ppxscal/embedding_network huggingface dataset:
Advance Bandwidth Scheduling Algorithms in Dedicated Networks
Authors: Yunyue Lin, Qishi Wu, Nageswara S. V. Rao, Mengxia Zhu
Venue: International Journal of Distributed Sensor Networks (2009)

An increasing number of high performance research network testbeds and production networks have the capability of provisioning dedicated channels for high speed data transfer in support of large scale scientific applications. Each dedicated channel in these networks typically consists of one or more physical links that are shared by multiple applications in both time and bandwidth through in advance reservation. The design of efficient bandwidth scheduling algorithms is critical to maximizing the utilization of dedicated network resources and meeting diverse end-to-end transport performance requirements. The topology of a dedicated network is represented by a graph, where each link maintains a list of residual bandwidths specified as segmented constant functions of time. Given a graph with an aggregated time-bandwidth table combining the reservation information on all links, designated source, and destination vertices, and a specified data size, we formulate and investigate five bandwidth scheduling problems to minimize the data transfer end time under different path and bandwidth constraints. variable path with variable bandwidth (VPVB), which computes the widest (highest bandwidth) path in each time slot; fixed path with variable bandwidth (FPVB), which computes a fixed path with varying bandwidths across different time slots; variable path with fixed bandwidth (VPFB), which computes one path in each time slot with the same bandwidth; fixed path with fixed bandwidth (FPFB), which computes a fixed path with a constant bandwidth; and multiple fixed paths with fixed bandwidths (MFPFB), which computes multiple concurrent fixed paths with constant bandwidths. Among these problems, VPVB represents the most flexible scenario where the network resources are fully utilized and the minimal transfer end time is achieved, while FPFB imposes the most stringent transport conditions by fixing both path and bandwidth. We design an optimal algorithm for each of these scheduling problems. VPVB is solved using an extension of the classical Dijkstra's algorithm, and FPVB is solved using Maximum Permutation Algorithm, which tries all possible permutations of throughputs at different time slots to obtain the minimal transfer end time. The algorithm for VPFB, FPFB, and MFPFB are based on Adjacent Time Slots Search, which finds the minimum transfer end time by examining the possibility of data transfer in any number of contiguous time slots. All these algorithms are of polynomial or pseudo polynomial time complexity with respect to the network size and the total number of time slots in a bandwidth reservation table.
An Emerging Medium: Interactive Three Dimensional Digital Video
Venue: Proceedings of the 1996 International Conference on Multimedia Computing and Systems (1996)

This paper describes a new visual medium called Interactive 3D Digital Video. 3D digital video displays motion pictures of real-world events from the view of a virtual camera controlled by the viewer during playback. For 3D video to become of practical use, sophisticated data manipulation, management and processing capabilities are required. These tasks are daunting, given the amount and complexity of data involved. Furthermore, due to the hybrid nature of the 3D video data, no standardized representation and coding schemes are available. We explore these issues and present an overview of a functional system called Immersive Video. For real events such as basketball games, Immersive Video analyzes and composites recorded multi-viewpoint videos to create a full 3D version of the event which is then encoded and stored for immersive playback. While replaying this 3D digital movie, viewers are able to explore the scene continuously from any perspective. We will describe the steps we have taken toward using the Internet infrastructure and a client-server configuration to allow World Wide Web users to interactively view any of our experimental 3D videos including a one minute staged karate demonstration captured by six video cameras. Applications of this new medium include telepresence, interactive video and television, video-based virtual environments, and immersive feature films.
A reconstruction algorithm for the essential graph
Authors: Milan Studený, Jiří Vomlel
Venue: International Journal of Approximate Reasoning (2009)

A standard graphical representative of a Bayesian network structure is a special chain graph, known as an essential graph. An alternative algebraic approach to the mathematical description of this statistical model uses instead a certain integer-valued vector, known as a standard imset. We give a direct formula for the translation of any chain graph describing a Bayesian network structure into the standard imset. Moreover, we present a two-stage algorithm which makes it possible to reconstruct the essential graph on the basis of the standard imset. The core of this paper is the proof of the correctness of the algorithm.
A Statistically Customisable Web Benchmarking Tool
Authors: Katja Gilly, Carlos Quesada-Granja, Salvador Alcaraz, Carlos Juiz, Ramon Puigjaner
Venue: Electronic Notes in Theoretical Computer Science (ENTCS) (2009)

