nils-herrmann/clean_scirepeval huggingface dataset:
Games with a Purpose

Through online games, people can collectively solve large-scale computational problems. E ach year, people around the world spend billions of hours playing computer games. What if all this time and energy could be channeled into useful work? What if people playing computer games could, without consciously doing so, simultaneously solve large-scale problems? Despite colossal advances over the past 50 years, computers still don't possess the basic conceptual intelligence or perceptual capabilities that most humans take for granted. If we treat human brains as processors in a distributed system, each can perform a small part of a massive computation. Such a " human computation " paradigm has enormous potential to address problems that computers can't yet tackle on their own and eventually teach computers many of these human talents. Unlike computer processors, humans require some incentive to become part of a collective computation. Online games are a seductive method for encouraging people to participate in the process. Such games constitute a general mechanism for using brain power to solve open problems. In fact, designing such a game is much like designing an algorithm—it must be proven correct, its efficiency can be analyzed, a more efficient version can supersede a less efficient one, and so on. Instead of using a silicon processor, these " algorithms " run on a processor consisting of ordinary humans interacting with computers over the Internet. " Games with a purpose " have a vast range of applications in areas as diverse as security, computer vision, Internet accessibility, adult content filtering , and Internet search. Two such games under development at Carnegie Mellon University, the ESP Game and Peekaboom, demonstrate how humans , as they play, can solve problems that computers can't yet solve. Several important online applications such as search engines and accessibility programs for the visually impaired require accurate image descriptions. However, there are no guidelines about providing appropriate textual descriptions for the millions of images on the Web, and computer vision can't yet accurately determine their content. Current techniques used to categorize images for these applications are inadequate, largely because they assume that image content on a Web page is related to adjacent text. Unfortunately, the text near an image is often scarce or misleading and can be hard to process. Manual labeling is traditionally the only method for obtaining precise image descriptions, but this tedious and labor-intensive process is extremely costly. The ESP Game …
Protocol and Architecture to Bring Things into Internet of Things

The Internet of Things (IoT) concept proposes that everyday objects are globally accessible from the Internet and integrate into new services having a remarkable impact on our society. Opposite to Internet world, things usually belong to resource-challenged environmentswhere energy, data throughput, and computing resources are scarce. Building upon existing standards in the field such as IEEE1451 and ZigBee and rooted in context semantics, this paper proposes CTP (CommunicationThings Protocol) as a protocol specification to allow interoperability among things with different communication standards as well as simplicity and functionality to build IoT systems. Also, this paper proposes the use of the IoT gateway as a fundamental component in IoT architectures to provide seamless connectivity and interoperability among things and connect two different worlds to build the IoT: the Things world and the Internet world. Both CTP and IoT gateway constitute a middleware content-centric architecture presented as the mechanism to achieve a balance between the intrinsic limitations of things in the physical world and what is required from them in the virtual world. Saidmiddleware content-centric architecture is implementedwithin the frame of two European projects targeting smart environments and proving said CTP’s objectives in real scenarios.
The effects of technostress and switching stress on discontinued use of social networking services: a study of Facebook use

Although much research has been performed on the adoption and usage phases of the information systems life cycle, the final phase, termination, has received little attention. This paper focuses on the development of discontinuous usage intentions, i.e. the behavioural intention in the termination phase, in the context of social networking services (SNSs), where it plays an especially crucial role. We argue that users stressed by using SNSs try to avoid the stress and develop discontinuous usage intentions, which we identify as a behavioural response to SNS-stress creators and SNS-exhaustion. Furthermore, as discontinuing the use of an SNS also takes effort and has costs, we theorize that switching-stress creators and switching-exhaustion reduce discontinuous usage intentions. We tested and validated these effects empirically in an experimental setting monitoring individuals who stopped using Facebook for a certain period and switched to alternatives. Our results show that SNS-stress creators and SNS-exhaustion cause discontinuous usage intentions, and switching-stress creators and switching-exhaustion reduce these intentions.
Comparison of two modes of stress measurement: Daily hassles and uplifts versus major life events

