ppxscal/embedding_network huggingface dataset:
An Acoustic Echo Canceller Chip
Authors: Mostafa Borhani, Vafa Sedghi
Venue: Proceedings of the Fifth International Workshop on System-on-Chip for Real-Time Applications (2005)

This paper has mentioned new algorithms in adaptive acoustic echo cancellation (AEC): Subband Adaptive Filtering (SAF) and Partitioned Block Hartley Domain Adaptive Filtering (PBHDAF). The computational complexity of these algorithms is less than their older partners with very fast convergence rate. We have proposed these algorithms for real time processing and we implement this system as acoustic echo canceller with Very high speed integrated circuit Hardware Description Language (VHDL). Also a block diagram for integrated implementation of this AEC is proposed that can be constructed in System On Chip (SOC) or System In Package (SIP) technologies.
Fast algorithms with applications to pdes
Authors: William Lyons
Venue:  (2005)

In the first part of this thesis we describe the rebus representation of a linear operator and present algorithms for working with linear systems in this form. The main contributions in the area of algorithms are: a rebus-rebus multiplication, an LU factorization and forward and back substitution algorithms. All of these are described in detail. Implementations of the algorithms are tested and shown to be accurate and stable. The algorithms scale linearly in the size of the rebus and break even with high-performance dense routines for matrix sizes of O(100). These are, to our knowledge, the first algorithms proposed for these operations on a rebus representation. In the second part of the thesis we apply rebus-based methods to a recurring problem in the numerical solution of partial differential equations. Problems discretized by collocation on the Chebyshev nodes give rise to large non-sparse matrices. Conventionally, a transform to a spectral domain is used to make the differential operator sparse. However, this imposes periodic boundary conditions on the problem, which may not be desirable. The main contribution in the area of numerical solution of PDEs is a procedure for using fast operations to solve problems of this kind with nonperiodic boundary conditions. We implement a fast solver for linearly implicit methods for stiff equations. We describe in detail how different boundary conditions can be imposed and apply the techniques to the Allen-Calm equation and the diffusion equation.
A Communication-Induced Checkpointing and Asynchronous Recovery Protocol for Mobile Computing Systems
Authors: Tongchit Tantikul, D. Manivannan
Venue: Proceedings of the Sixth International Conference on Parallel and Distributed Computing Applications and Technologies (2005)

Mobile computing systems have many constraints such as low battery power, low bandwidth , high mobility and lack of stable storage which are not presented in static distributed systems. In this paper, we propose an efficient communication-induced checkpointing protocol for mobile computing systems. We also propose an asynchronous recovery protocol based on the checkpointing protocol. Mobile support stations control major parts of the checkpointing and recovery such as storing and tracing the checkpoints, requesting rollback and logging messages, so that mobile hosts do not incur much overhead. The recovery algorithm has no domino effect and a failed process needs to roll back to its latest checkpoint and request only a subset of the processes to rollback to a consistent checkpoint. Our recovery protocol uses selective message logging at the mobile support station to handle the messages lost due to rollback.
Artificial Grapheme-Color Synesthesia for Wearable Task Support
Authors: Nicolas Plouznikoff, Alexandre Plouznikoff, Jean-Marc Robert
Venue: Proceedings of the Ninth IEEE International Symposium on Wearable Computers (2005)

This paper presents the benefits of generating an artificial visual synesthesia through a wearable computer. Following a short introduction to remind the need for seamless human-wearable computer interactions, this paper makes the case for drawing upon synesthesia, a combination of the senses naturally occurring in a small portion of the population, to augment everyday entities and more precisely to enrich written graphemes. We present the rationale behind our research and summarize the functionality, architecture and implementation of our current prototype. Preliminary results suggest that this kind of artificial synesthesia improves short term memory recall and visual information search times.
Computer Vision on FPGAs: Design Methodology and its Application to Gesture Recognition
Authors: Mainak Sen, Ivan Corretjer, Fiorella Haim, Sankalita Saha, Shuvra S. Bhattacharyya, Jason Schlessman, Wayne Wolf
Venue: Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Workshops - Volume 03 (2005)

