nils-herrmann/clean_scirepeval huggingface dataset:
TOTP: Time-Based One-Time Password Algorithm

This document describes an extension of the One-Time Password (OTP) algorithm, namely the HMAC-based One-Time Password (HOTP) algorithm, as defined in RFC 4226, to support the time-based moving factor. The HOTP algorithm specifies an event-based OTP algorithm, where the moving factor is an event counter. The present work bases the moving factor on a time value. A time-based variant of the OTP algorithm provides short-lived OTP values, which are desirable for enhanced security. The proposed algorithm can be used across a wide range of network applications, from remote Virtual Private Network (VPN) access and Wi-Fi network logon to transaction-oriented Web applications. The authors believe that a common and shared algorithm will facilitate adoption of two-factor authentication on the Internet by enabling interoperability across commercial and open-source implementations. (IETF). It represents the consensus of the IETF community. It has received public review and has been approved for publication by the Internet Engineering Steering Group (IESG). Not all documents approved by the IESG are a candidate for any level of Internet Standard; see Section 2 of RFC 5741. Information about the current status of this document, any errata, and how to provide feedback on it may be obtained at in effect on the date of publication of this document. Please review these documents carefully, as they describe your rights and restrictions with respect to this document. Code Components extracted from this document must include Simplified BSD License text as described in Section 4.e of the Trust Legal Provisions and are provided without warranty as described in the Simplified BSD License.
Effective Requirements Development-A Comparison of Requirements Elicitation techniques

Requirements engineering process is a human endeavor. People who hold a stake in a project are involved in the requirements engineering process. They are from different backgrounds and with different organizational and individual goals, social positions, and personalities. They have different ways to understand and express the knowledge, and communicate with others. The requirements development processes, therefore, vary widely depending on the people involved. In order to acquire quality requirements from different people, a large number of methods exit. However, because of the inadequate understanding about methods and the variability of the situations in which requirements are developed, it is difficult for organizations to identify a set of appropriate methods to develop requirements in a structured and systematic way. The insufficient requirements engineering process forms one important factor that cause the failure of an IT project [29].
Domain taxonomy learning from text: The subsumption method versus hierarchical clustering

This paper proposes a framework to automatically construct taxonomies from a corpus of text documents. This framework first extracts terms from documents using a part-of-speech parser. These terms are then filtered using domain pertinence, domain consensus, lexical cohesion, and structural relevance. The remaining terms represent concepts in the taxonomy. These concepts are arranged in a hierarchy with either the extended subsumption method that accounts for concept ancestors in determining the parent of a concept or a hierarchical clustering algorithm that uses various text-based window and document scopes for concept co-occurrences. Our evaluation in the field of management and economics indicates that a trade-off between taxonomy quality and depth must be made when choosing one of these methods. The subsumption method is preferable for shallow taxonomies, whereas the hierarchical clustering algorithm is recommended for deep taxonomies.
Reconstructing High Quality Face-Surfaces using Model Based Stereo

We present a novel model based stereo system, which accurately extracts the 3D shape and pose of faces from multiple images taken simultaneously. Extracting the 3D shape from images is important in areas such as pose-invariant face recognition and image manipulation. The method is based on a 3D morphable face model learned from a database of facial scans. The use of a strong face prior allows us to extract high precision surfaces from stereo data of faces, where traditional correlation based stereo methods fail because of the mostly textureless input images. The method uses two or more uncalibrated images of arbitrary baseline, estimating calibration and shape simultaneously. Results using two and three input images are presented. We replace the lighting and albedo estimation of a monocular method with the use of stereo information, making the system more accurate and robust. We evaluate the method using ground truth data and the standard PIE image dataset. A comparison with the state of the art monocular system shows that the new method has a significantly higher accuracy.
Speeding up packet I/O in virtual machines