The standard life events methodology for the prediction of psychological symptoms was compared with one focusing on relatively minor events, namely, the hassles and uplifts of everyday life. Hassles and Uplifts Scales were constructed and administered once a month for 10 consecutive months to a community sample of middle-aged adults. It was found that the Hassles Scale was a better predictor of concurrent and subsequent psychological symptoms than were the life events scores, and that the scale shared most of the variance in symptoms accounted for by life events. When the effects of life events scores were removed, hassles and symptoms remained significantly correlated. Uplifts were positively related to symptoms for women but not for men. Hassles and uplifts were also shown to be related, although only modestly so, to positive and negative affect, thus providing discriminate validation for hassles and uplifts in comparison to measures of emotion. It was concluded that the assessment of daily hassles and uplifts may be a better approach to the prediction of adaptational outcomes than the usual life events approach.
Traffic Intersections of the Future

Few concepts embody the goals of artificial intelligence as well as fully autonomous robots. Countless films and stories have been made that focus on a future filled with autonomous agents that complete menial tasks or run errands that humans do not want or are too busy to carry out. One such task is driving automobiles. In this paper, we summarize the work we have done towards a future of fully-autonomous vehicles, specifically coordinating such vehicles safely and efficiently at intersections. We then discuss the implications this work has for other areas of AI, including planning, multiagent learning, and computer vision.
Designing For or Designing With? Informant Design For Interactive Learning Environments

The value of involving people as ‘users’ or ‘participants’ in the design process is increasingly becoming a point of debate. In this paper we describe a new framework, called ‘informant design’, which advocates efficiency of input from different people: maximizing the value of contributions tlom various informants and design team members at different stages of the design process. To illustrate how this can be achieved we describe a project that uses children and teachers as informants at difTerent stages to help us design an interactive learning environment for teaching ecology.
Active Social Media Management: The Case of Health Care

Given the demand for authentic personal interactions over social media, it is unclear how much firms should actively manage their social media presence. We study this question empirically in a healthcare setting. We show empirically that active social media management drives more user-generated content. However, we find that this is due to an increase in incremental user postings from an organization’s employees rather than from its clients. This result holds when we explore exogenous variation in social media policies, employees and clients that are explained by medical marketing laws, medical malpractice laws and distortions in Medicare incentives. Further examination suggests that content being generated mainly by employees can be avoided if a firm’s postings are entirely client-focused. However, empirically the majority of firm postings seem not to be specifically targeted to clients’ interests, instead highlighting more general observations or achievements of the firm itself. We show that untargeted postings like this provoke activity by employees rather than clients. This may not be a bad thing, as employee-generated content may help with employee motivation, recruitment or retention, but it does suggest that social media should not be funded or managed exclusively as a marketing function of the firm. ∗Economics Department, University of Virginia, Charlottesville, VA and RAND Corporation †MIT Sloan School of Management, MIT, Cambridge, MA and NBER ‡All errors are our own.
Abductive science inquiry using mobile devices in the classroom

Recent advancements in digital technology have attracted the interest of educators and researchers to develop technology-assisted inquiry-based learning environments in the domain of school science education. Traditionally, school science education has followed deductive and inductive forms of inquiry investigation, while the abductive form of inquiry has previously been sparsely explored in the literature related to computers and education. We have therefore designed a mobile learning application ‘ThinknLearn’, which assists high school students in generating hypotheses during abductive inquiry investigations. The M3 evaluation framework was used to investigate the effectiveness of using ‘ThinknLearn’ to facilitate student learning. The results indicated in this paper showed improvements in the experimental group’s learning performance as compared to a control group in pre-post tests. In addition, the experimental group also maintained this advantage during retention tests as well as developing positive attitudes toward mobile learning.
Mobile interaction with static and dynamic NFC-based displays

This paper reports on a development framework, two prototypes, and a comparative study in the area of multi-tag Near-Field Communication (NFC) interaction. By combining NFC with static and dynamic displays, such as posters and projections, services are made more visible and allow users to interact with them easily by interacting directly with the display with their phone. In this paper, we explore such interactions, in particular, the combination of the phone display and large NFC displays. We also compare static displays and dynamic displays, and present a list of deciding factors for a particular deployment situation. We discuss one prototype for each display type and developed a corresponding framework which can be used to accelerate the development of such prototypes whilst supporting a high level of versatility. The findings of a controlled comparative study indicate, among other things, that all participants preferred the dynamic display, although the static display has advantages, e.g. with respect to privacy and portability.
Making sense of sensing systems: five questions for designers and researchers

