ppxscal/embedding_network huggingface dataset:
Advanced Quality Inspection through Physics-Based Vision
Authors: V. Muller, S. Utcke
Venue:  (1995)

Physics-Based Vision is a combination of traditional machine vision, material optics and computer graphics. Illumination, optical reflection and image formation are analysed in this new field of research in order to develop more efficient artificial vision systems. This paper focusses on two aspects of physics-based vision: analysis of spatial distribution of reflection as well as polarisation by optical reflection. Highlights are a common phenomenon in images of real surfaces, that may cause standard vision algorithm to produce erroneous results. Algorithms that can eliminate these highlights are introduced in this paper. On the other hand, analysis of specular reflection, the physical effect that causes highlights, provides valuable information about the inspected surface. A single unpolarised ray of light that is reflected on a surface will cause a complex distribution of light intensity around the ideal angle of reflection. In addition, the reflected light will be partly polarised. Surface properties such as gloss and roughness can be described by these physical effects. Inspection of printing quality of cigarette packs is an example of a machine vision task that can not be solved by traditional methods.
Replacing Cassandra
Authors: I. D. Craig
Venue:  (1992)

We criticize our CASSANDRA architecture as inflexible and incapable of supporting communications in any realistic sense. We argue for our position and propose a new agent structure.
Convergence Theory of Probability-one Homotopies for Model Order Reduction
Authors: Wang Y., Bernstein D.S., Watson L.T.
Venue:  (1996)

The optimal H-square model reduction problem is an inherently nonconvex problem and thus provides a nontrivial computational challenge. This paper systematically examines the requirements of probability-one homotopy methods to guarantee global convergence. Homotopy algorithms for nonlinear systems of equations construct a continuous family of systems, and solve the given system by tracking the continuous curve of solutions to the family. The main emphasis is on guaranteeing transversality for several homotopy maps based upon the pseudogramian formulation of the optimal projection equations and variations based upon canonical forms. These results are essential to the probability-one homotopy approach by guaranteeing good numerical properties in the computation- al implementation of the homotopy algorithms.
LEARNING INTEGER LATTICES
Authors: David Helmbold, Robert Sloan, Manfred K. Warmuth
Venue:  (1990)

We consider the problem of learning of an integer lattice of Z^k in an on-line fashion. That is, the learning algorithm is given a sequence of k-tuples of integers and predicts for each tuple in the sequence whether it lies in a hidden target lattice of Z^k. The goal of the algorithm is to minimize the number of prediction mistakes. We give an efficient learning algorithm with an absolute mistake bound of k + | k log (n sqrt{k}) | , where n is the maximum component of any tuple seen. We show that this bound is approximately a log log n factor larger than the lower bound on the worst case number of mistakes given by the VC dimension of lattices that are restricted to {-n, ... , 0, ... , n}^k. This algorithm is used to learn rational lattices, cosets of lattices, an on-line word problem for abelian groups, and a subclass of the commutative regular languages. Furthermore, adapting the results of previous work, we can efficiently learn nested differences of each of the above classes (e.g.\ concepts of the form c_1-(c_2-(c_3-(c_4-c_5))) where each c_i is the coset of a lattice).
Garbage Collection of Actors
Authors: Dennis G. Kafura, Douglas M. Washabaugh, Jeff Nelson
Venue:  (1990)

This paper considers the garbage collection of concurrent objects for which it is necessary to know not only "reachability", the usual criterion for reclaiming data, but also the "state" (active or blocked) of the object. For the actor model, a more comprehensive definition than previously available is given for reclaimable actors. Two garbage collection algorithms, implementing a set of "coloring" rules, are presented and their computational complexity is analyzed. Extensions are briefly described to allow incremental, concurrent, distributed and real-time collection. It is argued that the techniques used for the actor model applies to other object-oriented concurrent models.
Trajectory Generation Implemented as a Non-linear Filter
Authors: John E. Lloyd
Venue:  (1998)

An algorithm is presented which, given a prescribed manipulator path and corresponding kinematic solution, computes a feasible trajectory in the presence of kinematic singularities. The resulting trajectory is close to minimum time, subject to explicit bounds on joint velocities and accelerations, and follows the path with precision. The algorithm has complexity O(M log M), with respect to the number of joint coordinates M, and works using ``coordinate pivoting'''', in which the path timing near singularities is controlled using the fastest changing joint coordinate. This allows the handling of singular situations, including linear self-motions (e.g., wrist singularities), where the path speed is zero but other joint velocities are non-zero. To compute the trajectory, knots points are inserted along the input path, with increased knot density near singularities. Appropriate path velocities are then computed at each knot point, and the resulting knot-velocity sequence can be integrated to yield the path timing. Examples involving the PUMA manipulator are shown.
The Worst-Case Running Time of the Random Simplex Algorithm is Exponential in the Height
Authors: A. Z. Broder, M. E. Dyer, A. M. Frieze, P. Raghavan, E. Upfal
Venue:  (1995)

