nils-herrmann/clean_scirepeval huggingface dataset:
Anthropometric and fitness characteristics of international, professional and amateur male graduate soccer players from an elite youth academy.

We compared anthropometric and fitness performance data from graduate male youth players from an elite soccer academy who on leaving the institution were either successful or not in progressing to higher standards of play. Altogether, 161 players were grouped according to whether they achieved international or professional status or remained amateur. Measures were taken across three age categories (under 14, 15 and 16 years of age). Players were assessed using standard measures of anthropometric and fitness characteristics. The skeletal age of players was also measured to determine maturity status. Multivariate analysis (MANCOVA) identified a significant (p<0.001) effect for playing status. Univariate analysis revealed a significant difference in maturity status in amateurs and professionals versus internationals (p<0.05), in body mass in professionals versus amateurs (d=0.56, p<0.05), in height (d=0.85, p<0.01) and maximal anaerobic power (d=0.79, p<0.01) in both professionals and internationals versus amateurs. There was also a significant difference in counter-movement jump (d=0.53, p<0.05) and 40-m sprint time (d=0.50, p<0.05) in internationals versus amateurs, as well as a significant main effect for age and playing position (p<0.001). Significant differences were reported for maturity status, body mass, height, peak concentric torque, maximal anaerobic power, and sprint and jump performance with results dependant on age category and playing position. These results suggest that anthropometric and fitness assessments of elite youth soccer players can play a part in determining their chances of proceeding to higher achievement levels.
Overview of the NLPCC-ICCPOL 2016 Shared Task: Chinese Word Segmentation for Micro-Blog Texts

In this paper, we give an overview for the shared task at the 5th CCF Conference on Natural Language Processing & Chinese Computing (NLPCC 2016): Chinese word segmentation for micro-blog texts. Different with the popular used newswire datasets, the dataset of this shared task consists of the relatively informal micro-texts. Besides, we also use a new psychometric-inspired evaluation metric for Chinese word segmentation, which addresses to balance the very skewed word distribution at different levels of difficulty. The data and evaluation codes can be downloaded from https://github.com/FudanNLP/ NLPCC-WordSeg-Weibo.
Time for a view on screen time.

In Britain today, children by the age of 10 years have regular access to an average of five different screens at home. In addition to the main family television, for example, many very young children have their own bedroom TV along with portable handheld computer game consoles (eg, Nintendo, Playstation, Xbox), smartphone with games, internet and video, a family computer and a laptop and/or a tablet computer (eg, iPad). Children routinely engage in two or more forms of screen viewing at the same time, such as TV and laptop. Viewing is starting earlier in life. Nearly one in three American infants has a TV in their bedroom, and almost half of all infants watch TV or DVDs for nearly 2 h/day. Across the industrialised world, watching screen media is the main pastime of children. Over the course of childhood, children spend more time watching TV than they spend in school. When including computer games, internet and DVDs, by the age of seven years, a child born today will have spent one full year of 24 h days watching screen media. By the age of 18 years, the average European child will have spent 3 years of 24 h days watching screen media; at this rate, by the age of 80 years, they will have spent 17.6 years glued to media screens. Yet, irrespective of the content or educational value of what is being viewed, the sheer amount of average daily screen time (ST) during discretionary hours after school is increasingly being considered an independent risk factor for disease, and is recognised as such by other governments and medical bodies but not, however, in Britain or in most of the EU. To date, views of the British and European medical establishments on increasingly high levels of child ST remain conspicuous by their absence. This paper will highlight the dramatic increase in the time children today spend watching screen media. It will provide a brief overview of some specific health and well-being concerns of current viewing levels, explain why screen viewing is distinct from other forms of sedentary behaviour, and point to the potential public health benefits of a reduction in ST. It is proposed that Britain and Europe’s medical establishments now offer guidance on the average number of hours per day children spend viewing screen media, and the age at which they start.
Dynamic Fusion Networks for Machine Reading Comprehension

This paper presents a novel neural model Dynamic Fusion Network (DFN), for machine reading comprehension (MRC). DFNs differ from most state-of-the-art models in their use of a dynamic multistrategy attention process, in which passages, questions and answer candidates are jointly fused into attention vectors, along with a dynamic multi-step reasoning module for generating answers. With the use of reinforcement learning, for each input sample that consists of a question, a passage and a list of candidate answers, an instance of DFN with a sample-specific network architecture can be dynamically constructed by determining what attention strategy to apply and how many reasoning steps to take. Experiments show that DFNs achieve the best result reported on RACE, a challenging MRC dataset that contains real human reading questions in a wide variety of types. A detailed empirical analysis also demonstrates that DFNs can produce attention vectors that summarize information from questions, passages and answer candidates more effectively than other popular MRC models.
Neuromythologies in education

