nils-herrmann/clean_scirepeval huggingface dataset:
Advances in all-neural speech recognition

This paper advances the design of CTC-based all-neural (or end-to-end) speech recognizers. We propose a novel symbol inventory, and a novel iterated-CTC method in which a second system is used to transform a noisy initial output into a cleaner version. We present a number of stabilization and initialization methods we have found useful in training these networks. We evaluate our system on the commonly used NIST 2000 conversational telephony test set, and significantly exceed the previously published performance of similar systems, both with and without the use of an external language model and decoding technology.
Visual precis generation using coresets

Given an image stream, our on-line algorithm will select the semantically-important images that summarize the visual experience of a mobile robot. Our approach consists of data pre-clustering using coresets followed by a graph based incremental clustering procedure using a topic based image representation. A coreset for an image stream is a set of representative images that semantically compresses the data corpus, in the sense that every frame has a similar representative image in the coreset. We prove that our algorithm efficiently computes the smallest possible coreset under natural well-defined similarity metric and up to provably small approximation factor. The output visual summary is computed via a hierarchical tree of coresets for different parts of the image stream. This allows multi-resolution summarization (or a video summary of specified duration) in the batch setting and a memory-efficient incremental summary for the streaming case.
The application of a three-column internal fixation system with anatomical locking plates on comminuted fractures of the tibial plateau

The purpose of this study was to describe the operative procedures and clinical outcomes of a new three-column internal fixation system with anatomical locking plates on the tibial plateau to treat complex three-column fractures of the tibial plateau. From June 2011 to May 2015, 14 patients with complex three-column fractures of the tibial plateau were treated with reduction and internal fixation through an anterolateral approach combined with a posteromedial approach. The patients were randomly divided into two groups: a control group which included seven cases using common locking plates, and an experimental group which included seven cases with a new three-column internal fixation system with anatomical locking plates. The mean operation time of the control group was 280.7 ± 53.7 minutes, which was 215.0 ± 49.1 minutes in the experimental group. The mean intra-operative blood loss of the control group was 692.8 ± 183.5 ml, which was 471.4 ± 138.0 ml in the experimental group. The difference was statistically significant between the two groups above. The differences were not statistically significant between the following mean numbers of the two groups: Rasmussen score immediately after operation; active extension–flexion degrees of knee joint at three and 12 months post-operatively; tibial plateau varus angle (TPA) and posterior slope angle (PA) immediately after operation, at three and at 12 months post-operatively; HSS (The Hospital for Special Surgery) knee-rating score at 12 months post-operatively. All fractures healed. A three-column internal fixation system with anatomical locking plates on tibial plateau is an effective and safe tool to treat complex three-column fractures of the tibial plateau and it is more convenient than the common plate.
Knowledge transfer via multiple model local structure mapping

The effectiveness of knowledge transfer using classification algorithms depends on the difference between the distribution that generates the training examples and the one from which test examples are to be drawn. The task can be especially difficult when the training examples are from one or several domains different from the test domain. In this paper, we propose a locally weighted ensemble framework to combine multiple models for transfer learning, where the weights are dynamically assigned according to a model's predictive power on each test example. It can integrate the advantages of various learning algorithms and the labeled information from multiple training domains into one unified classification model, which can then be applied on a different domain. Importantly, different from many previously proposed methods, none of the base learning method is required to be specifically designed for transfer learning. We show the optimality of a locally weighted ensemble framework as a general approach to combine multiple models for domain transfer. We then propose an implementation of the local weight assignments by mapping the structures of a model onto the structures of the test domain, and then weighting each model locally according to its consistency with the neighborhood structure around the test example. Experimental results on text classification, spam filtering and intrusion detection data sets demonstrate significant improvements in classification accuracy gained by the framework. On a transfer learning task of newsgroup message categorization, the proposed locally weighted ensemble framework achieves 97% accuracy when the best single model predicts correctly only on 73% of the test examples. In summary, the improvement in accuracy is over 10% and up to 30% across different problems.
The Efficiency of Attentional Networks in Early and Late Bilinguals: The Role of Age of Acquisition