The random simplex algorithm for linear programming proceeds as follows: at each step, it moves from a vertex v of the polytope to a randomly chosen neighbor of v, the random choice being made from those neighbors of v that improve the objective function. We exhibit a polytope defined by n constraints in three dimensions with height O(logn), for which the expected running time of the random simplex algorithm is W(n/logn).
Design Issues in General Purpose, Parallel Simulation Languages
Authors: Marc Abrams, Greg Lomow
Venue:  (1989)

This paper addresses the topic of designing general purpose, parallel simulation languages. We discuss how parallel simulation languages differ from general purpose programming languages. Our thesis is that the issues of distribution, performance, unusual implementation mechanism, and the desire for determinism are the dominant considerations in designing a simulation language today. We then discuss the separate roles that special and general purpose simulation languages play. Next we use the two languages, Sim++ and CPS, to illustrate these issues. Then we discuss eight design considerations: process versus event oriented-view, basic program structure, I/O, making implementation cost explicit to the programmer, providing dynamic facilities, memory management, the semantics of false messages in time warp, and program development methodology considerations. A number of conclusions are drawn from our experiences in language design.
On Digital Money and Card Technologies
Authors: Edwin M. Knorr
Venue:  (1997)

We survey two related fields: digital money and card technologies (especially smart cards), for possible PhD research topics. We believe that digital money and card technologies will revolutionize life in the 21st century. It will be shown that privacy issues are of serious concern, but that well-designed implementations can have long-term strategic and economic benefits to society. We have been following these two fields for a number of years. It is only very recently that digital money and card technologies have captured the attention of the North American marketplace. We believe that there will be significant research opportunities in these areas for years to come, as evidenced by recent commercial interest in supporting financial transactions via the Internet. This paper examines various aspects of digital money and card technologies, and attempts to provide a comprehensive overview of these fields and their research prospects.
A Simple Linear Time Algorithm for Concave One-Dimensional Dynamic Programming
Authors: Maria M. Klawe
Venue:  (1989)

Following [KK89] we will say that an algorithm for finding the column minima of a matrix is ordered if the algorithm never evaluates the $(i,j)$ entry of the matrix until the minima of columns $1, 2, \ldots , i$ are known. This note presents an extremely simple linear time ordered algorithm for finding column minima in triangular totally monotone matrices. Analogous to [KK89] this immediately yields a linear time algorithm for the concave one-dimensional dynamic programming problem. Wilber [W88] gave the first linear time algorithm for the concave one-dimensional dynamic programming problem, but his algorithm was not ordered and hence could not be applied in some situations. Examples of these situations are given in [GP89] and [L89]. Galil and Park [GP89] and Larmore [L89] independently found quite different ordered linear time algorithms. All of these algorithms, and ours as well, rely on the original linear-time algorithm known as SMAWK for finding column minima in totally monotone matrices [AKMSW87]. The constant in our algorithm is essentially the same of that of the Galil-Park algorithm, and since our algorithm is so simple to program, we expect it to be the algorithm of choice in implementations.
Enumeration of Equicolourable Trees
Authors: Nicholas Pippenger
Venue:  (2000)

A tree, being a connected acyclic graph, can be bicoloured in two ways, which differ from each other by exchange of the colours. We shall say that a tree is equicolourable if these bicolourings assign the two colours to equal numbers of vertices. Labelled equicoloured trees have been enumerated several times in the literature, and from this result it is easy to enumerate labelled equicolourable trees. The result is that the probability that a randomly chosen n-vertex labelled tree is equicolourable is asymptotically just twice the probability that its vertices would be equicoloured if they were assigned colours by independent unbiased coin flips. Our goal in this paper is the enumeration of unlabelled equicolourable trees (that is, trees up to isomorphism), both exactly (in terms of generating functions) and asymptotically. We treat both the rooted and unrooted versions of this problem, and conclude that in either case the probability that a randomly chosen n-vertex unlabelled tree is equicolourable is asymptotically 1.40499... times as large as the probability that it would be equicoloured if its vertices were assigned colours by independent unbiased coin flips.
Optimal Availability Quorum Systems: Theory and Practice
Authors: Y. Amir, A. Wool
Venue:  (1996)

