pinecone/core-2020-05-10-deduplication huggingface dataset:
Inter-Social-Networking: Accounting for Multiple Identities

We argue that the current approaches to online social networking give rise to numerous challenges regarding the management of the multiple facets of people’s digital identities within and around social networking sites (SNS). We propose an architecture for enabling people to better manage their SNS identities that is informed by the way the core Internet protocols developed to support interoperation of proprietary network protocols, and based on the idea of Separation of Concerns [1]. This does not require modification of existing services but is predicated on providing a connecting layer over them, both as a mechanism to address problems of privacy and identity, and to create opportunities to open up online social networking to a much richer set of possible interactions and applications.This work is supported by Horizon Digital Economy Research, RCUK grant EP/G065802/1; and by CREATe, the Centre for Copyright and New Business Models, RCUK grant AH/K000179/1. Packages and source are available under open source licenses at github.com/CREATe-centre/.This is the author accepted manuscript. The final version is available from Springer via http://dx.doi.org/10.1007/978-3-319-20367-6_2
Consistent RDF updates with correct dense deltas

RDF is widely used in the Semantic Web for representing ontology data. Many real world RDF collections are large and contain complex graph relationships that represent knowledge in a particular domain. Such large RDF collections evolve in consequence of their representation of the changing world. Although this data may be distributed over the Internet, it needs to be managed and updated in the face of such evolutionary changes. In view of the size of typical collections, it is important to derive efficient ways of propagating updates to distributed data stores. The contribution of this paper is a detailed analysis of the performance of RDF change detection techniques. In addition the work describes a new approach to maintaining the consistency of RDF by using knowledge embedded in the structure to generate efficient update transactions. The evaluation of this approach indicates that it reduces the overall update size at the cost of increasing the processing time needed to generate the transactions
Power-law distribution of long-term experimental data in swarm robotics

Bio-inspired aggregation is one of the most fundamental behaviours that has been \ud
studied in swarm robotic for more than two decades. Biology revealed that the \ud
environmental characteristics are very important factors in aggregation of social insects and \ud
other animals. In this paper, we study the effects of different environmental factors such as \ud
size and texture of aggregation cues using real robots. In addition, we propose a \ud
mathematical model to predict the behaviour of the aggregation during an experiment
An investigation into the recurring patterns of forex\ud
time series data

Countless theories have been developed by both\ud
researchers and financial analyst in an attempt to explain the fluctuation of forex price. By obtaining an intimate\ud
understanding of the forex market, traders will hopefully be able to forecast and react to forex price oscillations on-the-fly towards making a profitable investment. In this paper, an investigation into the underlying theory that there exists repeating patterns within the time series data which forms the basis of technical analysis is conducted. The assumption that certain patterns do develop over time and the forex market does not fluctuate in a random manner is used to establish the fact that history repeats\ud
itself in forex trading. The patterns and repetitions unveiled within the forex historical data would be an important element for forex forecasting
Ageing Well with CSCW

This paper rethinks the role of technology in the life of older people by critically considering the discourses around ageing: drawing on insights from literatures on active ageing, findings from two studies conducted with older citizens and prevalent understandings of old age in technology design. It argues for a departure from the deficit model of old age, to an understanding that reveals older people’s agency in the ageing process and the work they do to manage their capacity to age well. This reframing of ageing and the ageing population offers new insights to CSCW and suggests new goals to support when designing technology for older people—goals that are more cognizant of people’s agency and their desires to manage their evolving experiences of the ageing process. We conclude with characteristics of the technologies we might develop
Spread of Infectious Diseases with a Latent Period

Infectious diseases spread through human networks.
Susceptible-Infected-Removed (SIR) model is one of the epidemic models to
describe infection dynamics on a complex network connecting individuals. In the
metapopulation SIR model, each node represents a population (group) which has
many individuals. In this paper, we propose a modified metapopulation SIR model
in which a latent period is taken into account. We call it SIIR model. We
divide the infection period into two stages: an infected stage, which is the
same as the previous model, and a seriously ill stage, in which individuals are
infected and cannot move to the other populations. The two infectious stages in
our modified metapopulation SIR model produce a discontinuous final size
distribution. Individuals in the infected stage spread the disease like
individuals in the seriously ill stage and never recover directly, which makes
an effective recovery rate smaller than the given recovery rate.Comment: 6 pages, 3 figure
Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness

This paper analyses how multi-user mobile games can be beneficial to educational scenarios. It does so in several steps: Firstly, we introduce the field of logistics as a problem domain for an educational challenge. Secondly, we describe the design of an educational board game for the field of disruption handling in logistics processes, which aims to foster shared situational aware-ness (SSA). Thirdly, we introduce an open-source mobile serious games plat-form (ARLearn) and fourthly describe how the board game can be realized in this platform. The reader gets to know the problem situation of multi-stakeholder decision situations, learns about the design of a board game, and gets to know the open-source mobile serious game platform ARLearn.SALOM
Design solutions for interactive multi-video multimedia learning objects

The increasing popularity of distance education courses, including Massive Open Online Courses (MOOCs), creates a demand for the production of quality video-based educational material. In order to reduce the costs involved in the production of video lectures, several researchers have investigated alternatives for capture and access systems which automatically capture lecture contents to generate corresponding video lectures. We also developed a system for this purpose; however our system generates Interactive Multimedia Learning Objects (iMLO) instead of a traditional (linear) video lecture. The iMLO’s features and its interface are important issues for the development of the capture and access system. Interface aspects, such as which are proper ways to present content for users and which navigation facilities are more useful, are distinctive requirements and may impact the user experience. In this paper we present a novel design for the iMLOs which results from an evolution process supported by feedbacks from the main stakeholders: students and lecturers. The feedbacks have been acquired by analyzing the interaction of students with the iMLOs in real scenarios. Based on these feedbacks, we have identified several design implications. We present the proposed interfaces and proof-of-concepts implementations and report lessons learned during the development of the final design solution, which can guide other designers in the conception of new iMLOs. The whole process is documented by means of Design Rationale.São Paulo Research Foundation – FAPESP (process no. 13/50469-5)CAPESCNPQInternational Conference on Human-Computer Interaction - HCI (2015 Los Angeles) \ud
International Conference on Learning and Collaboration Technologies - LCT (2. 2015 Los Angeles
Can Games Motivate Urban Youth for Civic Engagement?

In this paper, we explore the possibility of using games as a way of engaging youth in environmentally-oriented participatory art or other cooperative urban projects. Our approach was design-led, and youth participated in evaluating games that we proposed from the perspective of motivation and engagement, both in the environmental issues in the games themselves and in the likelihood of subsequent real life involvement stimulated by the games. The findings show that ultimately, personal passion for the cause that the game represents, and not the game itself, would be the central factor in a youth’s decision to engage in real life. Social embeddedness was also valued high, as well as the possibility to make a real difference
Managing references by filing and tagging: an exploratory study of personal information management by social scientists

This paper presents the preliminary results of a cognitive ethnography of the personal information management (PIM) practices of five social science researchers. Based on video-recorded interviews involving guided tours of our informants ’ personal digital spaces of information, we study how they create digital workspaces that support their informational activity. We introduce a semio-cognitive theoretical framework to elucidate the relationships between the users ’ informational activity, the technical and semiotic properties of the software tools they use, and their conceptual models of these tools. Based on this framework, our analyses of PIM practices highlight how conceptual models play a mediation role between the affordances of the tools and the activities that they support
Optimizing a Certified Proof Checker for a Large-Scale
  Computer-Generated Proof

In recent work, we formalized the theory of optimal-size sorting networks
with the goal of extracting a verified checker for the large-scale
computer-generated proof that 25 comparisons are optimal when sorting 9 inputs,
which required more than a decade of CPU time and produced 27 GB of proof
witnesses. The checker uses an untrusted oracle based on these witnesses and is
able to verify the smaller case of 8 inputs within a couple of days, but it did
not scale to the full proof for 9 inputs. In this paper, we describe several
non-trivial optimizations of the algorithm in the checker, obtained by
appropriately changing the formalization and capitalizing on the symbiosis with
an adequate implementation of the oracle. We provide experimental evidence of
orders of magnitude improvements to both runtime and memory footprint for 8
inputs, and actually manage to check the full proof for 9 inputs.Comment: IMADA-preprint-c
A First Class Boolean Sort in First-Order Theorem Proving and TPTP

To support reasoning about properties of programs operating with boolean
values one needs theorem provers to be able to natively deal with the boolean
sort. This way, program properties can be translated to first-order logic and
theorem provers can be used to prove program properties efficiently. However,
in the TPTP language, the input language of automated first-order theorem
provers, the use of the boolean sort is limited compared to other sorts, thus
hindering the use of first-order theorem provers in program analysis and
verification. In this paper, we present an extension FOOL of many-sorted
first-order logic, in which the boolean sort is treated as a first-class sort.
Boolean terms are indistinguishable from formulas and can appear as arguments
to functions. In addition, FOOL contains if-then-else and let-in constructs. We
define the syntax and semantics of FOOL and its model-preserving translation to
first-order logic. We also introduce a new technique of dealing with boolean
sorts in superposition-based theorem provers. Finally, we discuss how the TPTP
language can be changed to support FOOL
Video accessibility on the most accessed websites: a case study regarding visual disabilities