We describe a statistically customisable solution for Web benchmarking that includes three utilities: an Internet traffic generator for HTTP traffic, an static and dynamic Web pages generator in the Web server that is going to be tested and a performance monitor that reports some performance metrics during the test. The design of the tool is based on the implementation of the most important probability distributions that mainly characterise statistical properties of Internet traffic like the inter-arrival rate of the incoming Web traffic to the server, the number of objects contained in a Web page and the size of these Web objects. These properties can be customised for a specific capacity planning analysis. In this work, we describe the generation process of the Web pages and the customisable traffic characterization used by the benchmark. The monitoring process details and the validation of the probability distributions implemented are also included.
Note: The g-theorem matrices are totally nonnegative
Authors: Michael Björklund, Alexander Engström
Venue: Journal of Combinatorial Theory Series A (2009)

The g-theorem proved by Billera, Lee, and Stanley states that a sequence is the g-vector of a simplicial polytope if and only if it is an M-sequence. For any d-dimensional simplicial polytope the face vector is gM"d where M"d is a certain matrix whose entries are sums of binomial coefficients. Bjorner found refined lower and upper bound theorems by showing that the (2x2)-minors of M"d are nonnegative. He conjectured that all minors of M"d are nonnegative and that is the result of this note.
Robust Generation of Dynamic Data Structure Visualizations with Multiple Interaction Approaches
Authors: James H. Cross,  II, T. Dean Hendrix, David A. Umphress, Larry A. Barowski, Jhilmil Jain, Lacey N. Montgomery
Venue: ACM Transactions on Computing Education (TOCE) (2009)

jGRASP has three integrated approaches for interacting with its dynamic viewers for data structures: debugger, workbench, and text-based interactions that allow individual Java statements and expressions to be executed/evaluated. These approaches can be used together to provide a complementary set of interactions with the dynamic viewers. Data structure identification and rendering were tested by examining examples from 20 data structure textbooks. Controlled experiments with CS2 students indicate that the viewers can have a significant positive impact on student performance. The overall result is a flexible environment for interacting with effective dynamic data structure visualizations generated by a robust structure identifier.
A Framework for Integrating 3D Geographical Simulation Systems and Related Geo-information Web Resources
Authors: Zhen-Sheng Guo, Masahiko Itoh, Yuzuru Tanaka
Venue: Proceedings of the 2009 International Conference on Advanced Geographic Information Systems & Web Services (2009)

Disaster management requires the ad-hoc integration of different types of geo-information from different sources. In recent years, Web services have become important, since they dynamically provide up-to-date information about disasters. This paper proposes a generic application framework for the integration of geo-information Web services with 3D geographical simulation systems that can be used for disaster management. Our framework provides a set of 3D visual components required for the development of new 3D visual geographical simulation systems. It integrates 3D geographical simulation systems with related geo-information Web services using highly interactive and visual environments. In this paper, we describe its framework and present an application to prove its effectiveness.
A Hierarchical Text Clustering Algorithm with Cognitive Situation Dimensions
Authors: Yi Guo, Zhiqing Shao, Nan Hua
Venue: Proceedings of the 2009 Second International Workshop on Knowledge Discovery and Data Mining (2009)

Text clustering is an important task of text mining. The purpose of text clustering is grouping similar text documents together efficiently to meet human interests in information searching and understanding. The procedure of clustering should involve a cognitive process of text understanding or comprehension.This paper introduces an innovative research effort, CogHTC, a hierarchical text clustering algorithm, inspired by cognitive situation models. CogHTC extracts representative features from four elaborately selected cognitive situation dimensions with consideration of the clustering efficiency.The experimental results testified good performance of CogHTC, and revealed that the clustering results of CogHTC are class or domain sensitive, and CogHTC performed better on Cross-Class Clustering than Inner- Class Clustering.
A logical account of uncertain databases based on linear logic
Authors: Sungwoo Park, Seung-won Hwang
Venue: Proceedings of the 12th International Conference on Database Theory (2009)

A formal semantics of uncertain databases typically takes an algebraic approach by mapping an uncertain database to a set of relational databases, or possible worlds. We present a new semantics for uncertain databases which takes a logical approach by translating uncertain databases into logical theories. A characteristic feature of our semantics is that it uses linear logic, instead of propositional logic, as its logical foundation. Linear logic lends itself well to a logical interpretation of uncertain information because unlike propositional logic, it treats logical formulae not as persistent facts but as consumable resources. We motivate our development by arguing that propositional logic is inadequate as a logical foundation for uncertain databases. As the main result, we show that our semantics is faithful to the operational account of uncertain databases in the algebraic approach.
Live Video Segmentation in Dynamic Backgrounds Using Thermal Vision
Authors: Viet-Quoc Pham, Keita Takahashi, Takeshi Naemura
Venue: Proceedings of the 3rd Pacific Rim Symposium on Advances in Image and Video Technology (2009)

