ppxscal/embedding_network huggingface dataset:
An optimized Schwarz waveform relaxation method for the unsteady convection diffusion equation in two dimensions
Authors: Véronique Martin
Venue: Applied Numerical Mathematics (2005)

We are interested in solving time dependent problems using domain decomposition methods. In the classical approach, one discretizes first the time dimension and then one solves a sequence of steady problems by a domain decomposition method. In this paper, we treat directly the time dependent problem and we study a Schwarz wave-form relaxation algorithm for the convection diffusion equation in two dimensions. We introduce the operators on the interfaces which minimize the convergence rate, resulting in an efficient method: numerical results illustrate the performances and show that the corresponding algorithms converge much faster than the classical one.
A VALIDATION OF ERGONOMIC CRITERIA FOR THE EVALUATION OF USER INTERFACES
Authors: Dominique L. Scapin, Christian Bastien
Venue: ACM SIGCHI Bulletin (1991)

The amount of human factors engineering data about user interface design and evaluation has become very large over the last years. A large part of that knowledge has resulted in principles, recommendations and guidelines published under various formats (standards, guides, etc.). Unfortunately, efficient usage of that knowledge seems difficult, particularly for non specialists.
Training a multi-layer feedforward neural network to play Othello using the backpropogation algorithm and reinforcement learning
Authors: Rich Bateman
Venue: Journal of Computing Sciences in Colleges (2004)

Determining a strong strategy for a game is a difficult task. What are good heuristics to use? What kind of states should be considered valuable or detrimental? With practice and analysis, a human can acquire this knowledge; is the same possible for a computer? Certainly a computer can be programmed with seemingly effective heuristics, but can a computer learn on its own what moves lead to victory and what others lead to defeat? The goal of this project is to take a computer with zero strategic knowledge of a game (for this project, Othello) and have it become on its own as great a player as it can without any external force guiding it. The approach taken to achieve this objective is to use an artificial neural network and train it with reinforcement learning techniques.
Image-based spatio-temporal modeling and view interpolation of dynamic events
Authors: Sundar Vedula, Simon Baker, Takeo Kanade
Venue: ACM Transactions on Graphics (TOG) (2005)

We present an approach for modeling and rendering a dynamic, real-world event from an arbitrary viewpoint, and at any time, using images captured from multiple video cameras. The event is modeled as a nonrigidly varying dynamic scene, captured by many images from different viewpoints, at discrete times. First, the spatio-temporal geometric properties (shape and instantaneous motion) are computed. The view synthesis problem is then solved using a reverse mapping algorithm, ray-casting across space and time, to compute a novel image from any viewpoint in the 4D space of position and time. Results are shown on real-world events captured in the CMU 3D Room, by creating synthetic renderings of the event from novel, arbitrary positions in space and time. Multiple such recreated renderings can be put together to create retimed fly-by movies of the event, with the resulting visual experience richer than that of a regular video clip, or switching between images from multiple cameras.
Error-free computation with finite number systems
Authors: Robert Todd Gregory
Venue: ACM SIGNUM Newsletter (1979)

Since an automatic digital computer is a finite machine, it is capable of representing, internally, only a finite set of numbers. Thus, any attempt to use an automatic digital computer to do arithmetic in the field of real numbers (R, +, &middot;) is doomed to failure because R is an infinite set and most of the elements in R cannot be represented.
A Framework for High-Accuracy Privacy-Preserving Mining
Authors: Shipra Agrawal, Jayant R. Haritsa
Venue: Proceedings of the 21st International Conference on Data Engineering (2005)

To preserve client privacy in the data mining process, a variety of techniques based on random perturbation of individual data records have been proposed recently. In this paper, we present FRAPP, a generalized matrix-theoretic framework of random perturbation, which facilitates a systematic approach to the design of perturbation mechanisms for privacy-preserving mining. Specifically, FRAPP is used to demonstrate that (a) the prior techniques differ only in their choices for the perturbation matrix elements, and (b) a symmetric perturbation matrix with minimal condition number can be identified, maximizing the accuracy even under strict privacy guarantees. We also propose a novel perturbation mechanism wherein the matrix elements are themselves characterized as random variables, and demonstrate that this feature provides significant improvements in privacy at only a marginal cost in accuracy. The quantitative utility of FRAPP, which applies to random-perturbation-based privacy-preserving mining in general, is evaluated specifically with regard to frequent-itemset mining on a variety of real datasets. Our experimental results indicate that, for a given privacy requirement, substantially lower errors are incurred, with respect to both itemset identity and itemset support, as compared to the prior techniques.
Video Epitomes
Authors: Vincent Cheung, Brendan J. Frey, Nebojsa Jojic
Venue: Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 1 - Volume 01 (2005)

