nils-herrmann/clean_scirepeval huggingface dataset:
Migration and health: a global public health research priority

With 244 million international migrants, and significantly more people moving within their country of birth, there is an urgent need to engage with migration at all levels in order to support progress towards global health and development targets. In response to this, the 2nd Global Consultation on Migration and Health- held in Colombo, Sri Lanka in February 2017 - facilitated discussions concerning the role of research in supporting evidence-informed health responses that engage with migration.



Drawing on discussions with policy makers, research scholars, civil society, and United Nations agencies held in Colombo, we emphasize the urgent need for quality research on international and domestic (in-country) migration and health to support efforts to achieve the Sustainable Development Goals (SDGs). The SDGs aim to 'leave no-one behind' irrespective of their legal status. An ethically sound human rights approach to research that involves engagement across multiple disciplines is required. Researchers need to be sensitive when designing and disseminating research findings as data on migration and health may be misused, both at an individual and population level. We emphasize the importance of creating an 'enabling environment' for migration and health research at national, regional and global levels, and call for the development of meaningful linkages - such as through research reference groups - to support evidence-informed inter-sectoral policy and priority setting processes.
Pattern-aware shape deformation using sliding dockers

This paper introduces a new structure-aware shape deformation technique. The key idea is to detect continuous and discrete regular patterns and ensure that these patterns are preserved during free-form deformation. We propose a variational deformation model that preserves these structures, and a discrete algorithm that adaptively inserts or removes repeated elements in regular patterns to minimize distortion. As a tool for such structural adaptation, we introduce sliding dockers, which represent repeatable elements that fit together seamlessly for arbitrary repetition counts. We demonstrate the presented approach on a number of complex 3D models from commercial shape libraries.
NDC: Analyzing the impact of 3D-stacked memory+logic devices on MapReduce workloads

While Processing-in-Memory has been investigated for decades, it has not been embraced commercially. A number of emerging technologies have renewed interest in this topic. In particular, the emergence of 3D stacking and the imminent release of Micron's Hybrid Memory Cube device have made it more practical to move computation near memory. However, the literature is missing a detailed analysis of a killer application that can leverage a Near Data Computing (NDC) architecture. This paper focuses on in-memory MapReduce workloads that are commercially important and are especially suitable for NDC because of their embarrassing parallelism and largely localized memory accesses. The NDC architecture incorporates several simple processing cores on a separate, non-memory die in a 3D-stacked memory package; these cores can perform Map operations with efficient memory access and without hitting the bandwidth wall. This paper describes and evaluates a number of key elements necessary in realizing efficient NDC operation: (i) low-EPI cores, (ii) long daisy chains of memory devices, (iii) the dynamic activation of cores and SerDes links. Compared to a baseline that is heavily optimized for MapReduce execution, the NDC design yields up to 15X reduction in execution time and 18X reduction in system energy.
Biochemical differentiation of the porphyrias.

To differentiate the porphyrias by clinical and biochemical methods.



We describe levels of blood, urine, and fecal porphyrins and their precursors in the porphyrias and present an algorithm for their biochemical differentiation. Diagnoses were established using clinical and biochemical data. Porphyrin analyses were performed by high performance liquid chromatography.



Plasma and urine porphyrin patterns were useful for diagnosis of porphyria cutanea tarda, but not the acute porphyrias. Erythropoietic protoporphyria was confirmed by erythrocyte protoporphyrin assay and erythrocyte fluorescence. Acute intermittent porphyria was diagnosed by increases in urine delta-aminolevulinic acid and porphobilinogen and confirmed by reduced erythrocyte porphobilinogen deaminase activity and normal or near-normal stool porphyrins. Variegate porphyria and hereditary coproporphyria were diagnosed by their characteristic stool porphyrin patterns. This appears to be the most convenient diagnostic approach until molecular abnormalities become more extensively defined and more widely available.
Why complicate things?: introducing programming in high school using Python

Deciding what to teach novices about programming and what programming language to use is a common topic for debate. Should an industry relevant programming language be taught, or should a language designed for teaching novices be used? Typically, these questions are raised at university level, but in this paper we address them from a high school perspective. We present a case study with a twofold goal: (1) examining how programming can be introduced at high school level, and (2) evaluating how suitable the programming language Python is to support both teachers and learners in this process. During the school year 2004/2005, an introductory programming course was given to four student groups in two di erent high schools. The students enjoyed programming and learnt to think in terms of re-use and interfaces. In addition, we found that many features of Python facilitated both teaching and learning (for instance, a simple and exible syntax, immediate feedback, easyto-use modules and strict requirements on proper indentation). Our ndings support results from previous studies in that students have di culties in dealing with abstract concepts even though the syntax for implementing these is simple. In addition, compared to university students, high school students are young and have necessarily not yet developed the writing skills required for producing proper documentation. The course was designed to be well suited for high school students in general, but still all participants were boys. Since high schools should provide allround learning to all students, we, as do all computer science teachers, face the challenge of making programming more appealing to girls.
Towards Global Age-Friendly Cities: Determining Urban Features that Promote Active Aging