Quorum systems serve as a basic tool providing a uniform and reliable way to achieve coordination in a distributed system. They are useful for distributed and replicated databases, name servers, mutual exclusion, and distributed access control and signatures. The un-availability of a quorum system is the probability of the event that no live quorum exists in the system. When such an event occurs the service is completely halted. The un-availability is widely accepted as the measure by which quorum systems are evaluated. In this paper we characterize the optimal availability quorum system in the general case, when the failure probabilities may take any value in the range 0 > p>sub/sub 1. Then we deal with the practical scenario in which the failure probabilities are unknown, but can be estimated. We give a robust and efficient algorithm that calculates a near optimal quorum system based on the estimated failure probabilities.
INTERACTIVE LANGUAGE-BASED OBJECT MANIPULATION
Authors: Sharon R Fischler, Jane Wilhelms
Venue:  (1992)

If a user were to imagine the most convenient method of manipulating objects, it would probably be language-based. However, natural language understanding is notoriously difficult for computers, and the difficulty is exacerbated in the case of computer graphics by the need for geometric output, not just ``conceptual'''' understanding or high-level inferencing. General text understanding techniques have not been successfully generally applied to scene generation; more typically, a few task-specific commands, such as ``walk'''', are implemented in detail and independently. We have chosen a more generalizable, bottom-up approach of developing a small natural class of commands useful for object manipulation. We believe this is a first step toward a much more natural method for object manipulation using computer graphics. (not available electronically)
QoS Management in Web-based Real-Time Data Services
Authors: S. H. Sang, K. D. Kang
Venue:  (2002)

The demand for real-time data services has been increasing recently. Many e-commerce applications and web-based information services are becoming very sophisticated in their data needs. They span the spectrum from low level status data, e.g., stock prices, to high level aggregated data, e.g., recommended selling/buying point. In these applications, it is desired to process user requests within their deadlines using fresh data, which reflect the current market status. Current web-based data services are poor at processing user requests in a timely manner using fresh data. To address this problem, we present a framework for guaranteed real-time data services in unpredictable environments. We also introduce a possible application of our approach in the distributed environment.
REINAS: REAL-TIME ENVIRONMENTAL INFORMATION NETWORK AND ANALYSIS SYSTEM: CONCEPT STATEMENT
Authors: Darrell D.E. Long, Patrick E. Mantey, Alex T. Pang, Glen G. Langdon,  Jr., Robert A. Levinson, Harwood G. Kolsky, Bruce R. Gritton, Carlyle H. Wash, Leslie K. Rosenfeld
Venue:  (1993)

REINAS is a research and development program with the goal of designing, developing and testing an operational prototype system for data acquisition, data management and visualization. This system is to support the real-time utilization of advanced instrumentation in environmental science where continuous time measurements and improved spatial resolution allow monitoring and understanding of environmental phenomena in much greater detail than has previously been possible. The system will also support the retrospective use of integrated environmental data sets. The scientific problem chosen to provide a focus for study is in the area of air-sea-land interaction, in particular, seabreeze development and the oceanic response to it in Monterey Bay. The project is a multi-year effort of the Baskin Center for Computer Engineering and Information Sciences of the University of California, Santa Cruz, in cooperation with the environmental and marine scientists from the Naval Postgraduate School (NPS), Monterey Bay Aquarium Research Institute (MBARI), and the Center for Ocean Anallysis and Prediction (NOAA/COAP). This report is the Concept Statement for the REINAS project in which the initial system requirements and project plan for the system is described along with a preliminary architecture and its subsystems for data collection, data management, processing and visualization which are required for real-time operational applications in the marine environment. The objective of this document is to provide project participants and reviewers a baseline description of the problem that REINAS is targeting, the technology to be applied, and a plan for meeting project goals. The concepts discussed are meant to provide clear and concise direction for project activities and clear evaluation criteria for products produced by the REINAS team. Collected in the appendices of this report are details and documentation concerning the data sources, related projects, etc. that seem related to REINAS. [ NOTE: Postscript file does not contain some of the diagrams. Write to trs@cse.ucsc.edu to have them sent to you via regular mail.]
Hydrate Crystal Identification in Electron Microscope Images - Incorporating Neural Network Technology
Authors: Anthony Zaknich
Venue:  (1992)

Abstract unavailable.
Sorting by Bounded Block-Moves
Authors: Heath Lenwood S., Vergara John Paul C.
Venue:  (1997)

Given a permutation pi, a block-move is an operation that switches two adjacent blocks of elements in pi. The problem of finding the minimum number of block-moves required to sort pi has applications in computational biology, particularly in the study of genome rearrangements. This paper investigates variants of the problem where bounds are imposed on the lengths of the blocks moved. Algorithms and reduction results are presented for these variants.
Collaboration Transparency in Java through Event Broadcasting
Authors: Begole James "Bo", Struble Craig A., Shaffer Clifford
Venue:  (1997)