In this paper we develop a design methodology for generating efficient, target specific Hardware Description Language (HDL) code from an algorithm through the use of coarse-grain reconfigurable dataflow graphs as a representation to guide the designer. We demonstrate this methodology through an algorithm for gesture recognition that has been developed previously in software [9]. Using the recently introduced modeling technique of homogeneous parameterized dataflow (HPDF) [3], which effectively captures the structure of an important class of computer vision applications, we systematically transform the gesture recognition application into a streamlined HDL implementation, which is based on Verilog and VHDL. To demonstrate the utility and efficiency of our approach we synthesize the HDL implementation on the Xilinx Virtex II FPGA. This paper describes our design methodology based on the HPDF representation, which offers useful properties in terms of verifying correctness and exposing performance- enhancing transformations; discusses various challenges that we addressed in efficiently linking the HPDFbased application representation to target-specific HDL code; and provides experimental results pertaining to the mapping of the gesture recognition application onto the Virtex II using our methodology.
Classification of Liquid and Viscous Inks using HSV Colour Space
Authors: Chakravarthy Bhagvati, Dasari Haritha
Venue: Proceedings of the Eighth International Conference on Document Analysis and Recognition (2005)

Analysis of inks on Questioned documents is often required in the field of document examination. This paper provides a novel approach for ink type recognition. Ink types Liquid ink or Viscous ink will be derived from the color properties of ink by extracting its HSV characteristics. This classifi- cation helps in distinguishing Gel and Roller pens versus Ball pens, Offset and Ink jet printers versus Laser printers. Different types of inks exhibit different absorption characteristics that causes color and distribution of color pixels to change. So we have done a detailed analysis of all color spaces and in particular HSV color space as it matches human vision. We observed that the saturation histograms of writings or printings reveals difference in absorption characteristics of ink, while hue histograms do not. We found that the saturation histograms can be modeled as Gaussian distribution that resembles process of diffusion of ink into paper. The measures like F ratio, \sigmaratio, Saturation weighted hue variance(ANOVA) are used to classify inks.
Learning to compete, compromise, and cooperate in repeated general-sum games
Authors: Jacob W. Crandall, Michael A. Goodrich
Venue: Proceedings of the 22nd international conference on Machine learning (2005)

Learning algorithms often obtain relatively low average payoffs in repeated general-sum games between other learning agents due to a focus on myopic best-response and one-shot Nash equilibrium (NE) strategies. A less myopic approach places focus on NEs of the repeated game, which suggests that (at the least) a learning agent should possess two properties. First, an agent should never learn to play a strategy that produces average payoffs less than the minimax value of the game. Second, an agent should learn to cooperate/compromise when beneficial. No learning algorithm from the literature is known to possess both of these properties. We present a reinforcement learning algorithm (M-Qubed) that provably satisfies the first property and empirically displays (in self play) the second property in a wide range of games.
A systematic classification of cheating in online games
Authors: Jeff Yan, Brian Randell
Venue: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games (2005)

Cheating is rampant in current game play on the Internet. However, it is not as well understood as one might expect. In this paper, we summarize the various known methods of cheating, and we define a taxonomy of online game cheating with respect to the underlying vulnerability (what is exploited?), consequence (what type of failure can be achieved?) and the cheating principal (who is cheating?). This taxonomy provides a systematic introduction to the characteristics of cheats in online games and how they can arise. It is intended to be comprehensible and useful not only to security specialists, but also to game developers, operators and players who are less knowledgeable and experienced in security. One of our findings is that although cheating in online games is largely due to various security failures, the four traditional aspects of security -- confidentiality, integrity, availability and authenticity -- are insufficient to explain it. Instead, fairness becomes a vital additional aspect, and its enforcement provides a convincing perspective for understanding the role of security techniques in developing and operating online games.
Translation and Run-Time Validation of Loop Transformations
Authors: Lenore Zuck, Amir Pnueli, Benjamin Goldberg, Clark Barrett, Yi Fang, Ying Hu
Venue: Formal Methods in System Design (2005)

This paper presents new approaches to the validation of loop optimizations that compilers use to obtain the highest performance from modern architectures. Rather than verify the compiler, the approach of translation validationperforms a validation check after every run of the compiler, producing a formal proof that the produced target code is a correct implementation of the source code.As part of an active and ongoing research project on translation validation, we have previously described approaches for validating optimizations that preserve the loop structure of the code and have presented a simulation-based general technique for validating such optimizations. In this paper, for more aggressive optimizations that alter the loop structure of the code--such as distribution, fusion, tiling, and interchange--we present a set of permutation ruleswhich establish that the transformed code satisfies all the implied data dependencies necessary for the validity of the considered transformation. We describe the extensions to our tool voc-64 which are required to validate these structure-modifying optimizations.This paper also discusses preliminary work on run-time validation of speculative loop optimizations. This involves using run-time tests to ensure the correctness of loop optimizations whose correctness cannot be guaranteed at compile time. Unlike compiler validation, run-time validation must not only determine when an optimization has generated incorrect code, but also recover from the optimization without aborting the program or producing an incorrect result. This technique has been applied to several loop optimizations, including loop interchange and loop tiling, and appears to be quite promising.
Inter-Frame Similarity based Video Transcoding
Authors: R Balsree, Amit Thawani, Srividya Gopalan, V Sridhar
Venue: Proceedings of the Seventh IEEE International Symposium on Multimedia (2005)