Previous studies have demonstrated a bilingual advantage in the efficiency of executive attention. A question remains, however, about the impact of the age of L2 acquisition and relative balance of the two languages on the enhancement of executive functions in bilinguals, and whether this is modulated by the similarity of the bilingual's two languages. The present study explores these issues by comparing the efficiency of attentional networks amongst three groups of young adults living in Australia: English monolinguals and early and late Chinese-English bilinguals. We also address the impact of bilingualism on hemispheric lateralization of cognitive functions, which is of interest since a recent study on early bilinguals revealed reduced hemispheric asymmetry in attentional functioning. In the present study, participants performed a modified version of the lateralized attention network test. Both early and late bilinguals were found to have more efficient executive network than monolinguals. The late bilinguals, who were also reported to be more balanced in the proficiency and usage of their two languages, showed the greatest advantage in conflict resolution, whereas early bilinguals seemed to show enhanced monitoring processes. These group differences were observed when controlling for non-verbal intelligence and socioeconomic status. Such results suggest that specific factors of language experience may differentially influence the mechanisms of cognitive control. Since the bilinguals had distinct language sets, it seems that the influence of bilingualism on executive functions is present regardless of the similarity between the two languages. As for hemispheric lateralization, although the results were not clear-cut, they suggest the reduced lateralization in early bilinguals.
Deep Semantic-Preserving and Ranking-Based Hashing for Image Retrieval

Hashing techniques have been intensively investigated for large scale vision applications. Recent research has shown that leveraging supervised information can lead to high quality hashing. However, most existing supervised hashing methods only construct similarity-preserving hash codes. Observing that semantic structures carry complementary information, we propose the idea of cotraining for hashing, by jointly learning projections from image representations to hash codes and classification. Specifically, a novel deep semanticpreserving and ranking-based hashing (DSRH) architecture is presented, which consists of three components: a deep CNN for learning image representations, a hash stream of a binary mapping layer by evenly dividing the learnt representations into multiple bags and encoding each bag into one hash bit, and a classification stream. Meanwhile, our model is learnt under two constraints at the top loss layer of hash stream: a triplet ranking loss and orthogonality constraint. The former aims to preserve the relative similarity ordering in the triplets, while the latter makes different hash bit as independent as possible. We have conducted experiments on CIFAR-10 and NUS-WIDE image benchmarks, demonstrating that our approach can provide superior image search accuracy than other state-of-theart hashing techniques.
Facial expression recognition using constructive feedforward neural networks

A new technique for facial expression recognition is proposed, which uses the two-dimensional (2D) discrete cosine transform (DCT) over the entire face image as a feature detector and a constructive one-hidden-layer feedforward neural network as a facial expression classifier. An input-side pruning technique, proposed previously by the authors, is also incorporated into the constructive learning process to reduce the network size without sacrificing the performance of the resulting network. The proposed technique is applied to a database consisting of images of 60 men, each having five facial expression images (neutral, smile, anger, sadness, and surprise). Images of 40 men are used for network training, and the remaining images of 20 men are used for generalization and testing. Confusion matrices calculated in both network training and generalization for four facial expressions (smile, anger, sadness, and surprise) are used to evaluate the performance of the trained network. It is demonstrated that the best recognition rates are 100% and 93.75% (without rejection), for the training and generalizing images, respectively. Furthermore, the input-side weights of the constructed network are reduced by approximately 30% using our pruning method. In comparison with the fixed structure back propagation-based recognition methods in the literature, the proposed technique constructs one-hidden-layer feedforward neural network with fewer number of hidden units and weights, while simultaneously provide improved generalization and recognition performance capabilities.
Face anti-spoofing using Haralick features

Face spoofing can be performed in a variety of ways such as replay attack, print attack, and mask attack to deceive an automated recognition algorithm. To mitigate the effect of spoofing attempts, face anti-spoofing approaches aim to distinguish between genuine samples and spoofed samples. The focus of this paper is to detect spoofing attempts via Haralick texture features. The proposed algorithm extracts block-wise Haralick texture features from redundant discrete wavelet transformed frames obtained from a video. Dimensionality of the feature vector is reduced using principal component analysis and two class classification is performed using support vector machine. Results on the 3DMAD database show that the proposed algorithm achieves state-of-the-art results for both frame-based and video-based approaches, including 100% accuracy on video-based spoofing detection. Further, the results are reported on existing benchmark databases on which the proposed feature extraction framework archives state-of-the-art performance.
The computational brain

