nils-herrmann/clean_scirepeval huggingface dataset:
Computational Model Based on Neural Network of Visual Cortex for Human Action Recognition

In this paper, we propose a bioinspired model for human action recognition through modeling neural mechanisms of information processing in two visual cortical areas: the primary visual cortex (V1) and the middle temporal cortex (MT) dedicated to motion. This model, named V1-MT, is composed of V1 and MT models (layers) corresponding to their cortical areas, which are built with layered spiking neural networks (SNNs). Some neuron properties in V1 and MT, such as direction and speed selectivity, spatiotemporal inseparability, and center surround suppression, are integrated into SNNs. Based on speed and direction selectivity, V1 and MT models contain multiple SNN channels, each of which processes motion information in sequences with spatiotemporal tunings of neurons at a certain speed and different directions. Therefore, we propose two operations, input signal perceiving with 3-D Gabor filters and surround inhibition processing with 3-D differences of Gaussian functions, to perform this task according to the spatiotemporal inseparability and center surround suppression of neurons. Then, neurons are modeled with our simplified integrate-and-fire model and motion information is transformed into spike trains. Afterward, we define a new feature vector: a mean motion map computed from spike trains in all channels to represent human actions. Finally, a support vector machine is trained to classify actions represented by the feature vectors. We conducted extensive experiments on public action databases, and the results show that our model outperforms other bioinspired models and rivals the state-of-the-art approaches.
Scrum Abandonment in Distributed Teams: A Revelatory Case

The last decade has witnessed substantial growth in the adoption of both Agile and distributed software development. However, combining Agile practices, which emphasize regular informal communication, with geographically and temporally distributed sites, which hinder regular informal communication, presents numerous challenges. Proponents of Agile, especially the Scrum project management framework, have published several case studies of successful Scrum implementations in distributed environments. However, few empirical studies examine failed or abandoned Scrum implementations. Consequently, this paper presents a revelatory case study of a geographically and temporally distributed software development team that abandoned its attempted transition to Scrum. Two factors associated with the team’s decision to abandon Scrum are identified – degradation of Scrum practices due to distribution and the undermining of the ScrumMaster’s credibility. Based on this analysis the paper proposes that task/team familiarity, group cohesion and transactive memory may be combined to understand the relationship between geotemporal distribution, process and performance.
A Measure of Similarity of Time Series Containing Missing Data Using the Mahalanobis Distance

The analysis of time series data is of interest to many application domains. But this analysis is challenging due to many reasons such as missing data in the series, unstructured nature of the data and errors in the data collection procedure, measuring equipment, etc. The problem of missing data while matching two time series is dealt with either by predicting a value for the missing data using the already collected data, or by completely ignoring the missing values. In this paper, we present an approach where we make use of the characteristics of the Mahalanobis Distance to inherently accommodate the missing values while finding the best match between two time series. Using this approach, we have designed two algorithms which can find the best match for a given query series in a candidate series, without imputing the missing values in the candidate. The initial algorithm finds the best nonwarped match between the candidate and the query time series, while the second algorithm is an extension of the initial algorithm to find the best match in the case of warped data using a Dynamic Time Warping (DTW) like algorithm. Thus, with experimental results we go on to conclude that the proposed warping algorithm is a good method for matching between two time series with warping and missing data.
Smart Cities: A Survey on Security Concerns

A smart city is developed, deployed and maintained with the help of Internet of Things (IoT). The smart cities have become an emerging phenomena with rapid urban growth and boost in the field of information technology. However, the function and operation of a smart city is subject to the pivotal development of security architectures. The contribution made in this paper is twofold. Firstly, it aims to provide a detailed, categorized and comprehensive overview of the research on security problems and their existing solutions for smart cities. The categorization is based on several factors such as governance, socioeconomic and technological factors. This classification provides an easy and concise view of the security threats, vulnerabilities and available solutions for the respective technologies areas that are proposed over the period 2010-2015. Secondly, an IoT testbed for smart cities architecture, i.e., SmartSantander is also analyzed with respect to security threats and vulnerabilities to smart cities. The existing best practices regarding smart city security are discussed and analyzed with respect to their performance, which could be used by different stakeholders of the smart cities.
Analysis of Random Step Frequency Radar and Comparison With Experiments

