nils-herrmann/clean_scirepeval huggingface dataset:
Construction and Evaluation of a User Experience Questionnaire

An end-user questionnaire to measure user experience quickly in a simple and immediate way while covering a preferably comprehensive impression of the product user experience was the goal of the reported construction process. An empirical approach for the item selection was used to ensure practical relevance of items. Usability experts collected terms and statements on user experience and usability, including ‘hard’ as well as ‘soft’ aspects. These statements were consolidated and transformed into a first questionnaire version containing 80 bipolar items. It was used to measure the user experience of software products in several empirical studies. Data were subjected to a factor analysis which resulted in the construction of a 26 item questionnaire including the six factors Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. Studies conducted for the original German questionnaire and an English version indicate a satisfactory level of reliability and construct validity.
Cascaded seven level inverter with reduced number of switches using level shifting PWM technique

A multilevel inverter is a power electronic device that is used for high voltage and high power applications and has many advantages like, low switching stress, low total harmonic distortion (THD). Hence, the size and bulkiness of passive filters can be reduced. This paper proposes two new topologies of a 7-level cascaded multilevel inverter with reduced number of switches than that of conventional type which has 12 switches. The topologies consist of circuits with 9 switches and 7 switches for the same 7-level output. Therefore with less number of switches, there will be a reduction in gate drive circuitry and also very few switches will be conducting for specific intervals of time. The SPWM technique is implemented using multicarrier wave signals. Level Shifted triangular waves are used in comparison with sinusoidal reference to generate Sine PWM switching sequence. The number of level shifted triangular waves depends on the number of levels in the output. i.e. for n levels, n-1 number of carrier waves. This paper uses 1 KHz SPWM pulses with a modulation index of 0.8. The circuits are simulated using SPWM technique and the effect of the harmonic spectrum is analyzed. A comparison is made for the topologies with 9 switches and 7 switches and an effective reduction in THD has been observed for the circuits with less number of switches. The THD for 9 switches is 14% and the THD for 7 switches is 12.5%. The circuits are modeled and simulated with the help of MATLAB/SIMULINK.
Redirected Walking in Virtual Reality

Redirected Walking (RDW) is a collection of virtual reality (VR) locomotion techniques for immersive virtual environments (IVE) that enables humans to walk on paths in the real world, which may vary from the paths they perceive in the virtual environment (VE). RDW can be implemented by manipulations applied to the displayed scene, usually by using redirection gains, which force the user to compensate by repositioning and/or reorienting themselves in order to maintain their intended walking direction in the VE. Within certain detection thresholds such manipulations cannot be noticed by the user.
CommonSense: Collaborative learning of scene semantics by robots and humans

The recent introduction of robots to everyday scenarios has revealed new opportunities for collaboration and social interaction between robots and people. However, high level interaction will require semantic understanding of the environment. In this paper, we advocate that co-existence of assistive robots and humans can be leveraged to enhance the semantic understanding of the shared environment, and improve situation awareness. We propose a probabilistic framework that combines human activity sensor data generated by smart wearables with low level localisation data generated by robots. Based on this low level information and leveraging colocation events between a user and a robot, it can reason about semantic information and track humans and robots across different rooms. The proposed system relies on two-way sharing of information between the robot and the user. In the first phase, user activities indicative of room utility are inferred from consumer wearable devices and shared with the robot, enabling it to gradually build a semantic map of the environment. This will enable natural language interaction and high-level tasks for both assistive and co-working robots. In a second phase, via colocation events, the robot is able to share semantic information with the user, by labelling raw user data with semantic information about room type. Over time, the labelled data is used for training an Hidden Markov Model for room-level localisation, effectively making the user independent from the robot.
High-Q 3D RF solenoid inductors in glass

In this paper, we demonstrate the fabrication and characterization of various 3D solenoid inductors using a glass core substrate. Solenoid inductors were fabricated in glass by drilling through holes in glass and semi-additive copper plating for metallization. This topology is compared to similar solenoid structures in terms of Q-factor performance and inductance density. Inductances of 1.8-4.5nH with Q ~ 60 at 1GHz were demonstrated.
Mindfulness and Meditation Practice as Moderators of the Relationship between Age and Subjective Wellbeing among Working Adults

Promoting the health and wellbeing of an aging and age-diverse workforce is a timely and growing concern to organizations and to society. To help address this issue, we investigated the relationship between age and subjective wellbeing by examining the moderating role of mindfulness in two independent studies. In study 1, trait mindfulness was examined as a moderator of the relationship between age and vitality and between age and work-family balance in a sample of 240 participants. In study 2, data from the second phase of the Midlife Development in the USA (MIDUS II) project was used to investigate mindful-practice (i.e., meditation) as a moderator of the relationships between age and multiple measures of subjective wellbeing (life satisfaction, psychological health, physical health) in a sample of 2477 adults. Results revealed that mindfulness moderates the relationship between age and multiple indicators of subjective wellbeing. In addition, study 2 results indicated that individuals who reported that they mediated often combined with those who reported they meditated a lot reported better physical health than those who reported that they never meditate. The findings suggest that cultivating mindfulness can be a proactive tool for fostering health and subjective wellbeing in an aging and agediverse workforce.
Simulating Human Game Play for Level Difficulty Estimation with Convolutional Neural Networks