1.1 The broad goal of this book, expressed at the start, is ``to understand how neurons give rise to a mental life.'' A mental reductionism is assumed in this seductively simple formulation. Indeed, the book represents reductionism at its best, as the authors guide the reader through the many intermediate levels that link neurons with mental life. In so doing they attack a problem that has persisted for some decades in the neurosciences, since the development of single-cell recording methods. The problem is that millions of neurons participate in every behaviorally meaningful activity, but we normally record from only one neuron at a time, or at best a handful. The temptation is great to overestimate the one-millionth sample obtained from a single neuron, to interpret its activity as detecting a perceptual situation or driving a motor response. This approach, seemingly inescapable in the 1960s, became untenable, but there were no concrete alternatives. Evoked potential techniques gave only a gross average of activity, too vague to pin down mechanisms, and early PDP (parallel distributed processing, or artificial neural network) models were too biologically unrealistic to provide viable interpretations of the single-cell data. Churchland and Sejnowski show how distributed models can now attack this problem, providing significant insights into brain function in a number of domains.
Dual-Band Circularly Polarized Antennas Using Stacked Patches With Asymmetric U-Slots

In this letter, a new design for single-feed dual-band circularly polarized microstrip antennas is presented. A stacked- patch configuration is used for the antenna, and circular polarization is achieved by designing asymmetrical U-slots on the patches. The dimensions of the U-slots are optimized to achieve circular polarization in both bands. A prototype has been designed to operate at two frequencies with a ratio of 1.66. Both experimental and theoretical results are presented and discussed. The circularly polarized bandwidth of the antenna is 1.0% at 3.5 GHz (WiMax) and 3.1% at 5.8 GHz (HiperLAN).
The post-orgasmic prolactin increase following intercourse is greater than following masturbation and suggests greater satiety

Research indicates that prolactin increases following orgasm are involved in a feedback loop that serves to decrease arousal through inhibitory central dopaminergic and probably peripheral processes. The magnitude of post-orgasmic prolactin increase is thus a neurohormonal index of sexual satiety. Using data from three studies of men and women engaging in masturbation or penile-vaginal intercourse to orgasm in the laboratory, we report that for both sexes (adjusted for prolactin changes in a non-sexual control condition), the magnitude of prolactin increase following intercourse is 400% greater than that following masturbation. The results are interpreted as an indication of intercourse being more physiologically satisfying than masturbation, and discussed in light of prior research reporting greater physiological and psychological benefits associated with coitus than with any other sexual activities.
The Reward Circuit: Linking Primate Anatomy and Human Imaging

Although cells in many brain regions respond to reward, the cortical-basal ganglia circuit is at the heart of the reward system. The key structures in this network are the anterior cingulate cortex, the orbital prefrontal cortex, the ventral striatum, the ventral pallidum, and the midbrain dopamine neurons. In addition, other structures, including the dorsal prefrontal cortex, amygdala, hippocampus, thalamus, and lateral habenular nucleus, and specific brainstem structures such as the pedunculopontine nucleus, and the raphe nucleus, are key components in regulating the reward circuit. Connectivity between these areas forms a complex neural network that mediates different aspects of reward processing. Advances in neuroimaging techniques allow better spatial and temporal resolution. These studies now demonstrate that human functional and structural imaging results map increasingly close to primate anatomy.
Towards cooperative guidance and control of highly automated vehicles: H-Mode and Conduct-by-Wire.

This article provides a general ergonomic framework of cooperative guidance and control for vehicles with an emphasis on the cooperation between a human and a highly automated vehicle. In the twenty-first century, mobility and automation technologies are increasingly fused. In the sky, highly automated aircraft are flying with a high safety record. On the ground, a variety of driver assistance systems are being developed, and highly automated vehicles with increasingly autonomous capabilities are becoming possible. Human-centred automation has paved the way for a better cooperation between automation and humans. How can these highly automated systems be structured so that they can be easily understood, how will they cooperate with the human? The presented research was conducted using the methods of iterative build-up and refinement of framework by triangulation, i.e. by instantiating and testing the framework with at least two derived concepts and prototypes. This article sketches a general, conceptual ergonomic framework of cooperative guidance and control of highly automated vehicles, two concepts derived from the framework, prototypes and pilot data. Cooperation is exemplified in a list of aspects and related to levels of the driving task. With the concept 'Conduct-by-Wire', cooperation happens mainly on the guidance level, where the driver can delegate manoeuvres to the automation with a specialised manoeuvre interface. With H-Mode, a haptic-multimodal interaction with highly automated vehicles based on the H(orse)-Metaphor, cooperation is mainly done on guidance and control with a haptically active interface. Cooperativeness should be a key aspect for future human-automation systems. Especially for highly automated vehicles, cooperative guidance and control is a research direction with already promising concepts and prototypes that should be further explored. The application of the presented approach is every human-machine system that moves and includes high levels of assistance/automation.
The influence of empathy in human-robot relations