This paper borrows ideas from social science to inform the design of novel "sensing" user-interfaces for computing technology. Specifically, we present five design challenges inspired by analysis of human-human communication that are mundanely addressed by traditional graphical user interface designs (GUIs). Although classic GUI conventions allow us to finesse these questions, recent research into innovative interaction techniques such as 'Ubiquitous Computing' and 'Tangible Interfaces' has begun to expose the interaction challenges and problems they pose. By making them explicit we open a discourse on how an approach similar to that used by social scientists in studying human-human interaction might inform the design of novel interaction mechanisms that can be used to handle human-computer communication accomplishments
Design of Halbach-Array-Based Permanent-Magnet Motors With High Acceleration

The Halbach magnetized permanent-magnet (PM) motors can be designed to achieve high torque density and to realize hollow rotor structure with very low rotational inertia. In this paper, the design and analysis of Halbach-array-based PM motors, which can produce high output torque and meet the requirements for very fast dynamic performance, are presented. A design method is proposed to select the optimum dimensions of the Halbach-array-based PM machines. The analysis and design approach for the selection of the suitable stator winding distribution, while considering the effect of the end windings, are also presented. Loss analysis of the machine is carried out, and a simplified 3-D model is proposed for its thermal analysis. Detailed finite-element analysis results are provided for the verification of the performances of the designed machine.
RFIDrone: Preliminary experiments and electromagnetic models

We introduce in a unitary way the paradigm of radiofrequency identification (RFID) merged with the technology of Unmanned Aerial Vehicles (UAV) giving rise to RFIDrone devices. Such family comprises the READER-Drone, which is a suitable UAV integrated with an autonomous RFID reader to act as mobile scanner of the environment, and the TAG-Drone, a UAV only equipped with an RFID sensor tag that hence becomes a mobile and automatically re-positioned sensor. We shows some handy electromagnetic models to identify the upper-bound communication performance of RFIDrone in close proximity of a scattering surface and we resume the results of some preliminary open-air experimentation corroborating the theoretical analysis.
Dynamic energy-accuracy trade-off using stochastic computing in deep neural networks

This paper presents an efficient DNN design with stochastic computing. Observing that directly adopting stochastic computing to DNN has some challenges including random error fluctuation, range limitation, and overhead in accumulation, we address these problems by removing near-zero weights, applying weight-scaling, and integrating the activation function with the accumulator. The approach allows an easy implementation of early decision termination with a fixed hardware design by exploiting the progressive precision characteristics of stochastic computing, which was not easy with existing approaches. Experimental results show that our approach outperforms the conventional binary logic in terms of gate area, latency, and power consumption.
Performance evaluation of PLL algorithms for single-phase grid-connected systems

Phase angle, frequency and amplitude of the utility voltage vector are basic information for an increasing number of grid-connected power conditioning equipments, such as PWM rectifiers, uninterruptible power systems (UPS), voltage sag compensators and the emerging distributed generation systems. For these applications, accurate tracking of the utility voltage vector is essential to ensure correct operation of the control system. This paper presents a comparative study of synchronous reference frame PLL algorithms for single-phase systems. Simulation and experimental results, including operation of the PLL structures under distorted utility conditions are presented, to allow a performance evaluation of the PLL algorithms.
Automated colour grading using colour distribution transfer

This article proposes an original method for grading the colours between different images or shots. The first stage of the method is to find a one-to-one colour mapping that transfers the palette of an example target picture to the original picture. This is performed using an original and parameter free algorithm that is able to transform any N -dimensional probability density function into another one. The proposed algorithm is iterative, non-linear and has a low computational cost. Applying the colour mapping on the original picture allows reproducing the same ‘feel’ as the target picture, but can also increase the graininess of the original picture, especially if the colour dynamic of the two pictures is very different. The second stage of the method is to reduce this grain artefact through an efficient post-processing algorithm that intends to preserve the gradient field of the original picture.
Yara Parser: A Fast and Accurate Dependency Parser

Dependency parsers are among the most crucial tools in natural language processing as they have many important applications in downstream tasks such as information retrieval, machine translation and knowledge acquisition. We introduce the Yara Parser, a fast and accurate open-source dependency parser based on the arc-eager algorithm and beam search. It achieves an unlabeled accuracy of 93.32 on the standard WSJ test set which ranks it among the top dependency parsers. At its fastest, Yara can parse about 4000 sentences per second when in greedy mode (1 beam). When optimizing for accuracy (using 64 beams and Brown cluster features), Yara can parse 45 sentences per second. The parser can be trained on any syntactic dependency treebank and different options are provided in order to make it more flexible and tunable for specific tasks. It is released with the Apache version 2.0 license and can be used for both commercial and academic purposes. The parser can be found at https: //github.com/yahoo/YaraParser.
The relationships among working memory, math anxiety, and performance.