The availability of video content has increased along with the popularity of the Web due to the large amount of interactive systems and video sharing. This scenario should be carefully considered by video authors since the content needs to be accessible to a variety of final users (including people with disabilities). Although efforts have been made to improve accessibility for embedded videos on webpages, there still the need to develop accessibility solutions for video content. In this study we aim to analyze the video accessibility on the most accessed websites, identify the accessibility controls they had or not and which navigation mode they used to help people with visual disabilities. We analyze each video player of the top 50 websites to identify which controls they use. Also, we made a case study with a blind user, who was interviewed too. As results we realize that the most accessed websites are not accessible. Additionally, the blind user reported the problems he has to understand video content, to navigate through webpages and to use video players. The most accessed websites did not have accessible controls, only two sites allow to watch videos with captions. The blind user has reported main issues and barriers that he usually faced while trying to access video contents in the websites, and these comments are specially lessons that all video developers should have in mind.Program Estudantes-Convênio de Pós-Graduação PEC-PG, of CAPES/CNPqInternational Conference on Human-Computer Interaction - HCI (2015 Los Angeles); International Conference on Universal Access in Human-Computer Interaction - UAHCI (9. 2015 Los Angeles
CanIHelp: a platform for inclusive collaboration

Technology plays a key role in daily life of people with special needs, being a mean of integration or even communication with society. By built up experience, we find that support tools play a crucial part in empowerment of persons with special needs and small advances may represent shifts and opportunities. The diversity of solutions and the need for dedicated hardware to each feature represents a barrier to its use, compromising the success of the solutions against, among others, problems of usability and scale. This paper aims to explore the concept of inclusive collaboration to enhance the mutual interaction and assistance. The proposed approach combines and generalizes the usage of human computation in a collaborative environment with assistive technologies creating redundancy and complementarity in the solutions provided, contributing to enhance the quality of life of people with special needs and the elderly. The CanIHelp platform is an embodiment of the concept as a result from an orchestrated model using mechanisms of collective intelligence through social inclusion initiatives. The platform features up for integrating assistive technologies, collaborative tools and multiple multimedia communication channels, accessible through multimodal interfaces for universal access. A discussion of the impacts of fostering collaboration and broadening from the research concepts to the societal impacts is presented. As final remarks a set of future research challenges and guidelines are identified.FCT – Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within project UID/EEA/50014 /2013 and research grants SFRH/BD/89759/2012 and SFRH/BD/87259/2012International Conference on Human-Computer Interaction - HCI (2015 Los Angeles); International Conference on Universal Access in Human-Computer Interaction - UAHCI (9. 2015 Los Angeles
Biologically inspired vision for human-robot interaction

Human-robot interaction is an interdisciplinary research area that is becoming more and more relevant as robots start to enter our homes, workplaces, schools, etc. In order to navigate safely among us, robots must be able to understand human behavior, to communicate, and to interpret instructions from humans, either by recognizing their speech or by understanding their body movements and gestures. We present a biologically inspired vision system for human-robot interaction which integrates several components: visual saliency, stereo vision, face and hand detection and gesture recognition. Visual saliency is computed using color, motion and disparity. Both the stereo vision and gesture recognition components are based on keypoints coded by means of cortical V1 simple, complex and end-stopped cells. Hand and face detection is achieved by using a linear SVM classifier. The system was tested on a child-sized robot.Postprin
Enhancing students’ motivation to learn software engineering programming techniques: a collaborative and social interaction approach

To motivate students to study advanced programming techniques, including the use of architectural styles such as the model–view–controller pattern, we have con-ducted action research upon a project based-learning approach. In addition to collabo-ration, the approach includes students’ searching and analysis of scientific documents and their involvement in communities of practice outside academia. In this paper, we report the findings of second action research cycle, which took place throughout the fourth semester of a six-semester program. As with the previous cycle during the pre-vious academic year, students did not satisfactorily achieve expected learning out-comes. More groups completed the assigned activities, but results continue to reflect poor engagement in the communities of practice and very low performance in other learning tasks. From the collected data we have identified new approaches and recom-mendations for subsequent research.Fundação para a Ciência e Tecnologia (FCT), Portugal, for Ph.D. Grants SFRH/BD/91309/2012 and SFRH/BD/87815/201
Designing Accessible Games with the VERITAS Framework: Lessons Learned from Game Designers

