nils-herrmann/clean_scirepeval huggingface dataset:
Lexicalisation patterns: semantic structure in lexical forms

This chapter addresses the systematic relations in language between meaning and surface expression. Our approach to this has severa1 aspects. First, we assume we can isolate elements scparately within the domain of meaning and within the domain of surface expression. These are semantic elements like ‘Motion’, ‘Path’, ‘Figure’, ‘Ground’, ‘Manner’, anrl ‘Cause’, and surface elements like ‘verb’, ‘adposition’, ‘subordinate clausc’, and what we will cliaracterize as ‘satellite’. Second, we examine which semantic elements are expressed by which surface elements. This relatinnship is largely not orle-to-one. A coml)ination of semnntic elements can be expressed by a single surface elemcnt, or ü single semantic element hy a combinatiun of surface elements. Or again, semantic elemeuts of different types can be exptessed by the same type of surface elenient, as well as the same type by severa1 dif-t‘erent ones. We finrl here a range of typological palterns anti universal principies. We do n»t look at every case of semantic-to-surface association, but only at enes that constitute a pervasive pattern, either within a language 01’ across lunguages. Our particular concern is to understand how sucll patterns compare across languages. ‘I’llilt is, Eor a particular semantic domain, we ask if languages exhibit a wicle variety of patterns, ä compüratively sniall n~~uiller of patlerns (a typology), or a single pattern (a universal). We will be intcrested primarily in the last two cases, as well as in the case where a pattern appears in no languages (universal exclusioii). Our approach can be S\rll~rl~i~~iZetl a s iii tliis procedural otltliw:
Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content

Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool.
Policy Gradient Methods for Robotics

The acquisition and improvement of motor skills and control policies for robotics from trial and error is of essential importance if robots should ever leave precisely pre-structured environments. However, to date only few existing reinforcement learning methods have been scaled into the domains of high-dimensional robots such as manipulator, legged or humanoid robots. Policy gradient methods remain one of the few exceptions and have found a variety of applications. Nevertheless, the application of such methods is not without peril if done in an uninformed manner. In this paper, we give an overview on learning with policy gradient methods for robotics with a strong focus on recent advances in the field. We outline previous applications to robotics and show how the most recently developed methods can significantly improve learning performance. Finally, we evaluate our most promising algorithm in the application of hitting a baseball with an anthropomorphic arm
The Radon Cumulative Distribution Transform and Its Application to Image Classification

Invertible image representation methods (transforms) are routinely employed as low-level image processing operations based on which feature extraction and recognition algorithms are developed. Most transforms in current use (e.g., Fourier, wavelet, and so on) are linear transforms and, by themselves, are unable to substantially simplify the representation of image classes for classification. Here, we describe a nonlinear, invertible, low-level image processing transform based on combining the well-known Radon transform for image data, and the 1D cumulative distribution transform proposed earlier. We describe a few of the properties of this new transform, and with both theoretical and experimental results show that it can often render certain problems linearly separable in a transform space.
Development environments for autonomous mobile robots: A survey

Robotic Development Environments (RDEs) have come to play an increasingly important role in robotics research in general, and for the development of architectures for mobile robots in particular. Yet, no systematic evaluation of available RDEs has been performed; establishing a comprehensive list of evaluation criteria targeted at robotics applications is desirable that can subsequently be used to compare their strengths and weaknesses. Moreover, there are no practical evaluations of the usability and impact of a large selection of RDEs that provides researchers with the information necessary to select an RDE most suited to their needs, nor identifies trends in RDE research that suggest directions for future RDE development. This survey addresses the above by selecting and describing nine open source, freely available RDEs for mobile robots, evaluating and comparing them from various points of view. First, based on previous work concerning agent systems, a conceptual framework of four broad categories is established, encompassing the characteristics and capabilities that an RDE supports. Then, a practical evaluation of RDE usability in designing, implementing, and executing robot architectures is presented. Finally, the impact of specific RDEs on the field of robotics is addressed by providing a list of published applications and research projects that give concrete examples of areas in which systems have been used. The comprehensive evaluation and comparison of the nine RDEs concludes with suggestions of how to use the results of this survey and a brief discussion of future trends in RDE design.
Dual three-phase permanent magnet synchronous machine supplied by two independent voltage source inverters

This paper investigates a dual three-phase permanent magnet synchronous machine supplied by two independent three-phase voltage source inverters (VSIs). Dual three-phase machines have many important advantages compared with their conventional three-phase counterparts. Instead of six-phase converters and special vector controls, it would be a very interesting alternative to supply these machines by two conventional three-phase VSIs since they are readily commercially available. This paper shows that the proposed supply method can be used successfully although it suffers from a decrease in the dynamic performance and an error in the estimation of torque. On the other hand, two independent VSIs do not cause low-frequency current harmonics and guarantee balanced current sharing between the winding sets thus avoiding the two most common problems with dual three-phase machines. Experimental results are provided to verify the conclusions. The results suggest that the simple supply method of two conventional VSIs could be a feasible alternative for many industrial applications.
Fascial components of the myofascial pain syndrome.

Myofascial pain syndrome (MPS) is described as the muscle, sensory, motor, and autonomic nervous system symptoms caused by stimulation of myofascial trigger points (MTP). The participation of fascia in this syndrome has often been neglected. Several manual and physical approaches have been proposed to improve myofascial function after traumatic injuries, but the processes that induce pathological modifications of myofascial tissue after trauma remain unclear. Alterations in collagen fiber composition, in fibroblasts or in extracellular matrix composition have been postulated. We summarize here recent developments in the biology of fascia, and in particular, its associated hyaluronan (HA)-rich matrix that address the issue of MPS.
Augmented : Reality : : Architecture : Interface

We present research on the integration of augmented reality and architecture using a design science research methodology. Our goal is to consider the design of architectural space and augmented reality (AR) applications simultaneously. The architectural brief is an archeological museum/excavation site that directly confronts issues of occupation, circulation, form, and access to large archives of information. Combining the efforts of twelve architectural designers with a team of AR developers, we develop a taxonomy of affordances, feedback mechanisms, and output/display options. This taxonomy constitutes preliminary usability heuristics for the use of AR as an embodied device for interaction in architectural settings.
The Method of 2/3 Sampled Sub-Pixel Rendering for AMOLED Display

Due to the capability of the AMOLED (Active matrix organic light emitting diode) display can provide superior color saturation, flexible utilization, slimmer screen profile and more impressive image quality, it has received increasing demand for application in electronic devices. The organic light emitting diode (OLED) is current driven device so that the characteristics of thin field transistor (TFT) influence panel uniformity. Multiple TFT of pixel circuitry has been designed to compensate the Vth (threshold voltage) variations of array process and other driving issues. The fine metal mask (FMM) used in the OLED evaporation is an accurate mask having physical margin limitations in the high PPI (pixel per inch) AMOLED application. This paper details the utilization of a 2/3 sampled sub-pixel rendering (SPR) method to liberate more 50% layout area than the RGB stripe configuration. The proposed algorithm utilizes edge detection and one-side color diffusion to improve display performance as well as RGB stripe compatibility. A 4.65” HD (720 ×1280) AMOLED panel with a 317 PPI retina display was implemented to realize the development of our SPR technology.
Communication of Emotion in Social Robots through Simple Head and Arm Movements

Understanding how people perceive robot gestures will aid the design of robots capable of social interaction with humans. We examined the generation and perception of a restricted form of gesture in a robot capable of simple head and arm movement, referring to point-light animation and video experiments in human motion to derive our hypotheses. Four studies were conducted to look at the effects of situational context, gesture complexity, emotional valence and author expertise. In Study 1, four participants created gestures with corresponding emotions based on 12 scenarios provided. The resulting gestures were judged by 12 participants in a second study. Participants’ recognition of emotion was better than chance and improved when situational context was provided. Ratings of lifelikeness were found to be related to the number of arm movements (but not head movements) in a gesture. In Study 3, five novices and five puppeteers created gestures conveying Ekman’s six basic emotions which were shown to 12 Study 4 participants. Puppetry experience improved identification rates only for the emotions of fear and disgust, possibly because of limitations with the robot’s movement. The results demonstrate the communication of emotion by a social robot capable of only simple head and arm movement.  King’s College Road, Toronto, ON M5S 3G8, Canada e-mail: jamy.li@utoronto.ca M. Chignell e-mail: chignell@mie.utoronto.ca
The Mathematics of Statistical Machine Translation: Parameter Estimation

We describe a series o,f five statistical models o,f the translation process and give algorithms,for estimating the parameters o,f these models given a set o,f pairs o,f sentences that are translations o,f one another. We define a concept o,f word-by-word alignment between such pairs o,f sentences. For any given pair of such sentences each o,f our models assigns a probability to each of the possible word-by-word alignments. We give an algorithm for seeking the most probable o,f these alignments. Although the algorithm is suboptimal, the alignment thus obtained accounts well for the word-by-word relationships in the pair o,f sentences. We have a great deal o,f data in French and English from the proceedings o,f the Canadian Parliament. Accordingly, we have restricted our work to these two languages; but we,feel that because our algorithms have minimal linguistic content they would work well on other pairs o,f languages. We also ,feel, again because of the minimal linguistic content o,f our algorithms, that it is reasonable to argue that word-by-word alignments are inherent in any sufficiently large bilingual corpus.
Effects of coffee on ambulatory blood pressure in older men and women: A randomized controlled trial.

This study assessed the effects of regular coffee drinking on 24-hour ambulatory blood pressure (ABP) in normotensive and hypertensive older men and women. Twenty-two normotensive and 26 hypertensive, nonsmoking men and women, with a mean age of 72.1 years (range, 54 to 89 years), took part in the study. After 2 weeks of a caffeine-free diet, subjects were randomized to continue with the caffeine-free diet and abstain from caffeine-containing drinks or drink instant coffee (5 cups per day, equivalent to 300 mg caffeine per day) in addition to the caffeine-free diet for a further 2 weeks. Change in systolic and diastolic blood pressures (SBP, DBP) determined by 24-hour ambulatory BP monitoring showed significant interactions between coffee drinking and hypertension status. In the hypertensive group, rise in mean 24-hour SBP was greater by 4.8 (SEM, 1.3) mm Hg (P=0.031) and increase in mean 24-hour DBP was higher by 3.0 (1.0) mm Hg (P=0.010) in coffee drinkers than in abstainers. There were no significant differences between abstainers and coffee drinkers in the normotensive group for 24-hour, daytime, or nighttime SBP or DBP. In older men and women with treated or untreated hypertension, ABP increased in coffee drinkers and decreased in abstainers. Restriction of coffee intake may be beneficial in older hypertensive individuals.
Security Challenges in the IP-based Internet of Things

A direct interpretation of the term Internet of Things refers to the use of standard Internet protocols for the human-to-thing or thingto-thing communication in embedded networks. Although the security needs are well-recognized in this domain, it is still not fully understood how existing IP security protocols and architectures can be deployed. In this paper, we discuss the applicability and limitations of existing Internet protocols and security architectures in the context of the Internet of Things. First, we give an overview of the deployment model and general security needs. We then present challenges and requirements for IP-based security solutions and highlight specific technical limitations of standard IP security protocols.
The influence of chronotype and intelligence on academic achievement in primary school is mediated by conscientiousness, midpoint of sleep and motivation.

Individuals differ in their timing of sleep (bed times, rise times) and in their preference for morning or evening hours. Previous work focused on the relationship between academic achievement and these variables in secondary school students. The main aim of the study is to investigate the relationship between chronotype and academic achievement in 10-year-old children (n = 1125) attending 4th grade of primary school. They filled a cognitive test (Culture Fair Intelligence Test, CFT 20-R) and questions about rise times and bed times, academic achievement, conscientiousness and motivation. We used the "scales for the assessment of learning and performance motivation" (SELLMO; Skalen zur Erfassung der Lern- und Leistungsmotivation for motivation), the short version of the Five-Factor Personality Inventory Children (FFPI-C) to measure conscientiousness, and the Composite Scale of Morningness (CSM) to assess morningness-eveningness. Mean CSM score was 37.84 ± 6.66, midpoint of sleep was 1:36 ± 00:25 and average sleep duration (time in bed) was 10:15 ± 0:48. Morningness orientation was positively related to intelligence, conscientiousness and learning objectives. Eveningness orientation was related to avoidance performance objectives and work avoidance. Early midpoint of sleep, conscientiousness and intelligence were associated with better grades. The multivariate model showed that intelligence was the strongest predictor of good grades. Conscientiousness, motivation, younger age and an earlier midpoint of sleep were positively related to good grades. This is the first study in primary school pupils, and it shows that the relationship between evening orientation and academic achievement is already prevalent at this age even when controlling for important predictors of achievement.
From sensorimotor learning to memory cells in prefrontal and temporal association cortex: A neurocomputational study of disembodiment

Memory cells, the ultimate neurobiological substrates of working memory, remain active for several seconds and are most commonly found in prefrontal cortex and higher multisensory areas. However, if correlated activity in "embodied" sensorimotor systems underlies the formation of memory traces, why should memory cells emerge in areas distant from their antecedent activations in sensorimotor areas, thus leading to "disembodiment" (movement away from sensorimotor systems) of memory mechanisms? We modelled the formation of memory circuits in six-area neurocomputational architectures, implementing motor and sensory primary, secondary and higher association areas in frontotemporal cortices along with known between-area neuroanatomical connections. Sensorimotor learning driven by Hebbian neuroplasticity led to formation of cell assemblies distributed across the different areas of the network. These action-perception circuits (APCs) ignited fully when stimulated, thus providing a neural basis for long-term memory (LTM) of sensorimotor information linked by learning. Subsequent to ignition, activity vanished rapidly from APC neurons in sensorimotor areas but persisted in those in multimodal prefrontal and temporal areas. Such persistent activity provides a mechanism for working memory for actions, perceptions and symbols, including short-term phonological and semantic storage. Cell assembly ignition and "disembodied" working memory retreat of activity to multimodal areas are documented in the neurocomputational models' activity dynamics, at the level of single cells, circuits, and cortical areas. Memory disembodiment is explained neuromechanistically by APC formation and structural neuroanatomical features of the model networks, especially the central role of multimodal prefrontal and temporal cortices in bridging between sensory and motor areas. These simulations answer the "where" question of cortical working memory in terms of distributed APCs and their inner structure, which is, in part, determined by neuroanatomical structure. As the neurocomputational model provides a mechanistic explanation of how memory-related "disembodied" neuronal activity emerges in "embodied" APCs, it may be key to solving aspects of the embodiment debate and eventually to a better understanding of cognitive brain functions.
Abstracting log lines to log event types for mining software system logs

Log files contain valuable information about the execution of a system. This information is often used for debugging, operational profiling, finding anomalies, detecting security threats, measuring performance etc. The log files are usually too big for extracting this valuable information manually, even though manual perusal is still one of the more widely used techniques. Recently a variety of data mining and machine learning algorithms are being used to analyze the information in the log files. A major road block for the efficient use of these algorithms is the inherent variability present in every log line of a log file. Each log line is a combination of a static message type field and a variable parameter field. Even though both these fields are required, the analyses algorithm often requires that these be separated out, in order to find correlations in the repeating log event types. This disentangling of the message and parameter fields to find the event types is called abstraction of log lines. Each log line is abstracted to a unique ID or event type and the dynamic parameter value is extracted to give an insight on the current state of the system. In this paper we present a technique based on a clustering technique used in the Simple Log file Clustering Tool for log file abstraction. This solution is especially useful when we don't have access to the source code of the application or when the lines in the log file do not conform to a rigid structure. We evaluated our implementation on log files from the Virtual Computing Lab, a cloud computer management system at North Carolina State University, and abstracted it to 727 unique event types.
HMDB: A large video database for human motion recognition

With nearly one billion online videos viewed everyday, an emerging new frontier in computer vision research is recognition and search in video. While much effort has been devoted to the collection and annotation of large scalable static image datasets containing thousands of image categories, human action datasets lag far behind. Current action recognition databases contain on the order of ten different action categories collected under fairly controlled conditions. State-of-the-art performance on these datasets is now near ceiling and thus there is a need for the design and creation of new benchmarks. To address this issue we collected the largest action video database to-date with 51 action categories, which in total contain around 7,000 manually annotated clips extracted from a variety of sources ranging from digitized movies to YouTube. We use this database to evaluate the performance of two representative computer vision systems for action recognition and explore the robustness of these methods under various conditions such as camera motion, viewpoint, video quality and occlusion.
World of Warcraft and the impact of game culture and play in an undergraduate game design course

During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning. Yet relatively little research has been conducted about how game culture and the enmeshed practice of play may impact classroom dynamics. The purpose of this study is to present a case study about how the use of World of Warcraft (WoW) as a teaching tool and medium of play impacted class dynamics in an undergraduate university-level course for game design. Specifically, this study will address how WoW’s game culture and the practice of play impacted (a) student-to-student dynamics and (b) class dynamics. The goal of this study is to explore some of the dynamics of play as a component of learning.
Improving Social Inclusion Using NLP : Tools and Resources

This paper discusses the issue of accessibility to being online and using social media for people with a learning disability, and the challenges to using a co-production approach in an accessible technology project. While an increasing number of daily living tasks are now completed online, people with a learning disability frequently experience digital exclusion due to limited literacy and IT skills. The Able to Include project sought to engage people with a learning disability as active partners to test and feedback on the use and development of a pictogram app used to make social media more accessible. The challenges mainly related to the feedback needing to be sent electronically to the partners; there was only minimal contact with them and no face to face contact. The paper also outlines how other challenges were overcome to enable genuine and meaningful co-production. These included addressing online safety and ethical issues regarding anonymity.