of experimental methods by instructional researchers, extending the analyses of three decades ago by Clark and Snow (1975). In the concluding section, we turn to issues in using experimental research in educational technology, to include balancing internal and external validity, using multiple outcome measures to assess learning processes and products, using item responses vs. aggregate scores as dependent variables, reporting effect size as a complement to statistical significance, and media replications vs. media comparisons.
OB-PWS: Obfuscation-Based Private Web Search

Obfuscation-based private web search (OB-PWS) solutions allow users to search for information in the Internet while concealing their interests. The basic privacy mechanism in OB-PWS is the automatic generation of dummy queries that are sent to the search engine along with users' real requests. These dummy queries prevent the accurate inference of search profiles and provide query deniability. In this paper we propose an abstract model and an associated analysis framework to systematically evaluate the privacy protection offered by OB-PWS systems. We analyze six existing OB-PWS solutions using our framework and uncover vulnerabilities in their designs. Based on these results, we elicit a set of features that must be taken into account when analyzing the security of OB-PWS designs to avoid falling into the same pitfalls as previous proposals.
A Classification and Survey of Analysis Strategies for Software Product Lines

Software-product-line engineering has gained considerable momentum in recent years, both in industry and in academia. A software product line is a family of software products that share a common set of features. Software product lines challenge traditional analysis techniques, such as type checking, model checking, and theorem proving, in their quest of ensuring correctness and reliability of software. Simply creating and analyzing all products of a product line is usually not feasible, due to the potentially exponential number of valid feature combinations. Recently, researchers began to develop analysis techniques that take the distinguishing properties of software product lines into account, for example, by checking feature-related code in isolation or by exploiting variability information during analysis. The emerging field of product-line analyses is both broad and diverse, so it is difficult for researchers and practitioners to understand their similarities and differences. We propose a classification of product-line analyses to enable systematic research and application. Based on our insights with classifying and comparing a corpus of 123 research articles, we develop a research agenda to guide future research on product-line analyses.