ppxscal/embedding_network huggingface dataset:
To Share or Not to Share --Distributed Collaboration in Interactive Workspaces
Authors: Hillevi Sundholm
Venue: Proceeding of the 2006 conference on Cooperative Systems Design: Seamless Integration of Artifacts and Conversations -- Enhanced Concepts of Infrastructure for Communication (2006)

We followed an international research network that holds regular meetings in technology-enhanced working environments. The team is geographically distributed and uses a set of technical artefacts to support their collaborative work, including a videoconferencing system and a media space. We have been studying how mutual understanding is created between the team members and the role that visual representations play in this work. Our approach has been to analyse the initiatives and responses made by the team members. The meeting situation is complex because the team members are participating either in both video and audio, or audio only. In this multi-channel setting it often has to be clarified who is attending, and there is also a risk of team members being forgotten when they are present only on audio. The communication space is limited; when many want to participate in the communicative activity, it becomes harder to make successful initiatives; moreover, the roles of the team members seem to become accentuated in the distributed setting. The media space is restricted in that it only allows one person to be active at the time; this causes problems when several persons want to contribute simultaneously. Some of these limitations in the system are overcome through verbal articulations of actions.
Graphical authoring tools for vibrotactile patterns
Authors: Jaebong Lee, Jonghyun Ryu, Seungmoon Choi
Venue: Proceedings of the World Haptics 2009 - Third Joint EuroHaptics conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (2009)

This paper presents two graphical authoring tools, posVibEditor and VibScoreEditor, developed for the intuitive and convenient design of vibrotactile patterns. The posVibEditor is for the signal-level design and supports drag-and-drop design paradigm, XML data formats, multi-channel timeline interface and internal vibration player. It also includes a module for perceptually transparent rendering that can guarantee the delivery of perceptually correct vibration effects. On the other hand, the VibScoreEditor implements “vibrotactile score”, which is a metaphor of the musical score to vibrotaction for the effective composition of vibrotactile patterns. Another metaphorical feature called vibrotactile clef makes the composition process independent from the process of considering the signal-level characteristics of vibration.
Semiotic design and analysis of hypermedia
Authors: Elio Toppano, Vito Roberto
Venue: Proceedings of the 20th ACM conference on Hypertext and hypermedia (2009)

The paper proposes a semiotic framework inspired to the Generative Trajectory of Meaning by A.J. Greimas to the design and analysis of hypermedia. The framework is structured into four levels of signification and allows the designer to control the semantic coherence and optimize the communication during the hypermedia development. We investigate its practical feasibility by constructing an instructional hypermedia regarding a collection of ancient mosaics from a roman villa. Our results indicate that the proposed approach opens novel perspectives, and looks promising towards the definition of semiotic methodologies of hypermedia design.
Boolean combinations of weighted voting games
Authors: Piotr Faliszewski, Edith Elkind, Michael Wooldridge
Venue: Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1 (2009)

Weighted voting games are a natural and practically important class of simple coalitional games, in which each agent is assigned a numeric weight, and a coalition is deemed to be winning if the sum of weights of agents in that coalition meets some stated threshold. We study a natural generalisation of weighted voting games called Boolean Weighted Voting Games (BWVGs). BWVGs are intended to model decision-making processes in which components of an overall decision are delegated to committees, with each committee being an individual weighted voting game. We consider the perspective of an individual who has some overall goal that they desire to achieve, represented as a propositional logic formula over the decisions controlled by the various committees. We begin by formulating the framework of BWVGs, and show that BWVGs can provide a succinct representation scheme for simple coalitional games, compared to other representations based on weighted voting games. We then consider the computational complexity of problems such as determining the power of a particular player with respect to some goal, and investigate how the power of a player with respect to the overall goal is related to the power of that player in individual games. We show trade-offs between the complexity of these problems, the nature of underlying Boolean formulas used, and representations of weights (binary versus unary) in our games.
A Methodology for Ontology Learning
Authors: Elena Simperl, Christoph Tempich, Denny Vrandečić
Venue: Proceeding of the 2008 conference on Ontology Learning and Population: Bridging the Gap between Text and Knowledge (2008)