This thesis presents an approach to predict the difficulty of levels in a game by simulating game play following a policy learned from human game play. Using state-action pairs tracked from players of the game Candy Crush Saga, we train a Convolutional Neural Network to predict an action given a game state. The trained model then acts as a policy. Our goal is to predict the success rate (SR) of players, from the SR obtained by simulating game play. Previous state-ofthe-art was using Monte Carlo tree search (MCTS) or handcrafted heuristics for game play simulation. We benchmark our suggested approach against one using MCTS. The hypothesis is that, using our suggested approach, predicting the players’ SR from the SR obtained through the simulation, leads to better estimations of the players’ SR. Our results show that we could not only significantly improve the predictions of the players’ SR, but also decrease the time for game play simulation by at least 50 times. Referat Simulering av mänskligt spelande för bedömning av spelbanors svårighetsgrad med Convolutional Neural Networks. Den här avhandlingen presenterar ett tillvägagångssätt för att förutse svårighetsgrad av spelbanor genom spelsimulering enligt en strategi lärd från mänskligt spelande. Med användning av tillstånd-handlings par insamlade från spelare av spelet Candy Crush Saga, tränar vi ett Convolutional Neural Network att förutse en handling från ett givet tillstånd. Den tränade modellen agerar sedan som strategi. Vårt mål är att förutse success rate (SR) av spelare, från SR erhållen från spelsimulering. Tidigare state-of-the-art använde Monte Carlo tree search (MCTS) eller handgjorda heuristiker för spelsimulering. Vi jämför vårt tillvägagångssätt med MCTS. Hypotesen är att vårt föreslagna tillvägagångssätt leder till bättre förutsägelser av mänsklig SR från SR erhållen från spelsimulering. Våra resultat visar att vi inte bara signifikant kunde förbättra förutsägelserna av mänsklig SR utan också kunde minska tidsåtgången för spelsimulering med åtminstone en faktor 50.
Neural correlates of written emotion word processing: A review of recent electrophysiological and hemodynamic neuroimaging studies

A growing body of literature investigating the neural correlates of emotion word processing has emerged in recent years. Written words have been shown to represent a suitable means to study emotion processing and most importantly to address the distinct and interactive contributions of the two dimensions of emotion: valence and arousal. The aim of the present review is to integrate findings from electrophysiological (ERP) and hemodynamic neuroimaging (fMRI) studies in order to provide a better understanding of emotion word processing. It provides an up-to-date review of recent ERP studies since the review by Kissler et al. (2006) as well as the first review of hemodynamic brain imaging studies in the field. A discussion of theoretical and methodological issues is also presented, along with suggestions for future research.
Predicting movie success with machine learning techniques: ways to improve accuracy

Previous studies on predicting the box-office performance of a movie using machine learning techniques have shown practical levels of predictive accuracy. Their works are technicallyand methodologically-oriented, investigating what algorithms are better at predicting the movie performance. However, the accuracy of prediction model can also be elevated by taking other perspectives. For example, it is possible to increase the model accuracy by introducing unexplored features that might be related to the prediction of the outcomes. In this paper, we examine multiple approaches to improve the performance of the prediction model. First, we add a new feature derived from the theory of transmedia storytelling. Such theory-driven feature selection not only increases the forecast accuracy, but also enhances the interpretability of a prediction model. Second, we use an ensemble approach, which has rarely been adopted in the research on predicting box-office performance. As a result, the proposed model, Cinema Ensemble Model (CEM), outperforms the prediction models from the past studies using machine learning algorithms. We suggest that CEM can be extensively used for industrial experts as a powerful tool for improving decision-making process.
Color Image Segmentation using FCM Clustering Technique in RGB , L * a * b , HSV , YIQ Color spaces

Image segmentation is the important task for image analysis and understanding it. The segmentation of color image is challenging task in the image analysis process. Segmentation of color images gives more information than gray scale image. This paper performs segmentation of color image in different color spaces, as segmentation of RGB color image not always gives better segmentation results also not more suitable in image analysis and understanding. In this paper the color image is converted into L*a*b, HSV, YIQ color spaces for segmentation. Fuzzy c-means (FCM) clustering is used for the segmentation of color images. FCM clustering gives good results for color image segmentation as it extracts more information from color images. Analysis of the segmented results in RGB, L*a*b, HSV, YIQ color spaces are given in this paper.
Ensemble Pruning Using Reinforcement Learning