Recently, "epitomes" were introduced as patch-based probability models that are learned by compiling together a large number of examples of patches from input images. In this paper, we describe how epitomes can be used to model video data and we describe significant computational speedups that can be incorporated into the epitome inference and learning algorithm. In the case of videos, epitomes are estimated so as to model most of the small space-time cubes from the input data. Then, the epitome can be used for various modeling and reconstruction tasks, of which we show results for video super-resolution, video interpolation, and object removal. Besides computational efficiency, an interesting advantage of the epitome as a representation is that it can be reliably estimated even from videos with large amounts of missing data. We illustrate this ability on the task of reconstructing the dropped frames in video broadcast using only the degraded video.
Design and evaluation of Elva: an embodied tour guide in an interactive virtual art gallery: Research Articles
Authors: Xiang Yuan, Yam San Chee
Venue: Computer Animation and Virtual Worlds (2005)

The technology of embodied conversational agents provides an attractive approach to achieving natural human&mdash;computer interaction if the interaction design is handled sensitively. In view of this, we designed and developed an embodied tour guide, Elva, &lsquo;who&rsquo; is able to engage conversationally with users about gallery exhibits and also capable of behaving non-verbally using gesture and facial expression. The research focuses on the attributes of agent autonomy and believability. To achieve autonomy, we present a three-layer architectural design to ensure appropriate coupling between the agent's perception and action. With regard to believability, we utilize the notion of schema to support structured and coherent verbal behaviours. We also pay careful attention to the design of non-verbal interactions that establish social facts within the virtual world. A user study was performed to evaluate user satisfaction and agent believability. Copyright &copy; 2005 John Wiley & Sons, Ltd.
Meta-Toys Workshop and Environment with Squeak
Authors: Takashi Yamamiya
Venue: Proceedings of the Third International Conference on Creating, Connecting and Collaborating through Computing (2005)

This paper discussed an idea of curriculum and the software project named Meta-toys. The first primary motivation of the curriculum was designed for learning way of media-art, but now the goal is more comprehensive for leading generic computer literacy. Through the workshop, students could learn not only how to use computer software, but also how to make software for works along with own independent needs. Using computer, we can create various kinds of art works including painting, music, and literature. In many cases, computer is used just as substitute article of traditional media like paper and ink. To touch more computer specific idea, it would be better to know about generalization. Meta-toys' workshop introduces the way of thinking about how to use computer effectively with making presentation tools. In addition to show the workshop, we describe necessary software features for the workshop. We had a workshop using Squeak etoys because all our students have not special knowledge about computer. Because current etoys is not enough for our purpose, we have developed miner upgrade of etoys rather than major rebuilding. Some of our results could be regard as prototype for new Squeak scripting system.
Papers presented at the 2005 workshop on Wireless traffic measurements and modeling
Venue: International Conference On Mobile Systems, Applications And Services (2005)

Welcome to the international workshop on Wireless Traffic Measurements and Modeling (WiTMeMo '05). WiTMeMo was created to address the need for more realistic models for traffic, mobility, and access patterns. Furthermore, it serves as a forum for scientists and engineers in academia and industry to discuss their experiences and research results about all aspects of measurements and modeling of applications, usage, access, and mobility in wireless networks.We are delighted to have a program with a keynote speech from Professor Margaret Martonosi of Princeton University, six peer-reviewed papers, two invited talks, and an exciting panel session. In the panel, we will address the reasons why researchers have been hesitant to experimentally validate their work based on wireless measurements and discuss the challenges in performing such measurements. Our goal is to enhance and accelerate the process of sharing traces, implementations, and test suites, while strengthening the current practices in wireless experimental research. We hope that sound experimental practices will greatly impact the future design of wireless networks, as well as their management and planning.
A cost-reducing question-selection algorithm for propositional knowledge-based systems
Authors: Jinchang Wang
Venue: Annals of Mathematics and Artificial Intelligence (2005)

In many applications of knowledge-based systems, initially given data are often not sufficient to reach a conclusion and more data are needed. A question-selection algorithm is to identify missing information and select proper questions to ask. We present a question-selection algorithm for propositional knowledge-based systems, which aims at asking more relevant and less expensive questions. Comparing to those algorithms currently used in many expert systems, the new algorithm is capable of reaching a conclusion more economically in our computational experiments.
Systems of distant representatives
Authors: Jiří Fiala, Jan Kratochvíl, Andrzej Proskurowski
Venue: Discrete Applied Mathematics (2005)