Individuals with high math anxiety demonstrated smaller working memory spans, especially when assessed with a computation-based span task. This reduced working memory capacity led to a pronounced increase in reaction time and errors when mental addition was performed concurrently with a memory load task. The effects of the reduction also generalized to a working memory-intensive transformation task. Overall, the results demonstrated that an individual difference variable, math anxiety, affects on-line performance in math-related tasks and that this effect is a transitory disruption of working memory. The authors consider a possible mechanism underlying this effect--disruption of central executive processes--and suggest that individual difference variables like math anxiety deserve greater empirical attention, especially on assessments of working memory capacity and functioning.
Manson's point: A facial landmark to identify the facial artery.

The anatomy of the facial artery, its tortuosity, and branch patterns are well documented. To date, a reliable method of identifying the facial artery, based on surface landmarks, has not been described. The purpose of this study is to characterize the relationship of the facial artery with several facial topographic landmarks, and to identify a location where the facial artery could predictably be identified.



Following institutional review board approval, 20 hemifacial dissections on 10 cadaveric heads were performed. Distances from the facial artery to the oral commissure, mandibular angle, lateral canthus, and Manson's point were measured. Distances were measured and confirmed clinically using Doppler examination in 20 hemifaces of 10 healthy volunteers.



Manson's point identifies the facial artery with 100% accuracy and precision, within a 3 mm radius in both cadaveric specimens and living human subjects. Cadaveric measurements demonstrated that the facial artery is located 19 mm ± 5.5 from the oral commissure, 31 mm ± 6.8 from the mandibular angle, 92 mm ± 8.0 from the lateral canthus. Doppler examination on healthy volunteers (5 male, 5 female) demonstrated measurements of 18 mm ± 4.0, 50 mm ± 6.4, and 79 mm ± 8.2, respectively.



The identification of the facial artery is critical for the craniofacial surgeon in order to avoid inadvertent injury, plan for local flaps, and in preparation of a recipient vessel for free tissue microvascular reconstruction. Manson's point can aid the surgeon in consistently indentifying the facial artery.
A compositional context sensitive multi-document summarizer: exploring the factors that influence summarization

The usual approach for automatic summarization is sentence extraction, where key sentences from the input documents are selected based on a suite of features. While word frequency often is used as a feature in summarization, its impact on system performance has not been isolated. In this paper, we study the contribution to summarization of three factors related to frequency: content word frequency, composition functions for estimating sentence importance from word frequency, and adjustment of frequency weights based on context. We carry out our analysis using datasets from the Document Understanding Conferences, studying not only the impact of these features on automatic summarizers, but also their role in human summarization. Our research shows that a frequency based summarizer can achieve performance comparable to that of state-of-the-art systems, but only with a good composition function; context sensitivity improves performance and significantly reduces repetition.
Theoretical Bitcoin Attacks with less than Half of the Computational Power (draft)

A widespread security claim of the Bitcoin system, presented in the original Bitcoin white-paper, states that the security of the system is guaranteed as long as there is no attacker in possession of half or more of the total computational power used to maintain the system. This claim, however, is proved based on theoretically awed assumptions. In the paper we analyze two kinds of attacks based on two theoretical aws: the Block Discarding Attack and the Di culty Raising Attack. We argue that the current theoretical limit of attacker's fraction of total computational power essential for the security of the system is in a sense not 1 2 but a bit less than 1 4 , and outline proposals for protocol change that can raise this limit to be as close to 1 2 as we want. The basic idea of the Block Discarding Attack has been noted as early as 2010, and lately was independently though-of and analyzed by both author of this paper and authors of a most recently pre-print published paper. We thus focus on the major di erences of our analysis, and try to explain the unfortunate surprising coincidence. To the best of our knowledge, the second attack is presented here for the rst time.