At the same time as cities are growing, their share of older residents is increasing. To engage and assist cities to become more “age-friendly,” the World Health Organization (WHO) prepared the Global Age-Friendly Cities Guide and a companion “Checklist of Essential Features of Age-Friendly Cities”. In collaboration with partners in 35 cities from developed and developing countries, WHO determined the features of age-friendly cities in eight domains of urban life: outdoor spaces and buildings; transportation; housing; social participation; respect and social inclusion; civic participation and employment; communication and information; and community support and health services. In 33 cities, partners conducted 158 focus groups with persons aged 60 years and older from lower- and middle-income areas of a locally defined geographic area (n = 1,485). Additional focus groups were held in most sites with caregivers of older persons (n = 250 caregivers) and with service providers from the public, voluntary, and commercial sectors (n = 515). No systematic differences in focus group themes were noted between cities in developed and developing countries, although the positive, age-friendly features were more numerous in cities in developed countries. Physical accessibility, service proximity, security, affordability, and inclusiveness were important characteristics everywhere. Based on the recurring issues, a set of core features of an age-friendly city was identified. The Global Age-Friendly Cities Guide and companion “Checklist of Essential Features of Age-Friendly Cities” released by WHO serve as reference for other communities to assess their age readiness and plan change.
Acquired amnesia in childhood: A single case study

We report the case of C.L., an 8-year-old child who, following the surgical removal of an ependymoma from the left cerebral ventricle at the age of 4 years, developed significant difficulties in retaining day-to-day events and information. A thorough neuropsychological analysis documented in C.L. a severe anterograde amnesic syndrome, characterised by normal short-term memory, but poor performance on episodic long-term memory tests. In particular, C.L. demonstrated virtually no ability to recollect new verbal information several minutes after the presentation. As for semantic memory, C.L. demonstrated general semantic competencies, which, depending on the test, ranged from the level of a 6-year-old girl to a level corresponding to her actual chronological age. Finding a patient who, despite being severely impaired in the ability to recollect new episodic memories, still demonstrates at least partially preserved abilities to acquire new semantic knowledge suggests that neural circuits implicated in the memorisation of autobiographical events and factual information do not overlap completely. This case is examined in the light of growing literature concerned with the dissociation between episodic and semantic memory in childhood amnesia.
Virtual reality in science and engineering education

This article discusses the current use of virtual reality tools and their potential in science and engineering education. One programming tool in particular, the Virtual Reality Modeling Language (VRML) is presented in light of its applications and possibilities in the development of computer visualization tools for education. VRML can be combined with other software development tools to create interactive dynamic computer graphics to assist in the teaching and understanding of scientific and technological principles. One contribution of this article is to present software tools and provide examples that may encourage educators to develop virtual reality models to enhance teaching in their own discipline
Cross-parameterization and compatible remeshing of 3D models

Many geometry processing applications, such as morphing, shape blending, transfer of texture or material properties, and fitting template meshes to scan data, require a bijective mapping between two or more models. This mapping, or cross-parameterization, typically needs to preserve the shape and features of the parameterized models, mapping legs to legs, ears to ears, and so on. Most of the applications also require the models to be represented by compatible meshes, i.e. meshes with identical connectivity, based on the cross-parameterization. In this paper we introduce novel methods for shape preserving cross-parameterization and compatible remeshing. Our cross-parameterization method computes a low-distortion bijective mapping between models that satisfies user prescribed constraints. Using this mapping, the remeshing algorithm preserves the user-defined feature vertex correspondence and the shape correlation between the models. The remeshing algorithm generates output meshes with significantly fewer elements compared to previous techniques, while accurately approximating the input geometry. As demonstrated by the examples, the compatible meshes we construct are ideally suitable for morphing and other geometry processing applications.
Expertise and Intuition: A Tale of Three Theories