We introduce a new notion of Systems of Distant Representatives of families of subsets of a metric space. We are in particular interested in the computational complexity of deciding the existence of such systems, for different distance parameters and for various metric spaces. The problem contains as a subproblem the well known polynomial time solvable problem of Systems of Distinct Representatives (for discrete metric and distance parameter 1). We prove several NP-hardness results, e.g., for discrete metric and distance parameter 2, or for Euclidean metric spaces. We also show a direct connection to practically motivated and previously studied problems such as scheduling, distance constrained graph labeling, map labeling, disjoint representatives of hypergraphs and independent sets in graphs. Finally, we mention our original motivation for studying distant representatives which comes from the distance constrained graph labeling and our complexity results imply a significant difference in the computational complexity of L(p, q)-labeling of trees for q = 1 and q > 1.
Optimal Representative Blocks for the Efficient Tracking of a Moving Object
Authors: SangJoo Kim, WanCheol Kim, JangMyung Lee
Venue: Journal of Robotic Systems (2004)

Optimal representative blocks are proposed for an efficient tracking of a moving object and it is verified experimentally by using a mobile robot with a pan-tilt camera. The key idea comes from the fact that when the image size of a moving object is shrunk in an image frame according to the distance between the camera of mobile robot and the moving object, the tracking performance of a moving object can be improved by shrinking the size of representative blocks according to the object image size. Motion estimation using edge detection (ED) and block-matching algorithm (BMA) are often used in the case of moving object tracking by vision sensors. However, these methods often miss the real-time vision data since these schemes suffer from the heavy computational load. To overcome this problem and to improve the tracking performance, the optimal representative block that can reduce a lot of data to be computed is defined and optimized by changing the size of the representative block according to the size of object in the image frame. The proposed algorithm is verified experimentally by using a mobile robot with a two degree-of-freedom active camera. &copy; 2004 Wiley Periodicals, Inc.
YABLE&mdash;yet another behaviour language
Authors: Tony Burrows, David England
Venue: Proceedings of the tenth international conference on 3D Web technology (2005)

There is an increasing use of virtual environments for applications ranging from education to industrial processes, behavioural modification and games. While tools have been written to enable end users to generate static environments, little has been done with respect to dynamic ones, where behaviour is a major element for believability. This is still very much the province of the programmer.This paper examines the current state of virtual reality development with particular reference to the specification and inclusion of behaviour. It highlights the need to distance such specification from the implementation of code to generate the behaviour.The paper proposes a view of behaviour and goes on to develop a software architecture which provides the basis for implementing behaviours at run time. It continues with an analysis of what is needed for behaviour specification and develops an appropriate declarative behaviour description language which enables the separation of behaviour specification from implementation. The work provides a platform on which meta-tools could be built for behaviour specification. A number of examples are included to demonstrate the architecture and behaviour description language in use.
Control and Disturbance Rejection for Discrete Linear Repetitive Processes
Authors: B. Sulikowski, K. Galkowski, E. Rogers, D. H. Ownes
Venue: Multidimensional Systems and Signal Processing (2005)

Repetitive processes are a distinct class of 2D systems (i.e. information propagation in two independent directions) of both systems theoretic and applications interest. They cannot be controlled by direct extension of existing techniques from either standard (termed 1D here) or 2D systems theory. Here we give new results on the relatively open problem of the design of physically based feedforward/feedback control laws to achieve desired performance and disturbance decoupling in the sense defined in the body of the paper.
Visual Adaptation of Scale and Imprecision in a Noisy World
Authors: Michael H. Brill
Venue: Proceedings of the 33rd Applied Imagery Pattern Recognition Workshop (2004)

Pointlike quantum noise in an image can be defeated either by representing the image at a low gray-scale resolution or at a low spatial resolution. The first solution locates an image at an inherent imprecision, and the second locates the image at an inherent spatial scale. Two vision-based models combat noise by automatic and local spatial-scale adjustment. Making contrast steps proportional to the square root of intensity (the deVries-Rose law) uses the imprecision solution. A hybrid system such as human vision use both spatial solutions, and also carries out similar processing in the time domain.
Implementation of MADM algorithms on FPGA based platforms
Authors: Ivan Kanev
Venue: Proceedings of the 5th international conference on Computer systems and technologies (2004)

MADM algorithms are a version of the ADM method for compression of speech signals. In this paper the implementation of these algorithms on FPGA based platforms is presented. The outputs of the research carried out may be used in the design of IVR or VM systems.
Quasi-Linear Algorithms for the Topological Watershed
Authors: Michel Couprie, Laurent Najman, Gilles Bertrand
Venue: Journal of Mathematical Imaging and Vision (2005)