Testing is important to promote accessibility. However, within the games industry, this sometimes only consists of minimal testing with the use of heuristics and external assistive devices, with limited input from impaired users. Efficiency would be improved if designers could readily evaluate their designs with the assistance of virtual users. The VERITAS framework simulates and systematically analyses the impact of impairments. Thus, facilitating an efficient approach to inclusive design. This article reports insights into the use of the framework by 31 assessors from the serious games field. A log-file analysis highlights areas of concern, which are further explored through a questionnaire. The findings suggest that the knowledge and needs of designers needs to be addressed to improve acceptance and usability
The effective equation method

In this chapter we present a general method of constructing the effective
equation which describes the behaviour of small-amplitude solutions for a
nonlinear PDE in finite volume, provided that the linear part of the equation
is a hamiltonian system with a pure imaginary discrete spectrum. The effective
equation is obtained by retaining only the resonant terms of the nonlinearity
(which may be hamiltonian, or may be not); the assertion that it describes the
limiting behaviour of small-amplitude solutions is a rigorous mathematical
theorem. In particular, the method applies to the three-- and four--wave
systems. We demonstrate that different possible types of energy transport are
covered by this method, depending on whether the set of resonances splits into
finite clusters (this happens, e.g. in case of the Charney-Hasegawa-Mima
equation), or is connected (this happens, e.g. in the case of the NLS equation
if the space-dimension is at least two). For equations of the first type the
energy transition to high frequencies does not hold, while for equations of the
second type it may take place. In the case of the NLS equation we use next some
heuristic approximation from the arsenal of wave turbulence to show that under
the iterated limit "the volume goes to infinity", taken after the limit "the
amplitude of oscillations goes to zero", the energy spectrum of solutions for
the effective equation is described by a Zakharov-type kinetic equation.
Evoking the Zakharov ansatz we show that stationary in time and homogeneous in
space solutions for the latter equation have a power law form. Our method
applies to various weakly nonlinear wave systems, appearing in plasma,
meteorology and oceanology
Modulational Instability in Equations of KdV Type

It is a matter of experience that nonlinear waves in dispersive media,
propagating primarily in one direction, may appear periodic in small space and
time scales, but their characteristics --- amplitude, phase, wave number, etc.
--- slowly vary in large space and time scales. In the 1970's, Whitham
developed an asymptotic (WKB) method to study the effects of small
"modulations" on nonlinear periodic wave trains. Since then, there has been a
great deal of work aiming at rigorously justifying the predictions from
Whitham's formal theory. We discuss recent advances in the mathematical
understanding of the dynamics, in particular, the instability of slowly
modulated wave trains for nonlinear dispersive equations of KdV type.Comment: 40 pages. To appear in upcoming title in Lecture Notes in Physic
Characterising Dark Energy through supernovae

Type Ia supernovae are a powerful cosmological probe, that gave the first
strong evidence that the expansion of the universe is accelerating. Here we
provide an overview of how supernovae can go further to reveal information
about what is causing the acceleration, be it dark energy or some modification
to our laws of gravity. We first summarise the many different approaches used
to explain or test the acceleration, including parametric models (like the
standard model, LambdaCDM), non-parametric models, dark fluid models such as
quintessence, and extensions to standard gravity. We also show how supernova
data can be used beyond the Hubble diagram, to give information on
gravitational lensing and peculiar velocities that can be used to distinguish
between models that predict the same expansion history. Finally, we review the
methods of statistical inference that are commonly used, making a point of
separating parameter estimation from model selection.Comment: Chapter prepared for publication in the "Handbook of Supernovae",
  Springer, edited by Athem W. Alsabti and Paul Murdin. 14 page
Infrared Emission from Supernova Remnants: Formation and Destruction of
  Dust

We review the observations of dust emission in supernova rem- nants (SNRs)
and supernovae (SNe). Theoretical calculations suggest that SNe, particularly
core-collapse, should make significant quantities of dust, perhaps as much as a
solar mass. Observations of extragalactic SNe have yet to find anywhere near
this amount, but this may be the result of observa- tional limitations. SN
1987A, in the process of transitioning from a SN to an SNR, does show signs of
a significant amount of dust forming in its ejecta, but whether this dust will
survive the passage of the reverse shock to be injected into the ISM is
unknown. IR observations of SNRs have not turned up significant quantities of
dust, and the dust that is observed is generally swept-up by the forward shock,
rather than created in the ejecta. Because the shock waves also destroy dust in
the ISM, we explore the question of whether SNe might be net destroyers, rather
than net creators of dust in the universe.Comment: Published in the Springer Handbook of Supernova