ppxscal/embedding_network huggingface dataset:
CIC portal: a collaborative and scalable integration platform for high availability grid operations
Authors: Osman Aidel, Alessandro Cavalli, Helene Cordier, Cyril L'Orphelin, Gilles Mathieu, Alfredo Pagano, Sylvain Reynaud
Venue: Proceedings of the 8th IEEE/ACM International Conference on Grid Computing (2007)

EGEE, along with its sister project LCG, manages the world's largest Grid production infrastructure which is spreading nowadays over 260 sites in more than 40 countries. Just as building such a system requires novel approaches; its management also requires innovation. From an operational point of view, the first challenge we face is to provide scalable procedures and tools able to monitor the ever expanding infrastructure and the constant evolution of the needs. The second is to ensure that all these tools strongly interact with one another, even though their development is spread out worldwide. Consequently, our goal is to provide a homogeneous way to access tools and analyze data for daily operational needs. To implement this concept into LCG/EGEE infrastructure management tools, IN2P3 Computing Centre proposed a web portal, named “CIC Operations Portal”, conceived and built as an integration platform for existing features and new requirements. Firstly, we describe the initial needs that led us to the present architecture of this portal. We then emphasize a specific feature for the operations efficiency which is the web interface dedicated to EGEE overall daily monitoring. We also deal with the High Availability mechanism put in place by INFN-CNAF to address failover and replication issues. We finally present how the CIC portal has become one of the essential EGEE and LCG core services.
Service Oriented Architecture Pitfalls
Authors: Radovan Janeček
Venue: Proceedings of the 35th Conference on Current Trends in Theory and Practice of Computer Science (2009)

The distributed software systems theory is comprehensively described and also deeply understood in academic community. The domain has its own interesting history of research and application. Almost every computer science graduate has some knowledge of distributed algorithms or fundamental properties and goals of such systems. And almost every software product nowadays is relying on some sort of a distributed system. It is therefore surprising that we are witnessing repeated failures of enterprise application integration middlewares, one of the most promising incarnations of the theory.The enterprise software industry is aligning behind new attempt to deliver so called Service Oriented Architecture (SOA), which is supposed to fix the existing middleware problems and finally deliver an ecosystem of applications talking to each other seamlessly. Despite all the promises and rightful expectations, there is very high risk of yet another failure though. The goal of this paper is to suggest how to give SOA a chance. 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
A bayesian reinforcement learning approach for customizing human-robot interfaces
Authors: Amin Atrash, Joelle Pineau
Venue: Proceedings of the 13th international conference on Intelligent user interfaces (2009)

Personal robots are becoming increasingly prevalent, which raises a number of interesting issues regarding the design and customization of interfaces to such platforms. The particular problem addressed by this paper is the use of learning methods to improve the quality and effectiveness of human-machine interaction onboard a robotic wheelchair. In support of this, we present a method for learning and adapting probabilistic models with the aid of a human operator. We use a Bayesian reinforcement learning framework, that allows us to mix learning and execution, as well as take advantage of prior information about the world. We address the problems of learning, handling a partially observable environment, and limiting the number of action requests. We demonstrate empirical feasibility of our approach on an interface for an autonomous wheelchair.
An Efficient Scheduling Scheme for Assigning Transmission Opportunity in QoS-Guaranteed Wireless LAN
Authors: Shigeaki Tagashira, Masahiro Yamane, Satoshi Fujita
Venue: IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences (2008)

The IEEE 802.11e standard defines several important techniques that guarantee the quality of service (QoS) of multimedia communications in wireless LAN applications. A key technique introduced in the standard is an efficient media access control based on the Hybrid Coordination Function (HCF), which assigns an appropriate transmission opportunity (TXOP) to each flow for satisfying several requirements on the flow, such as delay bound and communication bandwidth. Although the simple scheduler designed in HCF could provide an efficient tool to guarantee the QoS in wireless LAN applications, it has a serious drawback, wherein a useless bandwidth assignment frequently occurs. Such assignments occur primarily due to a limitation of the scheme, wherein all the flows share the same service interval (SI). In this paper, we propose a new scheduling scheme that associates each flow with its own SI according to the hardness of the required SI. The effect of this approach is experimentally evaluated by simulation, the results of which indicate that the number of admitted flows and network resource utilization increase due to the proposed scheme.
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Authors: K. Prasetya, Z. D. Wu
Venue: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (2008)