Widespread use of the Internet for education and research is yielding many opportunities for network-based synchronous collaboration. For example, the Java runtime environment provides a platform independent vehicle for new collaborative applications. While many toolkits are becoming available that support development of collaborative applications, they do not enable collaborative use of existing single-user Java applets, a process called collaboration transparency. This paper discusses two approaches to collaboration transparency: display broadcasting and event broadcasting. We then consider the suitability of each within the context of the Java runtime environment. Unfortunately, simple modifications to the standard Java class libraries as they are currently implemented are not sufficient to support collaboration transparency. We describe the problems and suggest solutions.
The Mine Pump Control Program in Esterel
Authors: P. Giridhar, Vinod Kumar, Mathai Joseph
Venue:  (1997)

This report describes the development of a mine pump control program in the synchronous programming language Esterel.
On Limited Versus Polynomial Nondeterminsim
Authors: U. Feige, J. Kilian
Venue:  (1995)

We show that efficient algorithms for some problems that require limited nondeterminism imply subexponential simulation of nondeterministic computation by deterministic computation. In particular, if cliques of size O(logn) can be found in polynomial time, then nondeterministic time f(n) is contained in deterministic time exponential in SQRT(f(n) polylog f(n)).
Improving Indirect Branch Prediction With Source- and Arity-based Classification and Cascaded Prediction
Authors: Karel Driesen, Urs Holzle
Venue:  (1998)

Indirect branch prediction is likely to become more critical to program performance because indirect branches occur more frequently in object-oriented programs. We study indirect branch behavior in both procedural and object-oriented programs in order to build more accurate predictor architectures. First we use a statically classifying hybrid predictor with a shared history table and separate history buffers tuned for different branch classes. Opcode-based classification, which classifies branches according to their source code origin, leads to only minor improvements in prediction performance. Arity-based classification, which classifies branches according to the number of different targets, obtains better performance, competitive with recently proposed dual- path length hybrid predictors. Finally, we present cascaded branch predictors, which dynamically classifies easily predicted branches using an inexpensive predictor. By preventing insertion of these branches into a more powerful second stage predictor, cascaded prediction obtains prediction rates equivalent to that of the previously best known indirect branch predictors, but at roughly half the cost. Specifically, a cascaded predictor with a total of 288 history table entries achieves 89.3% prediction accuracy.
Flexible Generation of Global Integrated Schemata using GIM
Authors: Ingo Schmitt, Gunter Saake
Venue:  (1996)

Der Beitrag wurde auf dem Workshop "Foderierte Datenbanken" vom 22.04 bis 23.04.96 in Magdeburg vorgestellt.
Separating Crosscutting Concerns Across the Lifecycle: From Composition Patterns to AspectJ and Hyper/J
Authors: Siobhan Clarke, Robert J. Walker
Venue:  (2001)

Requirements that have a crosscutting impact on software (such as distribution or persistence) present many problems for software development that manifest themselves throughout the lifecycle. Inherent properties of crosscutting requirements, such as scattering (where their support is scattered across multiple classes) and tangling (where their support is tangled with elements supporting other requirements), reduce the reusability, extensibility, and traceability of the affected software artefacts. Scattering and tangling exist both in designs and code and must therefore be addressed in both. To remove scattering and tangling properties, a means to separate the designs and code of crosscutting behaviour into independent models or programs is required. This paper discusses approaches that achieve exactly that in either designs or code, and presents an investigation into a means to maintain this separation of crosscutting behaviour seamlessly across the lifecycle. To achieve this, we work with composition patterns at the design level, AspectJ and Hyper/J at the code level, and investigate a mapping between the two levels. Composition patterns are a means to separate the design of crosscutting requirements in an encapsulated, independent, reusable, and extensible way. AspectJ and Hyper/J are technologies that provide similar levels of separation for Java code. We discuss each approach, and map the constructs from composition patterns to those of AspectJ and Hyper/J. We first illustrate composition patterns with the design of the Observer pattern, and then map that design to the appropriate code. As this is achieved with varying levels of success, the exercise also serves as a case study in using those implementation techniques.
Computer Analysis of User Interfaces Based on Repetition inTranscripts of User Sessions
Authors: Antonio C. Siochi, Roger W. Ehrich
Venue:  (1990)

It is generally acknowledged that the production of quality user interfaces requires a thorough understanding of the user and that this involves evaluating the interface by observing the user working with the system, or by performing human factors experiments. Such methods traditionally involve the use of video tape, protocol analysis, critical incident analysis, etc. These methods require time consuming analyses and may be invasive. In addition, the data obtained through such methods represent a relatively small portion of the use of a system. An alternative approach is to record all user input and systems output, i.e., log the user session. Such transcripts can be collected automatically and non-invasively over a long period of time. Unfortunately, this produces voluminous amounts of data. There is, therefore, a need for tools and techniques that allow an evaluator to identify potential performance and usability problems from such data. It is hypothesized that repetition of user actions is an important indicator of potential user interface problems.