The idea of robotic companions capable of establishing meaningful relationships with humans remains far from being accomplished. To achieve this, robots must interact with people in natural ways, employing social mechanisms that people use while interacting with each other. One such mechanism is empathy, often seen as the basis of social cooperation and prosocial behaviour. We argue that artificial companions capable of behaving in an empathic manner, which involves the capacity to recognise another’s affect and respond appropriately, are more successful at establishing and maintaining a positive relationship with users. This paper presents a study where an autonomous robot with empathic capabilities acts as a social companion to two players in a chess game. The robot reacts to the moves played on the chessboard by displaying several facial expressions and verbal utterances, showing empathic behaviours towards one player and behaving neutrally towards the other. Quantitative and qualitative results of 31 participants indicate that users towards whom the robot behaved empathically perceived the robot as friendlier, which supports our hypothesis that empathy plays a key role in human-robot interaction.
Joint discriminative dimensionality reduction and dictionary learning for face recognition

In linear representation based face recognition (FR), it is expected that a discriminative dictionary can be learned from the training samples so that the query sample can be better represented for classification. On the other hand, dimensionality reduction is also an important issue for FR. It can not only reduce significantly the storage space of face images, but also enhance the discrimination of face feature. Existing methods mostly perform dimensionality reduction and dictionary learning separately, which may not fully exploit the discriminative information in the training samples. In this paper, we propose to learn jointly the projection matrix for dimensionality reduction and the discriminative dictionary for face representation. The joint learning makes the learned projection and dictionary better fit with each other so that a more effective face classification can be obtained. The proposed algorithm is evaluated on benchmark face databases in comparison with existing linear representation based methods, and the results show that the joint learning improves the FR rate, particularly when the number of training samples per class is small.
Solving the emotion paradox: categorization and the experience of emotion.

In this article, I introduce an emotion paradox: People believe that they know an emotion when they see it, and as a consequence assume that emotions are discrete events that can be recognized with some degree of accuracy, but scientists have yet to produce a set of clear and consistent criteria for indicating when an emotion is present and when it is not. I propose one solution to this paradox: People experience an emotion when they conceptualize an instance of affective feeling. In this view, the experience of emotion is an act of categorization, guided by embodied knowledge about emotion. The result is a model of emotion experience that has much in common with the social psychological literature on person perception and with literature on embodied conceptual knowledge as it has recently been applied to social psychology.
Assessing the Core Elements of the Gaming Experience

This chapter presents the theory of the Core Elements of the Gaming Experience (CEGE). The CEGE are the necessary but not sufficient conditions to provide a positive experience while playing video-games. This theory, formulated using qualitative methods, is presented with the aim of studying the gaming experience objectively. The theory is abstracted using a model and implemented in questionnaire. This chapter discusses the formulation of the theory, introduces the model, and shows the use of the questionnaire in an experiment to differentiate between two different experiences. In loving memory of Samson Cairns 4.1 The Experience of Playing Video-games The experience of playing video-games is usually understood as the subjective relation between the user and the video-game beyond the actual implementation of the game. The implementation is bound by the speed of the microprocessors of the gaming console, the ergonomics of the controllers, and the usability of the interface. Experience is more than that, it is also considered as a personal relationship. Understanding this relationship as personal is problematic under a scientific scope. Personal and subjective knowledge does not allow a theory to be generalised or falsified (Popper 1994). In this chapter, we propose a theory for understanding the experience of playing video-games, or gaming experience, that can be used to assess and compare different experiences. This section introduces the approach taken towards understanding the gaming experience under the aforementioned perspective. It begins by presenting an E.H. Calvillo-Gámez (B) División de Nuevas Tecnologías de la Información, Universidad Politécnica de San Luis Potosí, San Luis Potosí, México e-mail: e.calvillo@upslp.edu.mx 47 R. Bernhaupt (ed.), Evaluating User Experience in Games, Human-Computer Interaction Series, DOI 10.1007/978-1-84882-963-3_4,  Calvillo-Gámez et al. overview of video-games and user experience in order to familiarise the reader with such concepts. Last, the objective and overview of the whole chapter are presented. 4.1.
3D Object Recognition Using Convolutional Neural Networks with Transfer Learning Between Input Channels

RGB-D data is getting ever more interest from the research community as both cheap cameras appear in the market and the applications of this type of data become more common. A current trend in processing image data is the use of convolutional neural networks (CNNs) that have consistently beat competition in most benchmark data sets. In this paper we investigate the possibility of transferring knowledge between CNNs when processing RGB-D data with the goal of both improving accuracy and reducing training time. We present experiments that show that our proposed approach can achieve both these goals.