Due to the well-known difficulties implied by manually building an ontology, machine-driven knowledge acquisition techniques---in particular in the field of ontology learning---are promoted by many ontology engineering methodologies as a feasible alternative to aid ontology engineers in this challenging process. Though the benefits of ontology learning are widely acknowledged, to date its systematic application is considerably constricted by the lack of adequate methodological support. The advantages of an elaborated ontology learning methodology are twofold; on the one hand it reduces the need for a high expertise level in this field: a detailed description of the process and best practices in operating it in a variety of situations make ontology learning techniques more accessible to large communities of ontology developers and users; on the other hand the methodology clearly formalizes the ways ontology learning results are integrated into a more general ontology engineering framework, thus opening up new application scenarios for these techniques and technologies. In this article we aim at contributing at the operationalization of ontology learning processes by introducing a methodology describing the major coordinates of these processes in terms of activities, actors, inputs, outputs and support tools. The methodology was employed to build an ontology in the legal domain. We present the lessons learned from the case study, which are used to empirically validate the proposed process model.
Collecting fragmentary authors in a digital library
Authors: Monica Berti, Matteo Romanello, Alison Babeu, Gregory Crane
Venue: Proceedings of the 9th ACM/IEEE-CS joint conference on Digital libraries (2009)

This paper discusses new work to represent, in a digital library of classical sources, authors whose works themselves are lost and who survive only where surviving authors quote, paraphrase or allude to them. It describes initial works from a digital collection of such fragmentary authors designed not only to capture but to extend the ontologies that traditional scholarship has developed over generations: the aim is representing every nuance of print conventions while using the capabilities of digital libraries to extend our ability to identify fragments, to represent what we have identified, and to render the results of that work intellectually and physically more accessible than was possible in print culture.
Constrained Microaggregation: Adding Constraints for Data Editing
Authors: Vicenç Torra
Venue: Transactions on Data Privacy (2008)

Privacy preserving data mining and statistical disclosure control have introduced several methods for data perturbation that can be used for ensuring the privacy of data respondents. Such methods, as rank swapping and microaggregation, perturbate the data introducing some kind of noise. Nevertheless, it is usual that data are edited with care after collection to remove inconsistencies, and such perturbation might cause the introduction of new inconsistencies to them. In this paper we study the development of methods for microaggregation that avoid the introduction of such inconsistencies. That is, methods that ensure the protected data to satisfy a set of given constraints.
Scripting languages and technologies for mobile application development
Authors: Serena Pastore
Venue: Proceedings of the 7th WSEAS international conference on System science and simulation in engineering (2008)

When using standard web technologies to develop web applications, a big constraint is the context in which the application should run. In particular the mobile context is very different from the desktop one even in the design of web applications. Many aspects should be taken into consideration related to hardware and software constraints to which every mobile device is subjected. The paper describes the choice of adopting standard web technologies in developing an application for the mobile framework and specifically the decision to use a standard scripting language such as ECMAScript for developing an application running within a browser environment devoted to mobile devices. This is the result of the analysis of issues and problems related to development in the mobile context.
A Knowledge Acquisition System for Constraint-based Intelligent Tutoring Systems
Authors: Pramuditha Suraweera, Antonija Mitrovic, Brent Martin
Venue: Proceeding of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology (2005)

Building a domain model consumes a major portion of the time and effort required for building an Intelligent Tutoring System. Past attempts at reducing the knowledge acquisition bottleneck by automating the knowledge acquisition process have focused on procedural tasks. We present CAS (Constraint Acquisition System), an authoring system for automatically acquiring the domain model for non-procedural as well as procedural constraint-based tutoring systems. CAS follows a four-phase approach: building a domain ontology, acquiring syntax constraint directly from it, generating semantic constraints by learning from examples and validating the generated constraints. This paper describes the knowledge acquisition process and reports on results of a preliminary evaluation. The results have been encouraging and further evaluations are planned.
Supporting Medical Emergencies by MAS
Authors: Roberto Centeno, Moser Fagundes, Holger Billhardt, Sascha Ossowski
Venue: Proceedings of the Third KES International Symposium on Agent and Multi-Agent Systems: Technologies and Applications (2009)

In the emerging field of m-Health, advanced applications provide healthcare to people anywhere, anytime using broadband and wireless communications, as well as mobile computing devices. The notion of Service-Oriented Multi-Agent Systems (SOMAS) that has recently been proposed appears to adequately capture the requirements of applications in this field. The THOMAS abstract architecture and software platform supports the construction of SOMAS around an organisational metaphor. In this paper we present an application prototype built on top of THOMAS for a real-world mHealth scenario: mobile medical emergency management in an urban area.
Nonvisual, Distal Tracking of Mobile Remote Agents in Geosocial Interaction
Authors: Steven Strachan, Roderick Murray-Smith
Venue: Proceedings of the 4th International Symposium on Location and Context Awareness (2009)