Linear stepped frequency radar is used in wide-band radar applications, such as airborne synthetic aperture radar (SAR), turntable inverse SAR, and ground penetration radar. The frequency is stepped linearly with a constant frequency change, and range cells are formed by fast Fourier transform processing. The covered bandwidth defines the range resolution, and the length of the frequency step restricts the nonambiguous range interval. A random choice of the transmitted frequencies suppresses the range ambiguity, improves covert detection, and reduces the signal interference between adjacent sensors. As a result of the random modulation, however, a noise component is added to the range/Doppler sidelobes. In this paper, relationships of random step frequency radar are compared with frequency-modulated continuous wave noise radar and the statistical characteristics of the ambiguity function and the sidelobe noise floor are analyzed. Algorithms are investigated, which reduce the sidelobes and the noise-floor contribution from strong dominating reflectors in the scene. Theoretical predictions are compared with Monte Carlo simulations and experimental data
TEXUS: A Task-based Approach for Table Extraction and Understanding

In this paper, we propose a precise, comprehensive model of table processing which aims to remedy some of the problems in the discussion of table processing in the literature. The model targets application-independent, end-to-end table processing, and thus encompasses a large subset of the work in the area. The model can be used to aid the design of table processing systems (We provide an example of such a system), can be considered as a reference framework for evaluating the performance of table processing systems, and can assist in clarifying terminological differences in the table processing literature.
MONEY LAUNDERING ANALYSIS BASED ON TIME VARIANT BEHAVIORAL TRANSACTION PATTERNS USING DATA

Money laundering a suspicious fund transfer between accounts without names which affects and threatens the stability of countries economy. The growth of internet technology and loosely coupled nature of fund transfer gateways helps the malicious user’s to perform money laundering. There are many approaches has been discussed earlier for the detection of money laundering and most of them suffers with identifying the root of money laundering. We propose a time variant approach using behavioral patterns to identify money laundering. In this approach, the transaction logs are split into various time window and for each account specific to the fund transfer the time value is split into different time windows and we generate the behavioral pattern of the user. The behavioral patterns specifies the method of transfer between accounts and the range of amounts and the frequency of destination accounts and etc.. Based on generated behavioral pattern , the malicious transfers and accounts are identified to detect the malicious root account. The proposed approach helps to identify more suspicious accounts and their group accounts to perform money laundering identification. The proposed approach has produced efficient results with less time complexity.
Visual sentiment analysis on twitter data streams

Twitter currently receives about 190 million tweets (small text-based Web posts) a day, in which people share their comments regarding a wide range of topics. A large number of tweets include opinions about products and services. However, with Twitter being a relatively new phenomenon, these tweets are underutilized as a source for evaluating customer sentiment. To explore high-volume twitter data, we introduce three novel time-based visual sentiment analysis techniques: (1) topic-based sentiment analysis that extracts, maps, and measures customer opinions; (2) stream analysis that identifies interesting tweets based on their density, negativity, and influence characteristics; and (3) pixel cell-based sentiment calendars and high density geo maps that visualize large volumes of data in a single view. We applied these techniques to a variety of twitter data, (e.g., movies, amusement parks, and hotels) to show their distribution and patterns, and to identify influential opinions.
Stop signals provide cross inhibition in collective decision-making by honeybee swarms.

Honeybee swarms and complex brains show many parallels in how they make decisions. In both, separate populations of units (bees or neurons) integrate noisy evidence for alternatives, and, when one population exceeds a threshold, the alternative it represents is chosen. We show that a key feature of a brain--cross inhibition between the evidence-accumulating populations--also exists in a swarm as it chooses its nesting site. Nest-site scouts send inhibitory stop signals to other scouts producing waggle dances, causing them to cease dancing, and each scout targets scouts' reporting sites other than her own. An analytic model shows that cross inhibition between populations of scout bees increases the reliability of swarm decision-making by solving the problem of deadlock over equal sites.
Adaptive and Generic Corner Detection Based on the Accelerated Segment Test

