pinecone/core-2020-05-10-deduplication huggingface dataset:
An efficient and private RFID authentication protocol supporting ownership transfer

Radio Frequency IDentification (RFID) systems are getting pervasively deployed in many daily life applications. But this increased usage of RFID systems brings some serious problems together, security and privacy. In some applications, ownership transfer of RFID labels is sine qua non need. Specifically, the owner of RFID tag might be required to change several times during its lifetime. Besides, after ownership transfer, the authentication protocol should also prevent the old owner to trace the tags and disallow the new owner to trace old transactions of the tags. On the other hand, while achieving privacy and security concerns, the computation complexity should be considered. In order to resolve these issues, numerous authentication protocols have been proposed in the literature. Many of them failed and their computation load on the server side is very high. Motivated by this need, we propose an RFID mutual authentication protocol to provide ownership transfer. In our protocol, the server needs only a constant-time complexity for identification when the tag and server are synchronized. In case of ownership transfer, our protocol preserves both old and new owners’ privacy. Our protocol is backward untraceable against a strong adversary who compromise tag, and also forward untraceable under an assumption
Repeating history : execution replay for Parallel Haskell programs

Parallel profiling tools, such as ThreadScope for Parallel Haskell, allow programmers to obtain information about the performance of their parallel programs. However, the information they provide is not always sufficiently detailed to precisely pinpoint the cause of some per- formance problems. Often, this is because the cost of obtaining that information would be prohibitive for a complete program execution. In this paper, we adapt the well-known technique of execution replay to make it possible to simulate a previous run of a program. We ensure that the non-deterministic parallel behaviour of the application is prop- erly emulated while the deterministic functional code is run unmodified. In this way, we can gather additional data about the behaviour of a par- allel program by replaying some parts of it with more detailed profiling information. We exploit this ability to identify performance bottlenecks in a quicksort implementation, and to derive a version that gives better speedups on multicore machines.Postprin
Exclusive Graph Searching

International audienceThis paper tackles the well known graph searching problem, where a team of searchers aims at capturing an intruder in a network, modeled as a graph. All variants of this problem assume that any node can be simultaneously occupied by several searchers. This assumption may be unrealistic, e.g., in the case of searchers modeling physical searchers, or may require each individual node to provide additional resources, e.g., in the case of searchers modeling software agents. We thus investigate exclusive graph searching, in which no two or more searchers can occupy the same node at the same time, and, as for the classical variants of graph searching, we study the minimum number of searchers required to capture the intruder. This number is called the exclusive search number of the considered graph. Exclusive graph searching appears to be considerably more complex than classical graph searching, for at least two reasons: (1) it does not satisfy the monotonicity property, and (2) it is not closed under minor. Nevertheless, we design a polynomial-time algorithm which, given any tree T , computes the exclusive search number of T . Moreover, for any integer k, we provide a characterization of the trees T with exclusive search number at most k. This characterization allows us to describe a special type of exclusive search strategies, that can be executed in a distributed environment, i.e., in a framework in which the searchers are limited to cooperate in a distributed manner
List H-coloring a graph by removing few vertices

In the deletion version of the list homomorphism problem, we are given graphs G and H, a list L(v) ⊆ V(H) for each vertex v ∈ V(G), and an integer k. The task is to decide whether there exists a set W ⊆ V(G) of size at most k such that there is a homomorphism from G \ W to H respecting the lists. We show that DL-Hom(H), parameterized by k and |H|, is fixed-parameter tractable for any (P6,C 6)-free bipartite graph H; already for this restricted class of graphs, the problem generalizes Vertex Cover, Odd Cycle Transversal, and Vertex Multiway Cut parameterized by the size of the cutset and the number of terminals. We conjecture that DL-Hom( H ) is fixed-parameter tractable for the class of graphs H for which the list homomorphism problem (without deletions) is polynomial-time solvable; by a result of Feder et al. [9], a graph H belongs to this class precisely if it is a bipartite graph whose complement is a circular arc graph. We show that this conjecture is equivalent to the fixed-parameter tractability of a single fairly natural satisfiability problem, Clause Deletion Chain-SAT. © 2013 Springer-Verlag
Encodings for range selection and top-k queries