Multiple Classifier systems have been developed in order to improve classification accuracy using methodologies for effective classifier combination. Classical approaches use heuristics, statistical tests, or a meta-learning level in order to find out the optimal combination function. We study this problem from a Reinforcement Learning perspective. In our modeling, an agent tries to learn the best policy for selecting classifiers by exploring a state space and considering a future cumulative reward from the environment. We evaluate our approach by comparing with state-of-the-art combination methods and obtain very promising results.
Advanced vehicle dynamic model for EV emulation considering environment conditions

This paper presents an improved electric vehicle (EV) dynamic model by considering the actual environmental conditions for EV powertrain components testing. The environmental conditions considered include the road gradient, road surface roughness, weather conditions, and wind speed. In comparison to the simplified vehicle dynamics model, the proposed enhanced model aims to simulate the vehicle dynamics in a more realistic condition to provide a simulated EV environment close to the actual EV environment for EV-specific electric machine testing. Moreover, the rotational inertia of each component is also taken into account in the electric machine testing using the standard drive cycle. Simulation model is developed in Matlab/ Simulink and the empirical platform is our laboratory equipment.
Assistive Robotic Exoskeleton for Helping Limb Girdle Muscular Dystrophy

The Limb Girdle Muscular Dystrophy (LGMD) is a heterogeneous group of muscle diseases, this is manifested by a progressive loss of the strength of the muscles of the pelvic and shoulders girdles. Several devices that can compensate for the loss of some motors skills have been developed in support for the activities of patients presenting such dystrophy. Those devices include the pole or treadmill that can be used with an exoskeleton to improve the phase of displacement among other activities. This work shows a new mechanical design for a robotic-exoskeleton with seven movement axis, having as purpose to help people, with certain LGMD dystrophy or diseases characteristics, in generate movements of flexion/extension in the lower extremity joints and realize the gait cycle. All of the design movement's analysis is simulated in Solidworks® and OpenSim® software.
CSR5: An Efficient Storage Format for Cross-Platform Sparse Matrix-Vector Multiplication

Sparse matrix-vector multiplication (SpMV) is a fundamental building block for numerous applications. In this paper, we propose CSR5 (Compressed Sparse Row 5), a new storage format, which offers high-throughput SpMV on various platforms including CPUs, GPUs and Xeon Phi. First, the CSR5 format is insensitive to the sparsity structure of the input matrix. Thus the single format can support an SpMV algorithm that is efficient both for regular matrices and for irregular matrices. Furthermore, we show that the overhead of the format conversion from the CSR to the CSR5 can be as low as the cost of a few SpMV operations.
 We compare the CSR5-based SpMV algorithm with 11 state-of-the-art formats and algorithms on four mainstream processors using 14 regular and 10 irregular matrices as a benchmark suite. For the 14 regular matrices in the suite, we achieve comparable or better performance over the previous work. For the 10 irregular matrices, the CSR5 obtains average performance improvement of 17.6%, 28.5%, 173.0% and 293.3% (up to 213.3%, 153.6%, 405.1% and 943.3%) over the best existing work on dual-socket Intel CPUs, an nVidia GPU, an AMD GPU and an Intel Xeon Phi, respectively. For real-world applications such as a solver with only tens of iterations, the CSR5 format can be more practical because of its low-overhead for format conversion.
An authentication scheme for wireless healthcare monitoring sensor network

In this paper, a user-authentication scheme that is designed to ensure privacy and security of health-information exchange in cloud computing is proposed. The proposed system will allow health care centers and doctors to securely and efficiently monitor patients' health at their homes using secure integration of medical devices and healthcare systems such as: body sensor networks, wearable devices, and the Internet of Things. The incremental patient data will be captured in real time and sent to the cloud/data center asynchronously to be analyzed and stored. Cloud based medical advice, then, can be provided to ensure accessibility of patient's data from anywhere and via almost any computing devices. The system will also be able to follow the progress of patient's recovery and determine if further care is necessary. In this system, the mobile communication is authenticated and stored in an encrypted database that is isolated from the Internet. The information security service will be provided by highly trusted cloud network that allows exchanging and sharing sensitive medical information.
Exoskeleton robot for rehabilitation of elbow and forearm movements