The efficient detection of interesting features is a crucial step for various tasks in Computer Vision. Corners are favored cues due to their two dimensional constraint and fast algorithms to detect them. Recently, a novel corner detection approach, FAST, has been presented which outperforms previous algorithms in both computational performance and repeatability. We will show how the accelerated segment test, which underlies FAST, can be significantly improved by making it more generic while increasing its performance. We do so by finding the optimal decision tree in an extended configuration space, and demonstrating how specialized trees can be combined to yield an adaptive and generic accelerated segment test. The resulting method provides high performance for arbitrary environments and so unlike FAST does not have to be adapted to a specific scene structure. We will also discuss how different test patterns affect the corner response of the accelerated segment test.
Kinematic comparison of surgical tendon-driven manipulators and concentric tube manipulators

Robot manipulators are increasingly used in minimally invasive surgery (MIS). They are required to have small size, wide workspace, adequate dexterity and payload ability when operating in confined surgical cavity. Snake-like flexible manipulators are well suited to these applications. However, conventional fully actuated snake-like flexible manipulators are difficult to miniaturize and even after miniaturization the payload is very limited. The alternative is to use underactuated snake-like flexible manipulators. Three prevailing designs are tendon-driven continuum manipulators (TCM), tendon-driven serpentine manipulators (TSM) and concentric tube manipulators (CTM). In this paper, the three designs are compared at the mechanism level from the kinematics point of view. The workspace and distal end dexterity are compared for TCM, TSM and CTM with one, two and three sections, respectively. Other aspects of these designs are also discussed, including sweeping motion, scaling, force sensing, stiffness control, etc. From the results, the tendon-driven designs and concentric tube design complement each other in terms of their workspace, which is influenced by the number of sections as well as the length distribution among sections. The tendon-driven designs entail better distal end dexterity while generate larger sweeping motion in positions close to the shaft.
Automated car parking system commanded by Android application

The aim of this paper is to automate the car and the car parking as well. It discusses a project which presents a miniature model of an automated car parking system that can regulate and manage the number of cars that can be parked in a given space at any given time based on the availability of parking spot. Automated parking is a method of parking and exiting cars using sensing devices. The entering to or leaving from the parking lot is commanded by an Android based application. We have studied some of the existing systems and it shows that most of the existing systems aren't completely automated and require a certain level of human interference or interaction in or with the system. The difference between our system and the other existing systems is that we aim to make our system as less human dependent as possible by automating the cars as well as the entire parking lot, on the other hand most existing systems require human personnel (or the car owner) to park the car themselves. To prove the effectiveness of the system proposed by us we have developed and presented a mathematical model which will be discussed in brief further in the paper.
Performance Traps in OpenCL for CPUs

With its design concept of cross-platform portability, OpenCL can be used not only on GPUs (for which it is quite popular), but also on CPUs. Whether porting GPU programs to CPUs, or simply writing new code for CPUs, using OpenCL brings up the performance issue, usually raised in one of two forms: "OpenCL is not performance portable!" or "Why using OpenCL for CPUs after all?!". We argue that both issues can be addressed by a thorough study of the factors that impact the performance of OpenCL on CPUs. This analysis is the focus of this paper. Specifically, starting from the two main architectural mismatches between many-core CPUs and the OpenCL platform-parallelism granularity and the memory model-we identify eight such performance "traps" that lead to performance degradation in OpenCL for CPUs. Using multiple code examples, from both synthetic and real-life benchmarks, we quantify the impact of these traps, showing how avoiding them can give up to 10 times better performance. Furthermore, we point out that the solutions we provide for avoiding these traps are simple and generic code transformations, which can be easily adopted by either programmers or automated tools. Therefore, we conclude that a certain degree of OpenCL inter-platform performance portability, while indeed not a given, can be achieved by simple and generic code transformations.
Violent video game exposure and aggression A literature review

Department of Psychology Iowa State University, Ames, IA, USA Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More children and adults are spending time playing computer games, consoles games, and online games than ever before. Violence is a dominant theme in most of the popular video games. This article reviews the current literature on effects of violent video game exposure on aggression-related variables. Exposure to violent video games causes increases in aggressive behavior, cognitions, and affect. Violent video game exposure also causes increases in physiological desensitization to real-life violence and decreases in helping behavior. The current video game literature is interpreted in terms of the general aggression model (GAM). Differences between violent video game exposure and violent television are also discussed.
Building Change Detection Based on Satellite Stereo Imagery and Digital Surface Models