The watershed transformation is an efficient tool for segmenting grayscale images. An original approach to the watershed (Bertrand, Journal of Mathematical Imaging and Vision, Vol. 22, Nos. 2/3, pp. 217--230, 2005.; Couprie and Bertrand, Proc. SPIE Vision Geometry VI, Vol. 3168, pp. 136--146, 1997.) consists in modifying the original image by lowering some points while preserving some topological properties, namely, the connectivity of each lower cross-section. Such a transformation (and its result) is called a W-thinning, a topological watershed being an "ultimate" W-thinning. In this paper, we study algorithms to compute topological watersheds. We propose and prove a characterization of the points that can be lowered during a W-thinning, which may be checked locally and efficiently implemented thanks to a data structure called component tree. We introduce the notion of M-watershed of an image F, which is a W-thinning of F in which the minima cannot be extended anymore without changing the connectivity of the lower cross-sections. The set of points in an M-watershed of F which do not belong to any regional minimum corresponds to a binary watershed of F. We propose quasi-linear algorithms for computing M-watersheds and topological watersheds. These algorithms are proved to give correct results with respect to the definitions, and their time complexity is analyzed.
Fully Symbolic Unbounded Model Checking for Alternating-time Temporal Logic1
Authors: Magdalena Kacprzak, Wojciech Penczek
Venue: Autonomous Agents and Multi-Agent Systems (2005)

Alternating-time Temporal Logic (ATL) is typically applied for specifying properties of multi-agent systems modelled by game-like structures. This paper deals with verification of ATL by means of a fully symbolic model checking. Unbounded model checking (a SAT-based technique) is applied for the first time to verification of AT. Several examples are given in order to present an application of the technique.
Scaled log likelihood ratios for the detection of abbreviations in text corpora
Authors: Tibor Kiss, Jan Strunk
Venue: Proceedings of the 19th international conference on Computational linguistics - Volume 2 (2002)

We describe a language-independent, flexible, and accurate method for the detection of abbreviations in text corpora. It is based on the idea that an abbreviation can be viewed as a collocation, and can be identified by using methods for collocation detection such as the log likelihood ratio. Although the log likelihood ratio is known to show a good recall, its precision is poor. We employ scaling factors which lead to a strong improvement of precision. Experiments with English and German corpora show that abbreviations can be detected with high accuracy.
Technology migration technique for designs with strong RET-driven layout restrictions
Authors: Xin Yuan, Kevin W. McCullen, Fook-Luen Heng, Robert F. Walker, Jason Hibbeler, Robert J. Allen, Rani R. Narayan
Venue: Proceedings of the 2005 international symposium on Physical design (2005)

Restrictive design rules (RDRs) have been introduced as a simplified layout optimization method to better enable resolution enhancement techniques in ultra-deep submicron designs (16). In this paper, we study the technology migration problem for designs with strong RET-driven layout restrictions, i.e., RDR constraints, which require devices (gates) to be placed on a coarse pitch and in a single orientation. In particular, we study the legalization problem with on-pitch constraints for devices with an objective of minimum layout perturbation. The problem can be formulated as an integer linear programming (ILP) problem with a set of stringent integer constraints, and it can be approximated as a mixed integer linear programming (MILP) problem. Instead of using an MILP solver to solve it, we propose a two-stage method --- first the target on-pitch positions for gates are computed and second the original problem is relaxed to a linear programming problem. Library cell layouts designed in a technology with conventional ground rules have been migrated successfully to a technology with RDRs using our approach.
INSIGHT FROM SITUATED ACTION ANALYSIS: THE CASE OF TELEPHONE OPERATING COMPANY ENGINEERS
Authors: Aita Salasoo, Mark Rosenstein, George H. Collier
Venue: ACM SIGCHI Bulletin (1991)

We have been studying the worklives of engineers concerned with the outside plant part of the telecommunications network, the part between customer locations and the closest exchange. Outside plant engineers, we suggest, engage in work activities, which are characterized by their situatedness. This makes observation of factors leading to action more accessible. Our analysis, based both on user views expressed in a survey and on a series of field observations, has helped to identify critical aspects of the engineer's task that can be supported by future computer-based support tools. We believe this approach may yield similar benefits in other domains.
Graphically representing artificial life with Maya programming
Authors: Kyle Horan
Venue: Journal of Computing Sciences in Colleges (2004)

Maya Programming is an up to date tool with a great capacity for creating computer graphics. It is capable of representing virtually anything you can imagine as far as modeling, animation, and dynamics goes. It is very useful in learning more about how an object would act under given circumstances. You can construct objects and assign to them a variety of characteristics. You can then simulate different situations and see how the objects react or perform. The ACM Portal is published by the Association for Computing Machinery. Copyright © 2010 ACM, Inc. Terms of Usage Privacy Policy Code of Ethics Contact Us Useful downloads: Adobe Acrobat QuickTime Windows Media Player Real Player