Several authors have hailed intuition as one of the defining features of expertise. In particular, while disagreeing on almost anything that touches on human cognition and artificial intelligence, Hubert Dreyfus and Herbert Simon agreed on this point. However, the highly influential theories of intuition they proposed differed in major ways, especially with respect to the role given to search and as to whether intuition is holistic or analytic. Both theories suffer from empirical weaknesses. In this paper, we show how, with some additions, a recent theory of expert memory (the template theory) offers a coherent and wide-ranging explanation of intuition in expert behaviour. It is shown that the theory accounts for the key features of intuition: it explains the rapid onset of intuition and its perceptual nature, provides mechanisms for learning, incorporates processes showing how perception is linked to action and emotion, and how experts capture the entirety of a situation. In doing so, the new theory addresses the issues problematic for Dreyfus’s and Simon’s theories. Implications for research and practice are discussed.
Multiobjective optimization by decomposition with Pareto-adaptive weight vectors

MOEA/D is a recently proposed methodology of Multiobjective Evolution Algorithms that decomposes multiobjective problems into a number of scalar subproblems and optimizes them simultaneously. However, classical MOEA/D uses same weight vectors for different shapes of Pareto front. We propose a novel method called Pareto-adaptive weight vectors (paλ) to automatically adjust the weight vectors by the geometrical characteristics of Pareto front. Evaluation on different multiobjective problems confirms that the new algorithm obtains higher hypervolume, better convergence and more evenly distributed solutions than classical MOEA/D and NSGA-II.
Suture button suspension following trapeziectomy in a cadaver model.

The safety and the effects of different trajectories on thumb motion of suture-button suspensionplasty post-trapeziectomy are not known.



In a cadaveric model, thumb range of motion, trapeziectomy space height, and distance between the device and nerve to the first dorsal interosseous muscle (first DI) were measured for proximal and distal trajectory groups. Proximal trajectory was defined as a suture button angle directed from the thumb metacarpal to the second metacarpal at a trajectory less than 60° from the horizontal; distal trajectory was defined as a suture button angle directed from the thumb metacarpal to the second metacarpal at a trajectory of greater than 60° from the horizontal .



There were no significant differences in range of motion and trapeziectomy space height between both groups. The device was significantly further away from the nerve to the first DI in the proximal trajectory group compared to the distal trajectory group, but was still safely away from the nerve in both groups (greater than 1 cm).



These results suggest that the device placement in either a proximal or distal location on the second metacarpal will yield similar results regarding safety and thumb range of motion.
UAV Position Estimation and Collision Avoidance Using the Extended Kalman Filter

Unmanned aerial vehicles (UAVs) play an invaluable role in information collection and data fusion. Because of their mobility and the complexity of deployed environments, constant position awareness and collision avoidance are essential. UAVs may encounter and/or cause danger if their Global Positioning System (GPS) signal is weak or unavailable. This paper tackles the problem of constant positioning and collision avoidance on UAVs in outdoor (wildness) search scenarios by using received signal strength (RSS) from the onboard communication module. Colored noise is found in the RSS, which invalidates the unbiased assumptions in least squares (LS) algorithms that are widely used in RSS-based position estimation. A colored noise model is thus proposed and applied in the extended Kalman filter (EKF) for distance estimation. Furthermore, the constantly changing path-loss factor during UAV flight can also affect the accuracy of estimation. To overcome this challenge, we present an adaptive algorithm to estimate the path-loss factor. Given the position and velocity information, if a collision is detected, we further employ an orthogonal rule to adapt the UAV predefined trajectory. Theoretical results prove that such an algorithm can provide effective modification to satisfy the required performance. Experiments have confirmed the advantages of the proposed algorithms.
Goal emulation and planning in perceptual space using learned affordances

In this paper, we show that through self-interaction and self-observation, an anthropomorphic robot equipped with a range camera can learn object affordances and use this knowledge for planning. In the first step of learning, the robot discovers commonalities in its action-effect experiences by discovering effect categories. Once the effect categories are discovered, in the second step, affordance predictors for each behavior are obtained by learning the mapping from the object features to the effect categories. After learning, the robot can make plans to achieve desired goals, emulate end states of demonstrated actions, monitor the plan execution and take corrective actions using the perceptual structures employed or discovered during learning. We argue that the learning system proposed shares crucial elements with the development of infants of 7-10 months age, who explore the environment and learn the dynamics of the objects through goal-free exploration. In addition, we discuss goal-emulation and planning in relation to older infants with no symbolic inference capability and non-linguistic animals which utilize object affordances to make action plans.
Point cloud registration using congruent pyramids