With the recent introduction of mass-market mobile phones with location, bearing and acceleration sensing, we are on the cusp of significant progress in location-based interaction, and highly interactive mobile social networking. We propose that such systems must work when subject to typical uncertainties in the sensed or inferred context, such as user location, bearing and motion. In order to examine the feasibility of such a system we describe an experiment with an eyes-free, mobile implementation which allows users to find a target user, engage with them by pointing and tilting actions, then have their attention directed to a specific target. Although weaknesses in the design of the tilt---distance mapping were indicated, encouragingly, users were able to track the target, and engage with the other agent.
A Routing Agent Using Cross-Layer Method for Collision Avoidance in Ad Hoc Networks
Authors: Zhipeng Liu, Chan-Heum Park, Bokman Lee, Chonggun Kim
Venue: Proceedings of the Third KES International Symposium on Agent and Multi-Agent Systems: Technologies and Applications (2009)

The cross-layer design approach is an important concept in ad-hoc networks which is adopted to solve several open issues. It aims to overcome MANET performance problems by allowing protocols belonging to different layers to cooperate and share network status information while still maintaining separated layers. In this work, we provide a routing agent of cross layer method which is based on the cooperation between Adjacency matrix routing protocol and the IEEE 802.11e MAC protocol. This proposal aims to avoid the congested nodes and guarantee better performance in terms of delay, packet delivery ratio, and so on. In the proposed method, each node maintains an adjacency matrix representing the network topology and MAC conditions with neighbors. The number of retransmissions in MAC layer is introduced as an indication of congestion. When the congestion occurs, the source node works as the routing agent to detect new route by checking MAC information and the adjacency matrix to the destination. The simulation results show that Cross layer give better performance than network layer only methods, especially in the frequent congestion condition.
Graphical Modeling and Simulation of Learning Designs
Authors: Andreas Harrer, Nils Malzahn, H. Ulrich Hoppe
Venue: Proceeding of the 2007 conference on Supporting Learning Flow through Integrative Technologies (2007)

Educational modeling languages can be used to conceptualize, plan and analyze learning processes, including, e.g., lesson planning. We present a graphical modeling tool with simulation capabilities which can be used without specific pre-knowledge in computational modeling. It allows for simulating and analyzing learning processes on beforehand and can produce designs in standard formats to be used by other tools.
Windows Vista Brief Edition, 1 edition
Authors: Linda O'Leary
Venue: O'Leary Series (2007)

The O’Leary Office 2007 text is crafted to allow students to easily develop Microsoft Office application skills. The text design emphasizes step-by-step instructions with full screen captures that illustrate the results of each step performed. Each Lab, designed to be covered in 1 hour of class time, combines conceptual coverage with detailed software-specific instructions. Each Lab opens with a running case study that highlights real-world applications of each software program and leads students from problem to solution.Table of contentsLab 1 Windows Vista Basic SkillsLab 2 Organizing Your WorkLab 3 Using ApplicationsAppendix A Downloading Files and Extracting a Zip FileAppendix B Customizing the Desktop 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
Artificial computational intelligence in generating generalized profile function model
Authors: Pero Radonja, Srdjan Stankovic, Dragana Drazic
Venue: Proceedings of the 2nd conference on European computing conference (2008)

In this paper a derivation of a generalized profile function model, GPFM, based on artificial intelligence is described. This generalized model provides an approximation of the profile function of any object in region. The procedure based on artificial computational intelligence, that is, neural networks, is very efficient and gives very good results. The GPFM, is generated using the basic dataset and verification is performed by the validation data set. The summary statistical parameters of the original, measured data and estimated data, based on the GPFM, are presented and compared. The test of the obtained GPFM, is also performed by regression analysis. The obtained correlation coefficients between the real, measured data and estimated data are very high, 0.9946 for the basic and 0.9933 for the validation dataset.
Multi-level Algorithms for Modularity Clustering
Authors: Andreas Noack, Randolf Rotta
Venue: Proceedings of the 8th International Symposium on Experimental Algorithms (2009)

Modularity is a widely used quality measure for graph clusterings. Its exact maximization is prohibitively expensive for large graphs. Popular heuristics progressively merge clusters starting from singletons (coarsening), and optionally improve the resulting clustering by moving vertices between clusters (refinement). This paper experimentally compares existing and new heuristics of this type with respect to their effectiveness (achieved modularity) and runtime. For coarsening, it turns out that the most widely used criterion for merging clusters (modularity increase) is outperformed by other simple criteria, and that a recent multi-step algorithm is no improvement over simple single-step coarsening for these criteria. For refinement, a new multi-level algorithm produces significantly better clusterings than conventional single-level algorithms. A comparison with published benchmark results and algorithm implementations shows that combinations of coarsening and multi-level refinement are competitive with the best algorithms in the literature.
The design and experimental evaluation of a tool to support the construction and wizard-of-oz testing of low fidelity prototypes
Authors: Christopher Hundhausen, Stephen Trent, Anzor Balkar, Mohamed Nuur
Venue: Proceedings of the 2008 IEEE Symposium on Visual Languages and Human-Centric Computing (2008)

Because they are easy to create and modify, low fidelity prototypes are commonly used in early evaluations of user interface designs. Designers typically use either pen-and-paper or various computer-based tools to create and test low fidelity prototypes. However, our informal analyses of these technologies indicate that they do not optimally support the two key, complementary tasks of (a) prototype creation and (b) wizard-of-oz testing. To address this problem, we have developed WOZ PRO, a pen-based software environment for the quick and easy creation and testing of low fidelity user interface prototypes. When designing interface screens in WOZ PRO, designers can easily (a) propagate a design change to other related screens, and (b) specify the set of screens that are reachable from a given screen. In a wizard-of-oz test, WOZ PRO aims to reduce the cognitive load on the wizard by allowing navigation only to those next screens that are valid. An experimental comparison of WOZ PRO and pen-and-paper provides evidence of WOZ PRO’s potential, and insight into how its design might be improved.
A low voltage low power CMOS based 4GHz VCO for RF applications
Authors: Manisha Pattanaik, Deepak Singhal
Venue: Proceedings of the 8th WSEAS international conference on Electronics, hardware, wireless and optical communication (2009)

This paper presents a novel circuit design of a CMOS LC voltage controlled oscillators. Being a crucial part in RF front-ends, the voltage-controlled oscillator (VCO) is considered as one of the most power-consuming components. The proposed VCO is suitable for low voltage and low power application. By replacing the tail current source by an inductor, VCO operates at reduced supply voltage. Adding one more pair of switching transistor, achieves low power dissipation and maintains the circuit performance in terms of voltage swing and tuning range. The simulation results of the proposed topology are compared with the reference circuit, to establish the usefulness of the circuit. Both proposed and references VCOs are simulated and realized in a 0.18 µm CMOS process technology. The proposed VCO is consuming a dc power of 7.02 mW at 0.5V supply voltage and 12.1 mW at a 0.6V supply voltage. VCO exhibits a frequency tuning range of 2.8%. The dc power consumption for reference VCO is 12.3 mW at 0.5V supply voltage and 35.37mW at a 0.6V supply voltage.
CNC Programming Handbook, Third Edition, 3rd edition
Authors: Peter Smid
Venue:  (2007)

Over its first two editions, this best-selling book has become the de facto standard for training and reference material at all levels of CNC programming. Used in hundreds of educational institutions around the world as the primary text for CNC courses, and used daily by many in-field CNC programmers and machine operators, this book literally defines CNC programming. Written with careful attention to detail, there are no compromises. Many of the changes in this new Third Edition are the direct result of comments and suggestions received from many CNC professionals in the field. This extraordinarily comprehensive work continues to be packed with over one thousand illustrations, tables, formulas, tips, shortcuts, and practical examples. The enclosed CD-ROM now contains a fully functional 15-day shareware version of CNC tool path editor/simulator, NCPlot(tm). This powerful, easy-to-learn software includes an amazing array of features, many not found in competitive products. NCPlot offers an unmatched combination of simplicity of use and richness of features. Support for many advanced control options is standard, including a macro interpreter that simulates Fanuc and similar macro programs. The CD-ROM also offers many training exercises based on individual chapters, along with solutions and detailed explanations. Special programming and machining examples are provided as well, in form of complete machine files, useful as actual programming resources. Virtually all files use Adobe PDF format and are set to high resolution printing. New and Updated Features of the 3rd Edition - Detailed section on CNC lathes with live tooling, including examples - Image files of many actual parts, used as examples - More programming examples (both in printed text and on the CD-ROM) - Optimized for the latest Fanuc and related control systems - Additional formulas, calculations and handy reference material - Fourth axis programming (indexing and rotary) - Improved index for better search of topics 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