To perform essential daily activities the movement of shoulder, elbow, and wrist play a vital role and therefore proper functioning of upper-limb is very much essential. We therefore have been developing an exoskeleton robot (ExoRob) to rehabilitate and to ease upper limb motion. Toward to make a complete (i.e., 7DOF) upper-arm motion assisted robotic exoskeleton this paper focused on the development of a 2DOF exoskeleton robot to rehabilitate the elbow and forearm movements. The proposed 2DOF ExoRob is supposed to be worn on the lateral side of forearm and provide naturalistic range movements of elbow (flexion/extension) and forearm (pronation/supination) motions. This paper also focuses on the modeling and control of the proposed ExoRob. A kinematic model of the ExoRob has been developed based on modified Denavit-Hartenberg notations. Nonlinear sliding mode control technique is employed in dynamic simulation of the proposed ExoRob, where trajectory tracking that corresponds to typical rehab (passive) exercises has been carried out to evaluate the effectiveness of the developed model and controller. Simulated results show that the controller is able to maneuver the ExoRob efficiently to track the desired trajectories, which in this case consisted in passive arm movements. These movements are widely used in rehab therapy and could be performed efficiently with the developed ExoRob and the controller.
Compact 4-element MIMO antenna with isolation enhancement for 4G LTE terminals

In this work, a wide-band, planar, printed inverted-F antenna (PIFA) is proposed with multiple-input-multiple-output (MIMO) antenna configuration. The MIMO antenna system consists of 4-elements operating at 2.1 GHz frequency band for 4G LTE applications. The proposed design is compact, low profile and suitable for wireless handheld devices. The MIMO antenna is fabricated on commercially available FR4 substrate with εr equal to 4.4. The dimensions of single element are 26×6 mm2 with board volume equal to 100×60×0.8 mm3. Isolation is improved by 5 dB in the proposed design using ground slots. Characteristics mode analysis (CMA) is used to analyze the behaviour of the antenna system.
Programming-by-demonstration in the coworker scenario for SMEs

Programming‐by‐demonstration (PbD) is the possibility to program a robot just by showing what it is supposed to do and how it should do it. This paper reports a collection of developments that enable users to program industrial robots using speech, several device interfaces, force control and code generation techniques. The reported system is explained in detail and a few practical examples are given that demonstrate its usefulness for SMEs, where robots and humans need to cooperate to achieve a common goal (coworker scenario). The paper also explores the user interface software adapted to be used by non‐expert users.
Genetic Algorithms for Changing Environments

Genetic algorithms perform an adaptive search by maintaining a population of candidate solutions that are allocated dynamically to promising regions of the search space. The distributed nature of the genetic search provides a natural source of power for searching in changing environments. As long as sufficient diversity remains in the population the genetic algorithm can respond to a changing response surface by reallocating future trials. However, the tendency of genetic algorithms to converge rapidly reduces their ability to identify regions of the search space that might suddenly become more attractive as the environment changes. This paper presents a modification of the standard generational genetic algorithm that is designed to maintain the diversity required to track a changing response surface. An experimental study shows some promise for the new technique.
LUCSS: Language-based User-customized Colourization of Scene Sketches

We introduce LUCSS, a language-based system for interactive colorization of scene sketches, based on their semantic understanding. LUCSS is built upon deep neural networks trained via a large-scale repository of scene sketches and cartoon-style color images with text descriptions. It consists of three sequential modules. First, given a scene sketch, the segmentation module automatically partitions an input sketch into individual object instances. Next, the captioning module generates the text description with spatial relationships based on the instance-level segmentation results. Finally, the interactive colorization module allows users to edit the caption and produce colored images based on the altered caption. Our experiments show the effectiveness of our approach and the desirability of its components to alternative choices. CCS Concepts: • Computing methodologies → Image Processing;
FULLY AUTOMATIC STEREO-TO-MULTIVIEW CONVERSION IN AUTOSTEREOSCOPIC DISPLAYS

Watching 3D without glasses will be the future of 3D home entertainment. However, current stereoscopic 3D content is not suited to drive autostereoscopic displays and a 3D format conversion is required. In this paper a system is presented which is capable of high quality stereo-tomultiview conversion in real-time. This allows playback of 3D Blu-ray or any other stereoscopic 3D video content without prior adaptation on most existing autostereoscopic displays in real-time. The algorithms described include image rectification, fast and reliable disparity estimation, adaptive post-processing and up-sampling of disparity maps, rendering of virtual views and interweaving these views into a format suitable for autostereoscopic displays.
Simulation tools for model-based robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX

There is growing need for software tools that can accurately simulate the complex dynamics of modern robots. While a number of candidates exist, the field is fragmented. It is difficult to select the best tool for a given project, or to predict how much effort will be needed and what the ultimate simulation performance will be. Here we introduce new quantitative measures of simulation performance, focusing on the numerical challenges that are typical for robotics as opposed to multi-body dynamics and gaming. We then present extensive simulation results, obtained within a new software framework for instantiating the same model in multiple engines and running side-by-side comparisons. Overall we find that each engine performs best on the type of system it was designed and optimized for: MuJoCo wins the robotics-related tests, while the gaming engines win the gaming-related tests without a clear leader among them. The simulations are illustrated in the accompanying movie.