Fast development and increasing trend in multiplayer mobile gaming have created a new challenge to offer better gaming experience to mobile user. With current problems in mobile network revolving around instability of its connection, one way to minimize the impact is to reduce the amount of required state update. Game world partition has been used in multiplayer online game to provide better network management and reduce the number of network traffic by filtering the receiver for state update. In this paper, we define the metric for performance analysis specifically for game world partition. Furthermore, we propose our method where its design consideration is to keep game mechanics simple but also efficient in network resource usage for mobile gaming. We call it Brickworks with Internal Partitions (BIP). In order to compare current methods with ours, we used a simulator which takes random player movement pattern as the input and generate results based on metrics explained in this paper. Our simulation shows better result for BIP compared to other traditional partition method and based on our analysis, it will not consume much of computing resources because of its simple mechanism.
Analytical simulation modeling
Authors: Lee Schruben
Venue: Proceedings of the 40th Conference on Winter Simulation (2008)

Simulation modeling methodology research and simulation analysis methodology research have evolved into two nearly separate fields. In this paper, ways are shown how simulation might benefit from modeling and analysis becoming more closely integrated. The thesis of this paper is that simulation analysis and simulation modeling methodologies, considered together, will result in important advancements in both. Some examples demonstrate how dramatically more efficient discrete event simulation models can be designed for specific <u>analytical</u> purposes, which in turn enable more powerful analytical procedures that can exploit the special structures of these models. A series of increasingly difficult analytical problems, and models designed to solve them, are considered: starting with simple performance estimation, and progressing to dynamic multiple moment response surface meta-modeling.
Automatic storage and retrieval system control
Authors: P. R. Witt
Venue: Proceedings of the May 6-10, 1974, national computer conference and exposition (1974)

The Materials Distribution Center (MDC) at IBM Endicott, New York, is a new automated warehousing facility (Figure 1). In addition to the conventional facilities, the warehouse contains an Automatic Storage and Retrieval System (Stacker Cranes), a network of pallet conveyors, and an IBM 1800 Data Acquisition and Control System to control the Automatic Storage and Retrieval System and portions of the conveyors. The warehouse, adjacent to the main manufacturing buildings, is for storage of raw materials, parts, and assemblies. 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
Design of a Scan Converter Using the Inverse Square Law Reparation
Authors: Yu-Hsun Chen, Chia-Sheng Tsai, Ming-Chieh Tsai
Venue: Proceedings of the 2009 International Conference on Electronic Computer Technology (2009)

In this paper, we proposed a scaling algorithm based on inverse square law for bilinear interpolation. In order to use inverse square law, we modify bilinear interpolation. The image quality was compared with those of the conventional image scaling algorithms with Matlab. From the result, proposed algorithm has good quality and high sharpness. Our proposed algorithm uses 12 pixels of original image to calculate one pixel of scaled image. Our proposed algorithm has low complexity. We implemented a hardware design of inverse square law for bilinear using FPGA and display some test sense in an LCD (liquid crystal display) panel using a DVI (digital visual interface). It is verified that proposed algorithm has real-time image scaling.
Evaluation of Tradeoffs in Resource Management Techniques for Multimedia Storage Servers
Authors: Leana Golubchik, John C. S. Lui, Edmundo de. Souza e. Silva, H. Richard Gail
Venue: Proceedings of the 1999 IEEE International Conference on Multimedia Computing and Systems - Volume 02 (1999)

Many modern applications can benefit from sharing of resources such as network bandwidth, disk bandwidth, and so on. In addition, information systems would like to store data that can be of use to many different classes of applications, e.g., digital libraries type systems.Part of the difficulty in efficient resource management of such systems can then occur when these applications have vastly different performance and quality-of-service (QoS) requirements as well as resource demand characteristics.In this work, we study the performance of multimedia storage systems which serve a mixture of real-time and non-real-time workloads, by allowing sharing of resources among these different workloads while satisfying their performance requirements and QoS constraints.The broad aim of this work is to examine the issues and tradeoffs associated with mixing multiple workloads on the same server to explore the possibility of maintaining reasonable performance and QoS requirements without having to partition the resources.
Redistribution of VCG Payments in Assignment of Heterogeneous Objects
Authors: Sujit Gujar, Narahari Yadati
Venue: Proceedings of the 4th International Workshop on Internet and Network Economics (2008)

In this paper, we seek to design a Groves mechanism for assigning p heterogeneous objects among n competing agents (n > p) with unit demand, satisfying weak budget balance, individual rationality, and minimizing the budget imbalance. This calls for designing an appropriate rebate function. When the objects are identical, this problem has been solved by Moulin [1] and Guo and Conitzer [2]. However, it remains an open problem to design such a rebate function when the objects are heterogeneous. We propose a mechanism, HETERO and conjecture that HETERO is individually rational and weakly budget balanced. We provide empirical evidence for our conjecture through experimental simulations.
Randomness and Determination, from Physics and Computing towards Biology
Authors: Giuseppe Longo
Venue: Proceedings of the 35th Conference on Current Trends in Theory and Practice of Computer Science (2009)

In this text we will discuss different forms of randomness in Natural Sciences and present some recent results relating them. In finite processes, randomness differs in various theoretical context, or, to put it otherwise, there is no unifying notion of finite time randomness. In particular, we will introduce, classical (dynamical), quantum and algorithmic randomness. In physics, differing probabilities, as a measure of randomness, evidentiate the differences between the various notions. Yet, asymptotically, one is universal: Martin-Löf randomness provides a clearly defined and robust notion of randomness for infinite sequences of numbers. And this is based on recursion theory, that is the theory of effective computability. As a recurring issue, the question will be raised of what randomenss means in biology, phylogenesis in particular. Finally, hints will be given towards a thesis, relating finite time randomness and time irreversibility in physical processes.
Invited Talk: Embedding Classical into Quantum Computation
Authors: Richard Jozsa
Venue: Mathematical Methods in Computer Science: Essays in Memory of Thomas Beth (2008)

We describe a simple formalism for generating classes of quantum circuits that are classically efficiently simulatable and show that the efficient simulation of Clifford circuits (Gottesman-Knill theorem) and of matchgate circuits (Valiant's theorem) appear as two special cases. Viewing these simulatable classes as subsets of the space of all quantum computations, we may consider minimal extensions that suffice to regain full quantum computational power, which provides an approach to exploring the efficacy of quantum over classical computation. 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
FDF: Frequency detection-based filtering of scanning worms
Authors: Byungseung Kim, Hyogon Kim, Saewoong Bahk
Venue: Computer Communications (2009)

In this paper, we propose a simple algorithm for detecting scanning worms with high detection rate and low false positive rate. The novelty of our algorithm is inspecting the frequency characteristic of scanning worms instead of counting the number of suspicious connections or packets from a monitored network. Its low complexity allows it to be used on any network-based intrusion detection system as a real-time detection module for high-speed networks. Our algorithm need not be adjusted to network status because its parameters depend on application types, which are generally and widely used in any networks such as web and P2P services. By using real traces, we evaluate the performance of our algorithm and compare it with that of SNORT. The results confirm that our algorithm outperforms SNORT with respect to detection rate and false positive rate.
An Ultra Large Area Scanner for Ancient Painting and Calligraphy
Authors: Xifan Shi, Dongming Lu, Changyu Diao
Venue: Proceedings of the 9th Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing (2008)

It is of great significance to digitize ancient paintings and calligraphy, especially for a country with five thousand years of history and rich cultural heritages. Millions of paintings and calligraphy are haunted by various diseases or even natural disasters and the only way to eternalize them is to store their digital replica in computers, which many museums and libraries are planned or started to do. A typical way to acquire them is use a linear CCD based large area table scanner. But this kind of solution has great drawbacks in terms of precision as well as scanning range, which prohibit its use in museums and libraries. Our lab has recently developed a new equipment to solve these drawbacks and hopefully it would shed new light on the documentation of ancient paintings and calligraphy.
Computational Economy Equilibrium and Application
Authors: Yinyu Ye
Venue: Proceedings of the 4th International Workshop on Internet and Network Economics (2008)

The rise of the Internet and the emerging E-Commerce applications has created new economic markets of unprecedented scale. They have introduced many cross-disciplinary challenges in mathematics and computer scientists, and engineering, one of which is the algorithmic and complexity issue of economy market equilibrium theory. In this talk, we examine the mathematical connections as well as the computational equivalences between equilibrium and optimization, between game equilibrium and market equilibrium, existence and NP-hardness, and between exact computation and approximation. Being able to compute equilibria numerically also significantly expands the applicability of game/economy equilibrium theory to a wide range of decision problems. We present applications of computational equilibrium from developing communication network protocols in spectrum management and resource allocation to adopting free trade policies in international trade between nations.
Mapping with words: A new approach to automated digital soil survey
Authors: Jian Liu, A-Xing Zhu
Venue: International Journal of Intelligent Systems (2009)

Soil survey (soil mapping) is based on soil-landscape knowledge of soil scientists. Current automated approaches to soil survey cannot take such knowledge as direct input, because the knowledge is descriptive in nature. This paper presents a "mapping with words" solution by using fuzzy logic. Environmental variables used to describe landscape conditions are treated as linguistic variables. Each descriptive term used to characterize an environmental variable is treated as a fuzzy granule and is represented with a fuzzy membership function. Fuzzy membership functions are defined through gathering samples of expert perception on the landscape. Using the granulefuzzy membership functions pairs as a dictionary, an inference can decode input descriptive knowledge accordingly and conduct soil inference. The proposed approach has been tested in a case study in Dane County, Wisconsin, USA via a soil inference approach (soilland inference model, SoLIM). The mapping result shows that the mapping with word version of SoLIM has an 85% accuracy based on collected field points, better than a comparable earlier version (about 78%). Traditional soil survey maps usually have a mapping accuracy about 60%. The proposed methodology can be adapted to other knowledge-based natural resource mapping with slight modifications. &copy; 2009 Wiley Periodicals, Inc.
Secondary bitmap indexes with vertical and horizontal partitioning
Authors: Guadalupe Canahuate, Tan Apaydin, Ahmet Sacan, Hakan Ferhatosmanoglu
Venue: Proceedings of the 12th International Conference on Extending Database Technology: Advances in Database Technology (2009)

Traditional bitmap indexes are utilized as a special type of primary or clustered indexes where the queries are answered by performing fast logical operations supported by hardware. Answers are mapped to the physical data by using the row id of each tuple. Bitmaps represent the i-th tuple in the original table with the i-th bit position of the index. Run-length compression is used to reduce the size of the bitmaps and it has been shown that ordered data is significantly better compressed. However, for large-scale and dynamic datasets it is infeasible to keep the data always sorted. Partitioning can be used to keep the data in smaller and manageable chunks, where a different bitmap index is built for each chunk. We propose a novel bitmap index design with partitioning which serves as basis for non-clustered bitmap indexes. Individual bitmaps are not stored, only an Existence Bitmap (EB) for the existing ranks of the full table is maintained. This approach improves update performance of sorted bitmaps and does not require maintaining a heap as the underlying table, nor the same ordering for all the partitions. A one dimensional index is used over the ranks to map the bits in the EB to the physical order of the data, which allows queries to run even faster. The proposed approach, called ranked Non-Clustered Bitmaps (rNCB), is compared against traditional bitmaps using FastBit and shows significant performance gains.
Fast analysis of scalable video for adaptive browsing interfaces
Authors: Marta Mrak, Janko alić, Ahmet Kondoz
Venue: Computer Vision and Image Understanding (2009)

Driven by a high demand for adaptive video interfaces and recent advances in scalable video coding technology, this work introduces a framework for video summarisation and browsing by utilising inherently hierarchical compressed-domain features of scalable video and efficient dynamic video summarisation. This approach enables instant adaptability of generated video summaries to available channel bandwidth as well as display resources. By utilising compressed domain features an efficient hierarchical analysis of motion activity at different layers of complexity is achieved. Exploiting a contour evolution algorithm, a scale space of temporal video descriptors is generated, enabling rapid video summarisation. Given the spatial resources of the terminal display and generated video summary, the final browsing layout is generated utilising an unsupervised robust spectral clustering technique and a fast discrete optimisation algorithm. Results show excellent scalability of the video summaries and good algorithm efficiency.
Designing for the self: making products that help people become the person they desire to be
Authors: John Zimmerman
Venue: Proceedings of the 27th international conference on Human factors in computing systems (2009)

Product attachment theory describes how people learn to love certain possessions through a process of meaning making. It provides a rich and as yet untapped source of inspiration for driving the practice of experience design. However, there are currently no guidelines that describe how to apply this theory in design practice. Taking a research through design approach, I made many different products with the goal of helping people become the person they desire to be through their product interactions. Then, in order to better understand how the different design teams applied attachment theory, I created a set of design patterns that document the application of product attachment theory to the interaction design of each product. I clustered the patterns based on similarities across the different artifacts, and this produced six framing constructs, which work as specific perspectives designers can take when applying product attachment theory in an experience design project.
A simple framework for interactive games in CS1
Authors: Andrew Luxton-Reilly, Paul Denny
Venue: Proceedings of the 40th ACM technical symposium on Computer science education (2009)

Computer games are widely used in programming assignments to motivate students. Traditionally, these have been text-based games such as hangman, but as Java has become widespread, the use of graphics and graphical games has increased correspondingly. We report on a framework used as scaffolding to help students understand how to design and implement a variety of interactive games. We share our experiences using this framework for assignments over a number of years.