We study the problem of encoding the positions the top-k elements of an array A[1..n] for a given parameter 1 ≤ k ≤ n. Specifically, for any i and j, we wish create a data structure that reports the positions of the largest k elements in A[i..j] in decreasing order, without accessing A at query time. This is a natural extension of the well-known encoding range-maxima query problem, where only the position of the maximum in A[i..j] is sought, and finds applications in document retrieval and ranking. We give (sometimes tight) upper and lower bounds for this problem and some variants thereof.Peer-reviewedPost-print21st Annual European Symposium, Sophia Antipolis, France, September 2-4, 2013
Improved Approximation Algorithms for Projection Games

The projection games (aka Label-Cover) problem is of great importance to the field of approximation algorithms, since most of the NP-hardness of approximation results we know today are reductions from Label-Cover. In this paper we design several approximation algorithms for projection games:
1. A polynomial-time approximation algorithm that improves on the previous best approximation by Charikar, Hajiaghayi and Karloff [7].
2. A sub-exponential time algorithm with much tighter approximation for the case of smooth projection games.
3. A PTAS for planar graphs.National Science Foundation (U.S.) (Grant 1218547
The recognition of simple-triangle graphs and of linear-interval orders is polynomial.

Intersection graphs of geometric objects have been extensively studied, both due to their interesting structure and their numerous applications; prominent examples include interval graphs and permutation graphs. In this paper we study a natural graph class that generalizes both interval and permutation graphs, namely simple-triangle graphs. Simple-triangle graphs – also known as PI graphs (for Point-Interval) – are the intersection graphs of triangles that are defined by a point on a line L 1 and an interval on a parallel line L 2. They lie naturally between permutation and trapezoid graphs, which are the intersection graphs of line segments between L 1 and L 2 and of trapezoids between L 1 and L 2, respectively. Although various efficient recognition algorithms for permutation and trapezoid graphs are well known to exist, the recognition of simple-triangle graphs has remained an open problem since their introduction by Corneil and Kamula three decades ago. In this paper we resolve this problem by proving that simple-triangle graphs can be recognized in polynomial time. As a consequence, our algorithm also solves a longstanding open problem in the area of partial orders, namely the recognition of linear-interval orders, i.e. of partial orders P = P 1 ∩ P 2, where P 1 is a linear order and P 2 is an interval order. This is one of the first results on recognizing partial orders P that are the intersection of orders from two different classes P1 and P2. In contrast, partial orders P which are the intersection of orders from the same class P have been extensively investigated, and in most cases the complexity status of these recognition problems has been established
Ageing, technology anxiety and intuitive use of complex interfaces

This paper presents the outcome of a study that investigated the relationships between technology prior experience, self-efficacy, technology anxiety, complexity of interface (nested versus flat) and intuitive use in older people. The findings show that, as expected, older people took less time to complete the task on the interface that used a flat structure when compared to the interface that used a complex nested structure. All age groups also used the flat interface more intuitively. However, contrary to what was hypothesised, older age groups did better under anxious conditions. Interestingly, older participants did not make significantly more errors compared with younger age groups on either interface structures
Model Assisted Creativity Sessions for the Design of Mixed Interactive Systems: a Protocol Analysis

To help designers face the complexity of mixed interaction and identifying original and adapted solutions, we developed and evaluated an original approach to interaction design. This approach, called MACS, aims to combine the best elements of both a model of mixed interaction, and a collaborative and creative session. The objective is twofold: to support the exploration of the design space, and to establish a common language between participants. To assess the viability of this approach, we relied on a protocol analysis technique on the verbal recordings of two existing design situations. Results show that the model has a strong impact on the generation of ideas and that participants use the model concepts to share their thoughts during the session
Model-Based Self-Explanatory UIs for free, but are they valuable?

Part 1: Long and Short Papers (Continued)International audienceModel-Driven Engineering (MDE) has been extensively used for generating User Interfaces (UIs) from models. As long as these models are kept alive at runtime, the UIs are capable of adapting to variations of the context of use. This paper investigates a potentially powerful side effect: the possibility of enriching the UIs with explanations directly generated from these models. This paper first describes a software infrastructure that supports this generation of explanations. It then reports on a user study that evaluates the added value of such model based self-explanations
Evaluating User Experience for Interactive Television: Towards the Development of a Domain-Specific User Experience Questionnaire

This paper presents a questionnaire-based approach to evaluate the user experience (UX) while interacting with interactive Television (iTV) systems. Current contributions in the field of UX propose generic methods applicable to various application domains, whereas our contribution is dedicated to the specific domain of interactive TV systems. Based on a classification of UX dimensions from a literature review, the first version of the questionnaire is focusing on the dimension’s aesthetics, emotion, stimulation and identification. A validation study with 106 participants was performed to assess the relations between the evaluated UX dimensions, as well as their fit to the underlying theoretical assumptions. Results showed that the UX dimensions aesthetics, emotion and stimulation are important for the domain of iTV, while identification was not confirmed. The study revealed significant correlations between the type of IPTV system used and the emotional and stimulation dimension. Additionally, a significant effect of the TV reception mode and the type of IPTV box owned on the emotion towards the system was observed. Beyond the contribution of the questionnaire that is directly applicable for any iTV system, the findings described in the paper demonstrate the need for user experience evaluation methods targeted at specific domains: the validation of the questionnaire shows that identification is not a central dimension of user experience when interacting with interactive TV
Evocative computing - Creating meaningful lasting experiences in connecting with the past

The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-642-40483-2_38Proceedings of INTERACT 2013. Designing for Diversity. Cape Town, South AfricaWe present an approach – evocative computing – that demonstrates how ‘at hand’ technologies can be ‘picked up’ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memories and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practicesThe research was funded by the EPSRC OTIH project (EP/H022589/1). Estefanía Martín and Pablo A. Haya acknowledge the ASIES (TIN2010-17344) project, from the Spanish Ministry
of Science and Innovation that partially funded their participation
Designing with dementia: guidelines for participatory design together with persons with dementia

Involving all stakeholders in the design process is often seen as a necessity from both a pragmatic and a moral point of view [1]. This is always a challenging task for designers and stakeholders and therefore many participatory design methods have been developed to facilitate such a design process. The traditional participatory design methods, however, are not fully appropriate to incorporate persons with dementia [2], [3]. They create issues as they assume that the participants are cognitively able; can make use of visual and hands-on techniques; or require a high level of abstraction ability of the person with dementia.
The aim of this paper is to present a number of guidelines which can be used as a starting point to set up participatory design projects with persons with dementia. This overarching set of guidelines provides for practical advice focusing on the role of the moderator, the preparation of a participatory session, the choice and adaptation of the method, the tools used, the role of each participant and the subsequent analysis. The basis for these guidelines stems from similar participatory projects with senior participants, persons with dementia and participants with aphasia or amnesia, two symptoms frequently co-occurring with dementia. All guidelines were evaluated and refined during four sessions with persons with dementia and a trusted family member. These participatory design sessions occurred in the course of the AToM project, a research and design project that tries to design an intelligent network of objects and people to ameliorate the life of persons with dementia.status: publishe
Communication choices to engage participation of rural Indonesian craftspeople in development projects

In participatory design projects, maintaining effective communication between facilitator and participant is essential. This paper describes the consideration given to the choice of communication modes to engage participation of rural Indonesian craftspeople over the course of a significant 3 year project that aims to grow their self-determination, design and business skill. We demonstrate the variety and subtlety of oral and written forms of communication used by the facilitator during the project. The culture, the communication skill and the influence of tacit knowledge affect the effectiveness of some modes of communication over the others, as well as the available infrastructure. Considerations are specific to the case of rural Indonesian craftspeople, but general lessons can be drawn
Precise pointing techniques for handheld Augmented Reality

Part 1: Long and Short PapersInternational audienceWe propose two techniques that improve accuracy of pointing at physical objects for handheld Augmented Reality (AR). In handheld AR, pointing accuracy is limited by both touch input and camera viewpoint instability due to hand jitter. The design of our techniques is based on the relationship between the touch input space and two visual reference frames for on-screen content, namely the screen and the physical object that one is pointing at. The first technique is based on Shift, a touch-based pointing technique, and video freeze, in order to combine the two reference frames for precise pointing. Contrastingly -without freezing the video-, the second technique offers a precise mode with a cursor that is stabilized on the physical object and controlled with relative touch inputs on the screen. Our experimental results show that our techniques are more accurate than the baseline techniques, namely direct touch on the video and screen-centered crosshair pointing
A case study in tagging case in german: an assessment of statistical approaches

In this study, we assess the performance of purely statistical approaches using supervised machine learning for predicting case in German (nominative, accusative, dative, genitive, n/a). We experiment with two different treebanks containing morphological annotations: TIGER and TUEBA. An evaluation with 10-fold cross-validation serves as the basis for systematic comparisons of the optimal parametrizations of different approaches. We test taggers based on Hidden Markov Models (HMM), Decision Trees, and Conditional Random Fields (CRF). The CRF approach based on our hand-crafted feature model achieves an accuracy of about 94%. This outperforms all other approaches and results in an improvement of 11% compared to a baseline HMM trigram tagger and an improvement of 2% compared to a state-of-the-art tagger for rich morphological tagsets. Moreover, we investigate the effect of additional (morphological) categories (gender, number, person, part of speech) in the internal tagset used for the training. Rich internal tagsets improve results for all tested approaches
Implementing a formal model of inflectional morphology

International audienceInflectional morphology as a research topic lies on the crossroads of many linguistic subfields, such as linguistic description, linguistic typology, formal linguistics and computational linguistics. However, the subject itself is tackled with diverse objectives and approaches each time. In this paper, we describe the implementation of a formal model of inflectional morphology capturing typological generalisations that aims at combining efforts made in each subfield giving access to every one of them to valuable methods and/or data that would have been out of range otherwise. We show that both language description and studies in formal morphology and linguistic typology on the one hand, as well as NLP tool and resource development on the other benefit from the availability of such a model and an implementation thereof
Verbal morphosyntactic disambiguation through topological field recognition in German-language law texts

The morphosyntactic disambiguation of verbs is a crucial pre-processing step for the syntactic analysis of morphologically rich languages like German and domains with complex clause structures like law texts. This paper explores how much linguistically motivated rules can contribute to the task. It introduces an incremental system of verbal morphosyntactic disambiguation that exploits the concept of topological fields. The system presented is capable of reducing the rate of POS-tagging mistakes from 10.2% to 1.6%. The evaluation shows that this reduction is mostly gained through checking the compatibility of morphosyntactic features within the long-distance syntactic relationships of discontinuous verbal elements. Furthermore, the present study shows that in law texts, the average distance between the left and right bracket of clauses is relatively large (9.5 tokens), and that in this domain, a wide context window is therefore necessary for the morphosyntactic disambiguation of verbs
Flexible and Emergent Workflows using Adaptive Agents

Most of existing workflow systems are rigid since they require to completely specify processes before their enactment and they also lack flexibility during their execution. This work proposes to view a workflow as a set of cooperative and adaptive agents interleaving its design and its execution leading to an emergent workflow. We use the theory of Adaptive Multi-Agent Systems (AMAS) to provide agents with adaptive capabilities and the whole multi-agent system with emergent "feature". We provide a meta-model linking workflow and AMAS concepts, and the specification of agent behavior and the resulting collaborations. A simulator has been implemented with the Make Agent Yourself platform
Extracting collective trends from Twitter using social-based data mining

The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-642-40495-5_62Proceedings 5th International Conference, ICCCI 2013, Craiova, Romania, September 11-13, 2013,Social Networks have become an important environment for Collective Trends extraction. The interactions amongst users provide information of their preferences and relationships. This information can be used to measure the influence of ideas, or opinions, and how they are spread within the Network. Currently, one of the most relevant and popular Social Network is Twitter. This Social Network was created to share comments and opinions. The information provided by users is specially useful in different fields and research areas such as marketing. This data is presented as short text strings containing different ideas expressed by real people. With this representation, different Data Mining and Text Mining techniques (such as classification and clustering) might be used for knowledge extraction trying to distinguish the meaning of the opinions. This work is focused on the analysis about how these techniques can interpret these opinions within the Social Network using information related to IKEA® company.The preparation of this manuscript has been supported
by the Spanish Ministry of Science and Innovation under the following projects:
TIN2010-19872, ECO2011-30105 (National Plan for Research, Development and
Innovation) and the Multidisciplinary Project of Universidad Aut´onoma de
Madrid (CEMU-2012-034
TicQR: Flexible, lightweight linking of paper and digital content using mobile phones

In this paper we introduce TicQR - a photo-based checkbox-enabled interface which bridges the physical and digital document domains, allowing automatic download or processing of useful data from paper documents. There is a long demonstrated need for people to be able to connect between printed material and digital information and services. By using a combination of image recognition and QR codes we are able to detect user marks on paper documents via a single photograph taken with a standard smart phone. This information can then be used to access the equivalent digital content, save contacts or URLs, or even order goods directly from local retailers