We present a method to compute an initial alignment for pairwise registration of point clouds. This method uses the properties of a rigid body transformation - the ratio of lengths is preserved, the euclidean distance between points is preserved - to find congruent pyramids in two point clouds. The corresponding vertices of the congruent pyramids are used to derive a closed form solution for initial alignment. The alignment is refined further using the Iterative Closest Point algorithm. We validate the method on challenging datasets - which include airborne LIDAR, outdoor, and indoor - having initial offsets and varying densities.
DigiTouch: Reconfigurable Thumb-to-Finger Input and Text Entry on Head-mounted Displays

Input is a significant problem for wearable systems, particularly for head mounted virtual and augmented reality displays. Existing input techniques either lack expressive power or may not be socially acceptable. As an alternative, thumb-to-finger touches present a promising input mechanism that is subtle yet capable of complex interactions. We present DigiTouch, a reconfigurable glove-based input device that enables thumb-to-finger touch interaction by sensing continuous touch position and pressure. Our novel sensing technique improves the reliability of continuous touch tracking and estimating pressure on resistive fabric interfaces. We demonstrate DigiTouch’s utility by enabling a set of easily reachable and reconfigurable widgets such as buttons and sliders. Since DigiTouch senses continuous touch position, widget layouts can be customized according to user preferences and application needs. As an example of a real-world application of this reconfigurable input device, we examine a split-QWERTY keyboard layout mapped to the user’s fingers. We evaluate DigiTouch for text entry using a multi-session study. With our continuous sensing method, users reliably learned to type and achieved a mean typing speed of 16.0 words per minute at the end of ten 20-minute sessions, an improvement over similar wearable touch systems.
An MLP based Approach for Recognition of Handwritten 'Bangla' Numerals

The work presented here involves the design of a Multi Layer Perceptron (MLP) based pattern classifier for recognition of handwritten Bangla digits using a 76 element feature vector. Bangla is the second most popular script and language in the Indian subcontinent and the fifth most popular language in the world. The feature set developed for representing handwritten Bangla numerals here includes 24 shadow features, 16 centroid features and 36 longest-run features. On experimentation with a database of 6000 samples, the technique yields an average recognition rate of 96.67% evaluated after three-fold cross validation of results. It is useful for applications related to OCR of handwritten Bangla Digit and can also be extended to include OCR of handwritten characters of Bangla alphabet.
The red and the black: bioluminescence and the color of animals in the deep sea.

The colors of deep-sea species are generally assumed to be cryptic, but it is not known how cryptic they are and under what conditions. This study measured the color of approximately 70 deep-sea species, both pelagic and benthic, and compared the results with two sets of predictions: 1) optimal crypsis under ambient light, 2) optimal crypsis when viewed by bioluminescent "searchlights." The reflectances of the pelagic species at the blue-green wavelengths important for deep-sea vision were far lower than the predicted reflectances for crypsis under ambient light and closer to the zero reflectance prediction for crypsis under searchlights. This suggests that bioluminescence is more important than ambient light for the visual detection of pelagic species at mesopelagic depths. The reflectances of the benthic species were highly variable and a relatively poor match to the substrates on which they were found. However, estimates of the contrast sensitivity of deep-sea visual systems suggest that even approximate matches may be sufficient for crypsis in visually complex benthic habitats. Body coloration was generally uniform, but many crabs had striking patterns that may serve to disrupt the outlines of their bodies.
Project Zanzibar: A Portable and Flexible Tangible Interaction Platform

We present Project Zanzibar: a flexible mat that can locate, uniquely identify and communicate with tangible objects placed on its surface, as well as sense a user's touch and hover hand gestures. We describe the underlying technical contributions: efficient and localised Near Field Communication (NFC) over a large surface area; object tracking combining NFC signal strength and capacitive footprint detection, and manufacturing techniques for a rollable device form-factor that enables portability, while providing a sizable interaction area when unrolled. In addition, we detail design patterns for tangibles of varying complexity and interactive capabilities, including the ability to sense orientation on the mat, harvest power, provide additional input and output, stack, or extend sensing outside the bounds of the mat. Capabilities and interaction modalities are illustrated with self-generated applications. Finally, we report on the experience of professional game developers building novel physical/digital experiences using the platform.
A Description of the Advanced Research WRF Version 3

The Technical Note series provides an outlet for a variety of NCAR manuscripts that contribute in specialized ways to the body of scientific knowledge but which are not suitable for journal, monograph, or book publication. Reports in this series are issued by the NCAR Scientific Divisions ; copies may be obtained on request from the Publications Office of NCAR. Designation symbols for the series include: Any opinions, findings, conclusions, or recommendations expressed in this publication are those of the authors and do not necessarily reflect the views of the National Science Foundation.