Multimedia services over wireless networks were made popular by the arrival of smart handhelds. These devices bring heterogeneity to the wireless networks and to the content creation as the content cannot be delivered in its original format due to the difference in the capabilities of these handhelds. An intermediate stage of processing like transcoding is carried out before delivering multimedia content. Under certain scenarios, it is required to convert the content attributes such as bit rate, frame rate, etc. while still retaining the content format to cater to devices with varying capabilities. We propose an algorithm that prioritizes frames taking into account inter frame similarity to perform frame dropping. The priority value based frame dropping in turn aids in delivering better quality video. Our frame priority assignment algorithm is based on uniform distribution of dropped frames to minimize jitter and maximizing the distance between two consecutive dropped frames.
More on simulation gaming
Authors: Don H. Coombs
Venue: ACM SIGSIM Simulation Digest (1976)

This is the fourteenth in a series of profiles documenting experiences with the use of instructional technology at two dozen colleges and universities. A look at what has been learned at these places may benefit others considering new ways to teach. This report is a sequel to a story in the previous issue of Planning called, "Games? They're a Serious Approach to Learning," which dealt with the value of gaming as an instructional technique, with classroom uses of simulation games, and with "street corner" suggestions on how to introduce them into your own institution. In this continuation, the way an entire course can be shaped around a single game is described. Projects established to promote and support gaming, and sources for more information on the subject, are also presented. Don H. Coombs is Director, School of Communication, University of Idaho, and the editor of Simulation/Gaming/News. The reports in this series are supported by a special grant to EFL from The Ford Foundation. 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
The effects of databases as cognitive tools in a multimedia problem-based learning environment
Authors: Rui Li
Venue:  (2005)

Computer-based cognitive tools can offer learners an intellectual partnership that transcends the limitation of human cognition, such as limitations to memory, thinking, and problem solving. Databases, for example, can function as cognitive tools because of their organized and searchable nature. The purpose of this study is to examine the potential of databases to function as cognitive tools to promote cognitive skill acquisition, share learners' cognitive load, and impact learning. A total of 98 students from 6 intact sixth grade science classes at a suburban middle school in the southern United States participated in the study. 57.9% of the participants were Caucasian, 24% were Hispanic, 18% were African American, and 0.01% were Asian. The six classes were assigned to one of three treatment conditions: (a) online database, (b) paper-based database, (c) no database. All groups completed a 3-week instructional program using the same version of Alien Rescue, a multimedia learning environment, which contains the same content and tools. Measures of task difficulty rating, instructional efficiency, transfer, and factual knowledge recall were administered to evaluate learners' cognitive load, cognitive skills, and overall performance. Students in online database groups received positive and higher instructional efficiency scores, which indicated a more efficient allocation of cognitive load. Online database groups also received significantly higher scores on cognitive skill transfer test than did students in both paper-based database and non-database groups. In addition, students in online database groups scored significantly higher on achievement tests than both the paper-based database and non-database groups. The results support researcher's hypothesis that the online database tool can reduce learners' extraneous cognitive load and increase learners' germane cognitive load; support the transfer of cognitive skills; and help learners perform better in a multimedia learning environment. However, future research is needed to confirm the results and to further investigate the effects of individual differences on learning using database tools.
A new model for a student cyber security organization
Authors: Robert Ayoub, Alan Chin, Ian Parberry
Venue: Proceedings of the 2nd annual conference on Information security curriculum development (2005)

In response to increasing security needs, many universities have stepped up their curriculum to include courses and even entire degrees devoted to Infrastructure Assurance (IA) and Security. The government has created the Cyber Corps and Information Assurance Scholarship Program (IASP) Scholarship For Service program designed to encourage students to complete coursework in IA by paying year-for-year tuition, books, and a monthly stipend in exchange for government service. Even with these efforts, there are still vast discrepancies between the academic training students receive in security and the practical knowledge needed to perform the job. Given the high profile nature of security, it is difficult for employers to allow new employees the time to learn the needed skills on the job.We will present a model for a Student Cyber Security Organization whose purpose is to give students extensive hands on experience in the security field through directed research and opportunities to serve the community at large. The members of the organization would gain valuable hands on experience in a directed laboratory environment first, and then take that experience into the community. Ultimately, students would provide valuable services to non-profit organizations, small businesses, and the college campus at large which would translate into quantifiable results to show future employers.
A Multi-Supports-Based Sequential Pattern Mining Algorithm
Authors: Yun Xiong, Yang-yong Zhu
Venue: Proceedings of the The Fifth International Conference on Computer and Information Technology (2005)