Most of the work on VM network performance has focused so far on bulk TCP traffic, which covers classical applications of virtualization. Completely new ``paravirtualized devices'' (Xenfront, VIRTIO, vmxnet) have been designed and implemented to improve network throughput.
 We expect virtualization to become widely used also for different workloads: packet switching devices and middleboxes, Software Defined Networks, etc.. These applications involve very high packet rates that are problematic not only for the hypervisor (which emulates network interfaces) but also for the host itself (which switches packets between guests and physical NICs).
 In this paper we provide three main results. First, we demonstrate how rates of millions of packets per second can be achieved even within VMs, with limited but targeted modifications on device drivers, hypervisors and the host's virtual switch. Secondly, we show that emulation of conventional NICs (e.g., Intel e1000) is perfectly capable of achieving such packet rates, without requiring completely different device models. Finally, we provide sets of modifications suitable for different use cases (acting only on the guest, or only on the host, or on both) which can improve the network throughput of a VM by 20 times or more.
 These results are important because they enable a new set of applications within virtual machines. In particular, we achieve guest-to-guest UDP speeds of over 1~Mpps with short frames (and 6~Gbit/s with 1500-byte frames) using a conventional e1000 device, and socket-based sender/receivers. This matches the speed of the OS on bare metal. Furthermore, we reach over 5~Mpps when guests use the netmap API.
 Our work requires only small changes to device drivers (about 100 lines, both for FreeBSD and Linux version of e1000), similarly small modifications to the hypervisor (we have a QEMU prototype available) and the use of the VALE switch as a network backend. Relevant changes are being incorporated and/or distributed as external patches for FreeBSD, QEMU and Linux.
Design Research in the Technology of Information Systems : Truth or Dare

This essay develops the philosophical foundations for design research in the Technology of Information Systems (TIS). Traditional writings on philosophy of science cannot fully describe this mode of research, which dares to intervene and improve to realize alternative futures instead of explaining or interpreting the past to discover truth. Accordingly, in addition to philosophy of science, the essay draws on writings about the act of designing, philosophy of technology and the substantive (IS) discipline. I define design research in TIS as in(ter)vention in the representational world defined by the hierarchy of concerns following semiotics. The complementary nature of the representational (internal) and real (external) environments provides the basis to articulate the dual ontological and epistemological bases. Understanding design research in TIS in this manner suggests operational principles in the internal world as the form of knowledge created by design researchers, and artifacts that embody these are seen as situated instantiations of normative theories that affect the external phenomena of interest. Throughout the paper, multiple examples illustrate the arguments. Finally, I position the resulting ‘method’ for design research vis-à-vis existing research methods and argue for its legitimacy as a viable candidate for research in the IS discipline.
Income, health, and well-being around the world: evidence from the Gallup World Poll.

T he great promise of surveys in which people report their own level of life satisfaction is that such surveys might provide a straightforward and easily collected measure of individual or national well-being that aggregates over the various components of well-being, such as economic status, health, family circumstances, and even human and political rights. Layard (2005) argues forcefully such measures do indeed achieve this end, providing measures of individual and aggregate happiness that should be the only gauges used to evaluate policy and progress. Such a position is in sharp contrast to the more widely accepted view, associated with Sen (1999), which is that human well-being depends on a range of functions and capabilities that enable people to lead a good life, each of which needs to be directly and objectively measured and which cannot, in general, be aggregated into a single summary measure. Which of life’s circumstances are important for life satisfaction, and which—if any—have permanent as opposed to merely transitory effects, has been the subject of lively debate. For economists, who usually assume that higher incomes represent a gain to the satisfaction of individuals, the role of income is of particular interest. It is often argued that income is both relatively unimportant and relatively transitory compared with family circumstances, unemployment, or health (for example, Easterlin, 2003). Comparing results from a given country over time, Easterlin (1974, 1995) famously noted that average national happiness does not increase over long spans of time, in spite of large increases in per capita income.
Real-time food intake classification and energy expenditure estimation on a mobile device

Assessment of food intake has a wide range of applications in public health and life-style related chronic disease management. In this paper, we propose a real-time food recognition platform combined with daily activity and energy expenditure estimation. In the proposed method, food recognition is based on hierarchical classification using multiple visual cues, supported by efficient software implementation suitable for realtime mobile device execution. A Fischer Vector representation together with a set of linear classifiers are used to categorize food intake. Daily energy expenditure estimation is achieved by using the built-in inertial motion sensors of the mobile device. The performance of the vision-based food recognition algorithm is compared to the current state-of-the-art, showing improved accuracy and high computational efficiency suitable for realtime feedback. Detailed user studies have also been performed to demonstrate the practical value of the software environment.
Active Calibration of Camera-Projector Systems Based on Planar Homography

This paper presents a simple and active calibration technique of camera-projector systems based on planar homography. From the camera image of a planar calibration pattern, we generate a projector image of the pattern through the homography between the camera and the projector. To determine the coordinates of the pattern corners from the view of the projector, we actively project a corner marker from the projector to align the marker with the printed pattern corners. Calibration is done in two steps. First, four outer corners of the pattern are identified. Second, all other inner corners are identified. The pattern image from the projector is then used to calibrate the projector. Experimental results of two types of camera-projector systems show that the projection errors of both camera and projector are less than 1 pixel.
I am the antenna: accurate outdoor AP location using smartphones