In this paper we describe a new technique for live video segmentation of human regions from dynamic backgrounds. Correct segmentations are produced in real-time even in severe background changes caused by camera movement and illumination changes. There are three key contributions. The first contribution is the employing of the thermal cue which proves to be very effective when fused with color. Second, we propose a new speed-up GraphCut algorithm by combining with the Bayesian estimation. The third contribution is a novel online learning method using accumulative histograms. The segmentation accuracy and speed are quite capable of the live video segmentation purpose.
New classification techniques for ordinary differential equations
Authors: Raouf Dridi, Michel Petitot
Venue: Journal of Symbolic Computation (2009)

The goal of the present paper is to propose an enhanced ordinary differential equation solver by exploitation of the powerful equivalence method of Elie Cartan. This solver returns a target equation equivalent to the equation to be solved and the transformation realizing the equivalence. The target ODE is a member of a dictionary of ODEs, that are regarded as well-known, or at least well-studied. The dictionary considered in this article comprises the ODEs in a book of Kamke. The major advantage of our solver is that the equivalence transformation is obtained without integrating differential equations. We provide also a theoretical contribution revealing the relationship between the change of coordinates that maps two differential equations and their symmetry pseudo-groups.
Fractional Stereo Matching Using Expectation-Maximization
Authors: Wei Xiong, Hin Shun Chung, Jiaya Jia
Venue: IEEE Transactions on Pattern Analysis and Machine Intelligence (2009)

In our fractional stereo matching problem, a foreground object with a fractional boundary is blended with a background scene using unknown transparencies. Due to the spatially varying disparities in different layers, one foreground pixel may be blended with different background pixels in stereo images, making the color constancy commonly assumed in traditional stereo matching not hold any more. To tackle this problem, in this paper, we introduce a probabilistic framework constraining the matching of pixel colors, disparities, and alpha values in different layers, and propose an automatic optimization method to solve a Maximizing a Posterior (MAP) problem using Expectation-Maximization (EM), given only a short-baseline stereo input image pair. Our method encodes the effect of background occlusion by layer blending without requiring a special detection process. The alpha computation process in our unified framework can be regarded as a new approach by natural image matting, which handles appropriately the situation when the background color is similar to that of the foreground object. We demonstrate the efficacy of our method by experimenting with challenging stereo images and making comparisons with state-of-the-art methods.
Using evolution strategy for cooperative focused crawling on semantic web
Authors: Jason J. Jung
Venue: Neural Computing and Applications (2009)

Conventional focused crawling systems have difficulties on contextual information retrieval in semantic web environment. In order to deal with these problems, we propose a cooperative crawler platform based on evolution strategy to build semantic structure (i.e., local ontologies) of web spaces. Mainly, multiple crawlers can discover semantic instances (i.e., ontology fragments) from annotated resources in a web space, and a centralized meta-crawler can carry out incremental aggregation of the semantic instances sent by the multiple crawlers. To do this, we exploit similarity-based ontology matching algorithm for computing semantic fitness of a population, i.e., summation of all possible semantic similarities between the semantic instances. As a result, we could efficiently obtain the best mapping condition (i.e., maximizing the semantic fitness) of the estimated semantic structures. We have shown two significant contributions of this paper; (1) reconciling semantic conflicts between multiple crawlers, and (2) adapting to evolving semantic structures of web spaces over time.
Fractal Transform Based Large Digital Watermark Embedding and Robust Full Blind Extraction
Authors: J.-L. Dugelay, S. Roche
Venue: Proceedings of the 1999 IEEE International Conference on Multimedia Computing and Systems - Volume 02 (1999)

The aim of this demonstration is to present the ongoing performance of our R. and D. watermarking scheme software. The proposed illustrations cover a large panel of original images (in grey levels and colors), signatures and attacks. Evaluation is performed according to ratio, visibility and robustness. All the results (excepting Stirmark cracker) are obtained using a full blind extraction, in other words the extraction step requires neither the original image nor the signature itself.
Do students benefit equally from interactive computer simulations regardless of prior knowledge levels?
Authors: Seong Ik Park, Gyumin Lee, Meekyoung Kim
Venue: Computers Education (2009)

The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge levels, and each group was divided into two treatment groups (a low-interactive simulation group and a high-interactive simulation group). The dependent variables were concept comprehension, cognitive load, and learning efficiency. The results showed that, for students with high prior knowledge levels, high-interactive simulations, rather than low-interactive simulations, resulted in significantly increased comprehension scores, decreased cognitive load scores, and higher learning efficiency. On the other hand, among students with low prior knowledge levels, the low-interactive simulation group did not demonstrate significantly increased comprehension scores, but they did show lower cognitive load scores and higher learning efficiency than the high-interactive simulation group.
Service-Interaction Descriptions: Augmenting Services with User Interface Models
Authors: Jo Vermeulen, Yves Vandriessche, Tim Clerckx, Kris Luyten, Karin Coninx
Venue: Engineering Interactive Systems: EIS 2007 Joint Working Conferences, EHCI 2007, DSV-IS 2007, HCSE 2007, Salamanca, Spain, March 22-24, 2007. Selected Papers (2008)

Semantic service descriptions have paved the way for flexible interaction with services in a mobile computing environment. Services can be automatically discovered, invoked and even composed. On the contrary, the user interfaces for interacting with these services are often still designed by hand. This approach poses a serious threat to the overall flexibility of the system. To make the user interface design process scale, it should be automated as much as possible. We propose to augment service descriptions with high-level user interface models to support automatic user interface adaptation. Our method builds upon OWL-S, an ontology for Semantic Web Services, by connecting a collection of OWL-S services to a hierarchical task structure and selected presentation information. This allows end-users to interact with services on a variety of platforms.
$\mathcal{NP}$-Hardness of Pure Nash Equilibrium in Scheduling and Connection Games
Authors: Nguyen Kim Thang
Venue: Proceedings of the 35th Conference on Current Trends in Theory and Practice of Computer Science (2009)

We prove $\mathcal{NP}$-hardness of pure Nash equilibrium for some problems of scheduling games and connection games. The technique is standard: first, we construct a gadget without the desired property and then embed it to a larger game which encodes a $\mathcal{NP}$-hard problem in order to prove the complexity of the desired property in a game. This technique is very efficient in proving $\mathcal{NP}$-hardness for deciding the existence of Nash equilibria. In the paper, we illustrate the efficiency of the technique in proving the $\mathcal{NP}$-hardness of deciding the existence of pure Nash equilibria of Matrix Scheduling Games and Weighted Connection Games. Moreover, using the technique, we can settle the complexity not only of the existence of equilibrium but also of the existence of good cost-sharing protocol.
Bringing physical characters to life
Authors: Akhil J. Madhani
Venue: Proceedings of the 4th ACM/IEEE international conference on Human robot interaction (2009)

At Disney, we are storytellers, and all good stories are filled with compelling characters. One way to present these characters to audiences in immersive, 3D environments is through the use of entertainment robots, or Audio Animatronics Figures, as they have traditionally been known at Disney in attractions such as Pirates of the Caribbean. In this talk, I hope to give insight into the design and development of entertainment robots at Disney. In particular, I share - from the point of view of a robot builder - some of the guidelines distilled from Disney's tradition of hand-drawn animation as they are applied to these systems. As examples of characters which partake in two-way interactions with audiences via teleoperation, I discuss two newer characters. The first, Lucky the Dinosaur, was designed to roam freely through the Disney theme park environment while interacting with guests. The second, Wall-E, was developed in conjunction with Pixar Animation Studios to represent the character from the film, and has made appearances and given interviews at red carpet premieres, press events, and in television studios around the world. Ultimately, we hope that a further scientific study of the principles of animation and character development would be useful to anyone designing robots, autonomous or teleoperated, which must interact with humans.
Comparing usage of a large high-resolution display to single or dual desktop displays for daily work
Authors: Xiaojun Bi, Ravin Balakrishnan
Venue: Proceedings of the 27th international conference on Human factors in computing systems (2009)

With the ever increasing amount of digital information, users desire more screen real estate to process their daily computing work, and might well benefit from using a wall-size large high-resolution display instead of a desktop one. Unfortunately, we know very little about users' behaviors when using such a display for daily computing. We present a week-long study that investigates large display use in a personal desktop computing context by comparing it with single and dual desktop monitor use. Results show users' unanimous preference for using a large display: it facilitates multi-window and rich information tasks, enhances users' awareness of peripheral applications, and offers a more"immersive experience. Further, the data reveals distinct usage patterns in partitioning screen real estate and managing windows on a large display. Detailed analysis of these results provides insights into designing interaction techniques and window management systems more suited to a large display.
Joining computing and the arts at a mid-size university
Authors: Fred Martin, Gena Greher, Jesse Heines, James Jeffers, Hyun Ju Kim, Sarah Kuhn, Karen Roehr, Nancy Selleck, Linda Silka, Holly Yanco
Venue: Journal of Computing Sciences in Colleges (2009)

This paper describes two NSF-funded collaborations among faculty members in the Computer Science, Art, Music, and English departments at a public university in the Northeast USA. Our goal has been to create undergraduate learning opportunities across the university, focusing on connecting computer science to creative and expressive domains. In past publications, we have focused on student learning outcomes. This paper reports on the motivations, opportunities, and challenges for the faculty members involved.