Building change detection is a major issue for urban area monitoring. Due to different imaging conditions and sensor parameters, 2-D information delivered by satellite images from different dates is often not sufficient when dealing with building changes. Moreover, due to the similar spectral characteristics, it is often difficult to distinguish buildings from other man-made constructions, like roads and bridges, during the change detection procedure. Therefore, stereo imagery is of importance to provide the height component which is very helpful in analyzing 3-D building changes. In this paper, we propose a change detection method based on stereo imagery and digital surface models (DSMs) generated with stereo matching methodology and provide a solution by the joint use of height changes and Kullback-Leibler divergence similarity measure between the original images. The Dempster-Shafer fusion theory is adopted to combine these two change indicators to improve the accuracy. In addition, vegetation and shadow classifications are used as no-building change indicators for refining the change detection results. In the end, an object-based building extraction method based on shape features is performed. For evaluation purpose, the proposed method is applied in two test areas, one is in an industrial area in Korea with stereo imagery from the same sensor and the other represents a dense urban area in Germany using stereo imagery from different sensors with different resolutions. Our experimental results confirm the efficiency and high accuracy of the proposed methodology even for different kinds and combinations of stereo images and consequently different DSM qualities.
A new approach to bot detection: Striking the balance between precision and recall

The presence of bots has been felt in many aspects of social media. Twitter, one example of social media, has especially felt the impact, with bots accounting for a large portion of its users. These bots have been used for malicious tasks such as spreading false information about political candidates and inflating the perceived popularity of celebrities. Furthermore, these bots can change the results of common analyses performed on social media. It is important that researchers and practitioners have tools in their arsenal to remove them. Approaches exist to remove bots, however they focus on precision to evaluate their model at the cost of recall. This means that while these approaches are almost always correct in the bots they delete, they ultimately delete very few, thus many bots remain. We propose a model which increases the recall in detecting bots, allowing a researcher to delete more bots. We evaluate our model on two real-world social media datasets and show that our detection algorithm removes more bots from a dataset than current approaches.
HARF: Hierarchy-Associated Rich Features for Salient Object Detection

The state-of-the-art salient object detection models are able to perform well for relatively simple scenes, yet for more complex ones, they still have difficulties in highlighting salient objects completely from background, largely due to the lack of sufficiently robust features for saliency prediction. To address such an issue, this paper proposes a novel hierarchy-associated feature construction framework for salient object detection, which is based on integrating elementary features from multi-level regions in a hierarchy. Furthermore, multi-layered deep learning features are introduced and incorporated as elementary features into this framework through a compact integration scheme. This leads to a rich feature representation, which is able to represent the context of the whole object/background and is much more discriminative as well as robust for salient object detection. Extensive experiments on the most widely used and challenging benchmark datasets demonstrate that the proposed approach substantially outperforms the state-of-the-art on salient object detection.
Savannah: mobile gaming and learning?

This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of children’s conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findings from this study offer interesting insights into the extent to which mobile gaming might be employed as a tool for supporting learning. It also highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources.
Multiscale vessel tracking

A method is presented that uses a vectorial multiscale feature image for wave front propagation between two or more user defined points to retrieve the central axis of tubular objects in digital images. Its implicit scale selection mechanism makes the method more robust to overlap and to the presence of adjacent structures than conventional techniques that propagate a wave front over a scalar image representing the maximum of a range of filters. The method is shown to retain its potential to cope with severe stenoses or imaging artifacts and objects with varying widths in simulated and actual two-dimensional angiographic images.
Human eye localization using edge projections

In this paper, a human eye localization algorithm in images and video is presented for faces with frontal pose and upright orientation. A given face region is filtered by a high-pass filter of a wavelet transform. In this way, edges of the region are highlighted, and a caricature-like representation is obtained. After analyzing horizontal projections and profiles of edge regions in the high-pass filtered image, the candidate points for each eye are detected. All the candidate points are then classified using a support vector machine based classifier. Locations of each eye are estimated according to the most probable ones among the candidate points. It is experimentally observed that our eye localization method provides promising results for both image and video processing applications.
Virtual Reality: How Much Immersion Is Enough?

Solid evidence of virtual reality's benefits has graduated from impressive visual demonstrations to producing results in practical applications. Further, a realistic experience is no longer immersion's sole asset. Empirical studies show that various components of immersion provide other benefits - full immersion is not always necessary. The goal of immersive virtual environments (VEs) was to let the user experience a computer-generated world as if it were real - producing a sense of presence, or "being there," in the user's mind.