Today's WiFi access points (APs) are ubiquitous, and provide critical connectivity for a wide range of mobile networking devices. Many management tasks, e.g. optimizing AP placement and detecting rogue APs, require a user to efficiently determine the location of wireless APs. Unlike prior localization techniques that require either specialized equipment or extensive outdoor measurements, we propose a way to locate APs in real-time using commodity smartphones. Our insight is that by rotating a wireless receiver (smartphone) around a signal-blocking obstacle (the user's body), we can effectively emulate the sensitivity and functionality of a directional antenna. Our measurements show that we can detect these signal strength artifacts on multiple smartphone platforms for a variety of outdoor environments. We develop a model for detecting signal dips caused by blocking obstacles, and use it to produce a directional analysis technique that accurately predicts the direction of the AP, along with an associated confidence value. The result is Borealis, a system that provides accurate directional guidance and leads users to a desired AP after a few measurements. Detailed measurements show that Borealis is significantly more accurate than other real-time localization systems, and is nearly as accurate as offline approaches using extensive wireless measurements.
Deep learning for determining a near-optimal topological design without any iteration

In this study, we propose a novel deep learning-based method to predict an optimized structure for a given boundary condition and optimization setting without using any iterative scheme. For this purpose, first, using open-source topology optimization code, datasets of the optimized structures paired with the corresponding information on boundary conditions and optimization settings are generated at low (32  32) and high (128  128) resolutions. To construct the artificial neural network for the proposed method, a convolutional neural network (CNN)-based encoder and decoder network is trained using the training dataset generated at low resolution. Then, as a two-stage refinement, the conditional generative adversarial network (cGAN) is trained with the optimized structures paired at both low and high resolutions, and is connected to the trained CNN-based encoder and decoder network. The performance evaluation results of the integrated network demonstrate that the proposed method can determine a nearoptimal structure in terms of pixel values and compliance with negligible computational time.
Proof of Luck: an Efficient Blockchain Consensus Protocol

In the paper, we present designs for multiple blockchain consensus primitives and a novel blockchain system, all based on the use of trusted execution environments (TEEs), such as Intel SGX-enabled CPUs. First, we show how using TEEs for existing proof of work schemes can make mining equitably distributed by preventing the use of ASICs. Next, we extend the design with proof of time and proof of ownership consensus primitives to make mining energy- and time-efficient. Further improving on these designs, we present a blockchain using a proof of luck consensus protocol. Our proof of luck blockchain uses a TEE platform's random number generation to choose a consensus leader, which offers low-latency transaction validation, deterministic confirmation time, negligible energy consumption, and equitably distributed mining. Lastly, we discuss a potential protection against up to a constant number of compromised TEEs.
Analyzing user behavior of the micro-blogging website Sinaweibo during hot social events

The spread and resonance of users’ opinions on SinaWeibo, the most popular micro-blogging website in China, are tremendously influential, having signif icantly affected the processes of many real-world hot social events. We select 21 hot events that were widely discussed on SinaWeibo in 2011, and do some statistical analyses. Our main findings are that (i) male users are more likely to be involved, (ii) messages that contain pictures and those posted by verified users are more likely to be reposted, while those with URLs are less likely, (iii) gender factor, for most events, presents no significant difference in reposting likelihood.
Direct visual-inertial odometry with stereo cameras

We propose a novel direct visual-inertial odometry method for stereo cameras. Camera pose, velocity and IMU biases are simultaneously estimated by minimizing a combined photometric and inertial energy functional. This allows us to exploit the complementary nature of vision and inertial data. At the same time, and in contrast to all existing visual-inertial methods, our approach is fully direct: geometry is estimated in the form of semi-dense depth maps instead of manually designed sparse keypoints. Depth information is obtained both from static stereo - relating the fixed-baseline images of the stereo camera - and temporal stereo - relating images from the same camera, taken at different points in time. We show that our method outperforms not only vision-only or loosely coupled approaches, but also can achieve more accurate results than state-of-the-art keypoint-based methods on different datasets, including rapid motion and significant illumination changes. In addition, our method provides high-fidelity semi-dense, metric reconstructions of the environment, and runs in real-time on a CPU.
Understanding motivation in internet gaming among Singaporean youth: The role of passion