Sequential pattern mining is now widely used in various areas, such as the analysis of biological sequences, Web access patterns, customer purchase patterns and etc. In this paper, we propose a new definition for M-sequences. Also we present multiple supports: local support, total support, and distribution support for their related mining of local sequential patterns, total sequential patterns and existence sequential patterns. Based on multiple supports, a multi-supports-based sequential pattern mining algorithm is developed which can be generally applied to find such patterns.
Challenges for biologically-inspired computing
Authors: Russ Abbott
Venue: Proceedings of the 2005 workshops on Genetic and evolutionary computation (2005)

We discuss a number of fundamental areas in which biologically inspired computing has so far failed to mirror biological reality. These failures make it difficult for those who study biology (and many other scientific fields) to benefit from biologically inspired computing. 1. The apparent impossibility of finding a base level at which to model biological (or most other real-world) phenomena. Although most computer systems are stratified into disjoint and encapsulated levels of abstraction (sometimes known as layered hierarchies), the universe is not. 2. Our inability to characterize on an architectural level the processes that define biological entities in both enough detail and with sufficient abstraction to model them. 3. Our inability to model fitness except in terms of artificially defined functions or artificially defined fitness units. Fitness to an environment is not (a) a measure of an entity's conformance to an ideal, (b) an entity's accumulation of what might be called "fitness points," or even (c) a measure of reproductive success. Fitness to an environment is an entity's ability to acquire and use the resources available in that environment to sustain and perpetuate its life processes. 4. Our inability to build models that allow emergent phenomena to add themselves (and their relationships to other phenomena) back into our models as first class citizens. These failures arise out of our inability as yet to fully understand what we mean by emergence. As an initial step towards surmounting these hurdles, we attempt to clarify what the problems are and to offer a framework in terms of which we believe they may be understood. We also offer a definition of emergence as the appearance of a persistent process that produces a area of relatively reduced entropy.
Dynamic preferences in multi-criteria reinforcement learning
Authors: Sriraam Natarajan, Prasad Tadepalli
Venue: Proceedings of the 22nd international conference on Machine learning (2005)

The current framework of reinforcement learning is based on maximizing the expected returns based on scalar rewards. But in many real world situations, tradeoffs must be made among multiple objectives. Moreover, the agent's preferences between different objectives may vary with time. In this paper, we consider the problem of learning in the presence of time-varying preferences among multiple objectives, using numeric weights to represent their importance. We propose a method that allows us to store a finite number of policies, choose an appropriate policy for any weight vector and improve upon it. The idea is that although there are infinitely many weight vectors, they may be well-covered by a small number of optimal policies. We show this empirically in two domains: a version of the Buridan's ass problem and network routing.
Maximum likelihood estimation of latent class parameters: two computer programs
Venue: ACM SIGSOC Bulletin (1976)

Neil W. Henry of the Gary Income Maintenance Experiment and Virginia Commonwealth University has developed a computer algorithm for maximum likelihood estimation of the parameters of latent class models. Henry wrote this program in ALFIE, a Purdue University superset of BASIC, in August, 1974. Since then, the program has been rewritten in transportable BASIC (by Philip Sidel at the University of Pittsburgh) and in FORTRAN IV (by Scott Cox of the Gary Income Maintenance Experiment). The BASIC version runs in interactive mode on unconstrained models. The FORTRAN IV version runs in batch mode, and three types of contraints may be specified.
The Same is Not The same - Post Correction of Alphabet Confusion Erros in Mixed-Alphabet OCR Recognation
Authors: Christoph Ringlstetter, Klaus U. Schulz, Stoyan Mihov, Katerina Louka
Venue: Proceedings of the Eighth International Conference on Document Analysis and Recognition (2005)

Character sets for Eastern European languages typically contain symbols that are optically almost or fully identical to Latin letters. When scanning documents with mixed Cyrillic-Latin or Greek-Latin alphabets, even high-quality OCR-software is often not able to correctly sep ante between Cyrillic(Greek) and Latin symbols. This effect leads to an error rate that is far beyond the usual error rates observed when recqnizing single-alphabet documents. In this paper we first survey similarities between en latin and Cyrillic (Greek) letters and words for distinct languages and fonts: After briefly introducing a new and public corpus collected by our groups for evaluating OCR-technology over mixed-alphabet documents, we describ how to adapt general algorithms and tools for post correction of OCR results to the new context of mixed-alphabet recognition. Experimental results on Bulgarian documents from the corpus and from other sources demonstrate that a drastic reduction of error rates can be achieved.