Many popular educational programmes claim to be ‘brain-based’, despite pleas from the neuroscience community that these neuromyths do not have a basis in scientific evidence about the brain.  The main aim of this paper is to examine several of the most popular neuromyths in the light of the relevant neuroscientific and educational evidence. Examples of neuromyths include: 10% brain usage, leftand right-brained thinking, VAK learning styles and multiple intelligences Sources of evidence: The basis for the argument put forward includes a literature review of relevant cognitive neuroscientific studies, often involving neuroimaging, together with several comprehensive education reviews of the brain-based approaches under scrutiny.  The main elements of the argument are as follows. We use most of our brains most of the time, not some restricted 10% brain usage. This is because our brains are densely interconnected, and we exploit this interconnectivity to enable our primitively evolved primate brains to live in our complex modern human world. Although brain imaging delineates areas of higher (and lower) activation in response to particular tasks, thinking involves coordinated interconnectivity from both sides of the brain, not separate leftand right-brained thinking. High intelligence requires higher levels of inter-hemispheric and other connected activity. The brain’s interconnectivity includes the senses, especially vision and hearing. We do not learn by one sense alone, hence VAK learning styles do not reflect how our brains actually learn, nor the individual differences we observe in classrooms. Neuroimaging studies do not support multiple intelligences; in fact, the opposite is true. Through the activity of its frontal cortices, among other areas, the human brain seems to operate with general intelligence, applied to multiple areas of endeavour. Studies of educational effectiveness of applying any of these ideas in the classroom have failed to find any educational benefits.  The main conclusions arising from the argument are that teachers should seek independent scientific validation before adopting brain-based products in their classrooms. A more sceptical approach to educational panaceas could contribute to an enhanced professionalism of the field.
Evaluation of Feature Extractors and Psycho-Acoustic Transformations for Music Genre Classification

We present a study on the importance of psycho-acoustic transformations for effective audio feature calculation. From the results, both crucial and problematic parts of the algorithm for Rhythm Patterns feature extraction are identified. We furthermore introduce two new feature representations in this context: Statistical Spectrum Descriptors and Rhythm Histogram features. Evaluation on both the individual and combined feature sets is accomplished through a music genre classification task, involving 3 reference audio collections. Results are compared to published measures on the same data sets. Experiments confirmed that in all settings the inclusion of psycho-acoustic transformations provides significant improvement of classification accuracy.
Multi-criteria argument selection in persuasion dialogues

The main goal of a persuasion dialogue is to persuade, but agents may have a number of additional goals concerning the dialogue duration, how much and what information is shared or how aggressive the agent is. Several criteria have been proposed in the literature covering different aspects of what may matter to an agent, but it is not clear how to combine these criteria that are often incommensurable and partial. This paper is inspired by multi-attribute decision theory and considers argument selection as decision-making where multiple criteria matter. A meta-level argumentation system is proposed to argue about what argument an agent should select in a given persuasion dialogue. The criteria and sub-criteria that matter to an agent are structured hierarchically into a value tree and meta-level argument schemes are formalized that use a value tree to justify what argument the agent should select. In this way, incommensurable and partial criteria can be combined.
Locally Weighted Learning

This paper surveys locally weighted learning, a form of lazy learning and memory-based learning, and focuses on locally weighted linear regression. The survey discusses distance functions, smoothing parameters, weighting functions, local model structures, regularization of the estimates and bias, assessing predictions, handling noisy data and outliers, improving the quality of predictions by tuning fit parameters, interference between old and new data, implementing locally weighted learning efficiently, and applications of locally weighted learning. A companion paper surveys how locally weighted learning can be used in robot learning and control.
Learning to Teach

Teaching plays a very important role in our society, by spreading human knowledge and educating our next generations. A good teacher will select appropriate teaching materials, impact suitable methodologies, and set up targeted examinations, according to the learning behaviors of the students. In the field of artificial intelligence, however, one has not fully explored the role of teaching, and pays most attention to machine learning. In this paper, we argue that equal attention, if not more, should be paid to teaching, and furthermore, an optimization framework (instead of heuristics) should be used to obtain good teaching strategies. We call this approach “learning to teach”. In the approach, two intelligent agents interact with each other: a student model (which corresponds to the learner in traditional machine learning algorithms), and a teacher model (which determines the appropriate data, loss function, and hypothesis space to facilitate the training of the student model). The teacher model leverages the feedback from the student model to optimize its own teaching strategies by means of reinforcement learning, so as to achieve teacher-student co-evolution. To demonstrate the practical value of our proposed approach, we take the training of deep neural networks (DNN) as an example, and show that by using the learning to teach techniques, we are able to use much less training data and fewer iterations to achieve almost the same accuracy for different kinds of DNN models (e.g., multi-layer perceptron, convolutional neural networks and recurrent neural networks) under various machine learning tasks (e.g., image classification and text understanding).
ATM: Adversarial-neural Topic Model

Topic models are widely used for thematic structure discovery in text. But traditional topic models often require dedicated inference procedures for specific tasks at hand. Also, they are not designed to generate word-level semantic representations. To address these limitations, we propose a topic modeling approach based on Generative Adversarial Nets (GANs), called Adversarial-neural Topic Model (ATM). The proposed ATM models topics with Dirichlet prior and employs a generator network to capture the semantic patterns among latent topics. Meanwhile, the generator could also produce word-level semantic representations. To illustrate the feasibility of porting ATM to tasks other than topic modeling, we apply ATM for open domain event extraction. Our experimental results on the two public corpora show that ATM generates more coherence topics, outperforming a number of competitive baselines. Moreover, ATM is able to extract meaningful events from news articles.
ViBe: A Universal Background Subtraction Algorithm for Video Sequences

This paper presents a technique for motion detection that incorporates several innovative mechanisms. For example, our proposed technique stores, for each pixel, a set of values taken in the past at the same location or in the neighborhood. It then compares this set to the current pixel value in order to determine whether that pixel belongs to the background, and adapts the model by choosing randomly which values to substitute from the background model. This approach differs from those based upon the classical belief that the oldest values should be replaced first. Finally, when the pixel is found to be part of the background, its value is propagated into the background model of a neighboring pixel. We describe our method in full details (including pseudo-code and the parameter values used) and compare it to other background subtraction techniques. Efficiency figures show that our method outperforms recent and proven state-of-the-art methods in terms of both computation speed and detection rate. We also analyze the performance of a downscaled version of our algorithm to the absolute minimum of one comparison and one byte of memory per pixel. It appears that even such a simplified version of our algorithm performs better than mainstream techniques.
Feature Construction for Inverse Reinforcement Learning

The goal of inverse reinforcement learning is to find a reward function for a Markov decision process, given example traces from its optimal policy. Current IRL techniques generally rely on user-supplied features that form a concise basis for the reward. We present an algorithm that instead constructs reward features from a large collection of component features, by building logical conjunctions of those component features that are relevant to the example policy. Given example traces, the algorithm returns a reward function as well as the constructed features. The reward function can be used to recover a full, deterministic, stationary policy, and the features can be used to transplant the reward function into any novel environment on which the component features are well defined.
High-Quality Facial Photo-Sketch Synthesis Using Multi-Adversarial Networks

Synthesizing face sketches from real photos and its inverse have many applications. However, photo/sketch synthesis remains a challenging problem due to the fact that photo and sketch have different characteristics. In this work, we consider this task as an image-to-image translation problem and explore the recently popular generative models (GANs) to generate high-quality realistic photos from sketches and sketches from photos. Recent GAN-based methods have shown promising results on image-to-image translation problems and photo-to-sketch synthesis in particular, however, they are known to have limited abilities in generating high-resolution realistic images. To this end, we propose a novel synthesis framework called Photo-Sketch Synthesis using Multi-Adversarial Networks, (PS2-MAN) that iteratively generates low resolution to high resolution images in an adversarial way. The hidden layers of the generator are supervised to first generate lower resolution images followed by implicit refinement in the network to generate higher resolution images. Furthermore, since photo-sketch synthesis is a coupled/paired translation problem, we leverage the pair information using CycleGAN framework. Both Image Quality Assessment (IQA) and Photo-Sketch Matching experiments are conducted to demonstrate the superior performance of our framework in comparison to existing state-of-the-art solutions. Code available at: https://github.com/lidan1/PhotoSketchMAN.
Assessment of Enterprise Architecture ( EA ) Implementation Using The Open Group Architecture Framework ( TOGAF )

Enterprise Architecture (EA) is an area within Information Management that deals with the alignment of IT and business in an organization. It is very recent and new discipline emerged in the new millennium as a result of the lack of comprehensive architecture that can describe the relationships among elements of the enterprise encompassing People, Processes, Business and Technology. The main objective of this study is to assess the level of implementation of EA in the designated organization. This study focuses on the four architecture domains listed in The Open Group Architecture Framework (TOGAF) namely: (1)Business Architecture; (2)Data Architecture; (3)Application Architecture; and (4)Technology Architecture. The outcome of this study is a set of guideline of an EA which should help the organization in aligning its business and IT strategy. This study should also benefit those who want to understand more on TOGAF and the implementation of EA.
Image classification using HTM cortical learning algorithms

Recently the improved bag of features (BoF) model with locality-constrained linear coding (LLC) and spatial pyramid matching (SPM) achieved state-of-the-art performance in image classification. However, only adopting SPM to exploit spatial information is not enough for satisfactory performance. In this paper, we use hierarchical temporal memory (HTM) cortical learning algorithms to extend this LLC & SPM based model. HTM regions consist of HTM cells are constructed to spatial pool the LLC codes. Each cell receives a subset of LLC codes, and adjacent subsets are overlapped so that more spatial information can be captured. Additionally, HTM cortical learning algorithms have two processes: learning phase which make the HTM cell only receive most frequent LLC codes, and inhibition phase which ensure that the output of HTM regions is sparse. The experimental results on Caltech 101 and UIUC-Sport dataset show the improvement on the original LLC & SPM based model.
Learning, memory, and synesthesia.

People with color-grapheme synesthesia experience color when viewing written letters or numerals, usually with a particular color evoked by each grapheme. Here, we report on data from 11 color-grapheme synesthetes who had startlingly similar color-grapheme pairings traceable to childhood toys containing colored letters. These are the first and only data to show learned synesthesia of this kind in more than a single individual. Whereas some researchers have focused on genetic and perceptual aspects of synesthesia, our results indicate that a complete explanation of synesthesia must also incorporate a central role for learning and memory. We argue that these two positions can be reconciled by thinking of synesthesia as the automatic retrieval of highly specific mnemonic associations, in which perceptual contents are brought to mind in a manner akin to mental imagery or the perceptual-reinstatement effects found in memory studies.
Target Seq 2 Seq Forward Translation Forward Translation Backward Translation Backward Translation Sentiment Sentiment Prediction 1 23 4 5 Encoder RNN Decoder RNN Embedded Representation Prediction RNN

Multimodal sentiment analysis is a core research area that studies speaker sentiment expressed from the language, visual, and acoustic modalities. The central challenge in multimodal learning involves inferring joint representations that can process and relate information from these modalities. However, existing work learns joint representations by requiring all modalities as input and as a result, the learned representations may be sensitive to noisy or missing modalities at test time. With the recent success of sequence to sequence (Seq2Seq) models in machine translation, there is an opportunity to explore new ways of learning joint representations that may not require all input modalities at test time. In this paper, we propose a method to learn robust joint representations by translating between modalities. Our method is based on the key insight that translation from a source to a target modality provides a method of learning joint representations using only the source modality as input. We augment modality translations with a cycle consistency loss to ensure that our joint representations retain maximal information from all modalities. Once our translation model is trained with paired multimodal data, we only need data from the source modality at test time for final sentiment prediction. This ensures that our model remains robust from perturbations or missing information in the other modalities. We train our model with a coupled translationprediction objective and it achieves new state-of-the-art results on multimodal sentiment analysis datasets: CMU-MOSI, ICTMMMO, and YouTube. Additional experiments show that our model learns increasingly discriminative joint representations with more input modalities while maintaining robustness to missing or perturbed modalities.
A Multi-objective Deep Reinforcement Learning Approach for Stock Index Future’s Intraday Trading

Modern artificial intelligence has been widely discussed to practice in automated financial asserts trading. Automated intraday trading means that the agent can react to the market conditions automatically, while simultaneously make the right decisions. Besides, the profits will be made within a day considering transaction cost charged by the brokerage company. In this paper, we introduce a multiobjective deep reinforcement learning approach for intraday financial signal representation and trading. We design the deep neural networks to automatically discover the dynamic market features, then a reinforcement learning method implemented by a special kind of recurrent neural network (LSTM) is applied to make continuous trading decisions. In terms of balancing the profit and risk, we implement a multi-objective structure which includes two objectives with different weights. We conduct experiments on stock index futures data, and our analysis and experiments not only offer insights into financial market features mining, but also provide a straightforward and reliable method to make profits, which sheds light on its wide application on automated financial trading.