This study examined the motivation of young people in internet gaming using the dualistic model of passion. Path analysis was used to examine the relationships between the two types of passion: obsessive and harmonious passion, behavioral regulations, and flow. A total of 1074 male secondary school students from Singapore took part in the study. The results of the path analysis showed that external, introjected, and identified regulations positively predicted obsessive passion, while harmonious passion was predicted by identified and intrinsic regulations. Flow in digital gaming was predicted directly by harmonious passion, as well as indirectly through intrinsic regulation. This study supports the proposed dualistic model of passion in explaining young people’s motivation in internet gaming.
Scalability of control planes for Software defined networks: Modeling and evaluation

With the increasing popularity of Software defined network (SDN), designing a scalable SDN control plane becomes a critical problem. An effective approach to improving the scalability is to design distributed architecture of SDN control plane. However, how to evaluate the scalability of SDN control planes remains unexplored. In this paper, we propose a metric of scalability for SDN control planes, and study three typical SDN control plane structures, including centralized, decentralized and hierarchical architectures. We build performance models for response time, based on which we evaluate the scalability of these three structures. Furthermore, the comparison between different architectures are analyzed by mathematical methods. Numerical evaluations are also conducted to validate the conclusions drawn in this paper.
FFTs for the 2-Sphere – Improvements and Variations ∗

Earlier work by Driscoll and Healy [16] has produced an efficient algorithm for computing the Fourier transform of band-limited functions on the 2-sphere. In this paper we present a reformulation and variation of the original algorithm which results in a greatly improved inverse transform, and consequent improved convolution algorithm for such functions. All require at most O(N log N ) operations where N is the number of sample points. We also address implementation considerations and give heuristics for allowing reliable and computationally efficient floating point implementations of slightly modified algorithms. These claims are supported by extensive numerical experiments from our implementation in C on DEC, HP and SGI platforms. These results indicate that variations of the algorithm are both reliable and efficient for a large range of useful problem sizes. Performance appears to be architecture-dependent. The paper concludes with a brief discussion of a few potential applications.
Capsicum: Practical Capabilities for UNIX

Capsicum is a lightweight operating system capability and sandbox framework planned for inclusion in FreeBSD 9. Capsicum extends, rather than replaces, UNIX APIs, providing new kernel primitives (sandboxed capability mode and capabilities) and a userspace sandbox API. These tools support the compartmentalization of monolithic UNIX applications into logical applications. We demonstrate our approach by adapting core FreeBSD utilities and Google’s Chromium web browser to use Capsicum primitives, and compare the complexity and robustness of Capsicum with other sandboxing techniques.
Muscle and movement representations in the primary motor cortex.

What aspects of movement are represented in the primary motor cortex (M1): relatively low-level parameters like muscle force, or more abstract parameters like handpath? To examine this issue, the activity of neurons in M1 was recorded in a monkey trained to perform a task that dissociates three major variables of wrist movement: muscle activity, direction of movement at the wrist joint, and direction of movement in space. A substantial group of neurons in M1 (28 out of 88) displayed changes in activity that were muscle-like. Unexpectedly, an even larger group of neurons in M1 (44 out of 88) displayed changes in activity that were related to the direction of wrist movement in space independent of the pattern of muscle activity that generated the movement. Thus, both "muscles" and "movements" appear to be strongly represented in M1.
A Literature Review on Reaction Time Kinds of Reaction Time Experiments

Reaction time has a been a favorite subject of experimental psychologists since the middle of the nineteenth century. However, most studies ask questions about the organization of the brain, so the authors spend a lot of time trying to determine if the results conform to some mathematical model of brain activity. This makes these papers hard to understand for the beginning student. In this review, I have ignored these brain organization questions and summarized the major literature conclusions that are applicable to undergraduate laboratories using my Reaction Time software. I hope this review helps you write a good report on your reaction time experiment. I also apologize to reaction time researchers for omissions and oversimplifications.
Designing Procedurally Generated Levels

We aim to improve on the design of procedurally generated game levels. We propose a method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Following a survey conducted on recent procedural level generation methods, we argue that gameplay-based control is currently the most natural control mechanism available for generative methods. Our method uses graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions. These action graphs are used as the basis for the spatial structure and content of game levels; they guide the layout process and indicate the required content related to such actions. We showcase our approach with a case study on a 3D dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate game