ppxscal/embedding_network huggingface dataset:
Syntactic Similarity of Web Documents
Authors: Álvaro R. Pereira Jr, Nivio Ziviani
Venue: Proceedings of the First Conference on Latin American Web Congress (2003)

This paper presents and compares two methods for evaluating the syntactic similarity between documents. The first method uses the Patricia tree, constructed from the original document, and the similarity is computed searching the text of each candidate document in the tree. The second method uses shingles concept to obtain the similarity measure for every document pairs, and each shingle from the original document is inserted in a hash table, where shingles of each candidate document are searched. Given an original document and some candidates, two methods find documents that have some similarity relationship with the original document. Experimental results were obtained by using a plagiarized documents generator system, from 900 documents collected from the Web. Considering the arithmetic average of the absolute differences between the expected and obtained similarity, the algorithm that uses shingles obtained a performance of 4.13% and the algorithm that uses Patricia tree a performance of 7.50%.
Higher dimensional hexagonal networks
Authors: Fabián García, Julio Solano, Ivan Stojmenovic, Milos Stojmenovic
Venue: Journal of Parallel and Distributed Computing (2003)

We define the higher dimensional hexagonal graphs as the generalization of a triangular plane tessellation, and consider it as a multiprocessor interconnection network. Nodes in a k-dimensional (k-D) hexagonal network are placed at the vertices of a k-D triangular tessellation, so that each node has up to 2k + 2 neighbors. In this paper, we propose a simple addressing scheme for the nodes, which leads to a straightforward formula for computing the distance between nodes and a very simple and elegant routing algorithm. The number of shortest paths between any two nodes and their description are also provided in this paper. We then derive closed formulas for the surface area (volume) of these networks, which are defined as the number of nodes located at a given distance (up to a given distance, respectively) from the origin node. The number of nodes and the network diameter under a more symmetrical border conditions are also derived. We show that a k-D hexagonal network of size t has the same degree, the same or lower diameter, and fewer nodes than a (k + 1)-D mesh of size t. Simple embeddings between two networks are also described. That is, we show how to reduce the dimension of a mesh by removing some nodes, and converting it into a hexagonal network, while preserving the simplicity of basic data communication schemes such as routing and broadcasting.
A Variational Approach to Remove Outliers and Impulse Noise
Authors: Mila Nikolova
Venue: Journal of Mathematical Imaging and Vision (2004)

We consider signal and image restoration using convex cost-functions composed of a non-smooth data-fidelity term and a smooth regularization term. We provide a convergent method to minimize such cost-functions. In order to restore data corrupted with outliers and impulsive noise, we focus on cost-functions composed of an &ell;1 data-fidelity term and an edge-preserving regularization term. The analysis of the minimizers of these cost-functions provides a natural justification of the method. It is shown that, because of the &ell;1 data-fidelity, these minimizers involve an implicit detection of outliers. Uncorrupted (regular) data entries are fitted exactly while outliers are replaced by estimates determined by the regularization term, independently of the exact value of the outliers. The resultant method is accurate and stable, as demonstrated by the experiments. A crucial advantage over alternative filtering methods is the possibility to convey adequate priors about the restored signals and images, such as the presence of edges. Our variational method furnishes a new framework for the processing of data corrupted with outliers and different kinds of impulse noise.
On Some Actual Problems of Estimating Risk in Complex Systems under Insufficient Information
Authors: P. S. Knopov, T. P. Maryanovich
Venue: Cybernetics and Systems Analysis (2003)

The paper is a review of some actual problems of risk estimation in identification and control models simulating environmentally dangerous objects, and insurance of catastrophic risks. Main attention is paid to the studies performed at the V.M. Glushkov Institute of Cybernetics.
Approximate Discrete Probability Distribution Representation Using a Multi-Resolution Binary Tree
Authors: David Bellot, Pierre Bessière
Venue: Proceedings of the 15th IEEE International Conference on Tools with Artificial Intelligence (2003)

Computing and storing probabilities is a hard problem as soon as one has to deal with complex distributions over multiples random variables. The problem of efficient representation of probability distributions is central in term of computational ef.ciency in the field of probabilistic reasoning. The main problem arises when dealing with joint probability distributions over a set of random variables: they are always represented using huge probability arrays. In this paper, a new method based on a binary-tree representation is introduced in order to store efficiently very large joint distributions. Our approach approximates any multidimensional joint distributions using an adaptive discretization of the space. We make the assumption that the lower is the probability mass of a particular region of feature space, the larger is the discretization step. This assumption leads to a very optimized representation in term of time and memory. The other advantages of our approach are the ability to re.ne dynamically the distribution every time it is needed leading to a more accurate representation of the probability distribution and to an anytime representation of the distribution.
Real-Time Garbage Collection for a Multithreaded Java Microcontroller
Authors: Matthias Pfeffer, Theo Ungerer, Stephan Fuhrmann, Jochen Kreuzinger, Uwe Brinkschulte
Venue: Real-Time Systems (2004)

We envision the upcoming of microcontrollers and systems-on-chip that are based on multithreaded processor kernels due to the fast context switching ability of hardware multithreading. Moreover we envision an extensive market for Java-based applications in embedded real-time systems. This paper introduces two new garbage collection algorithms that are dedicated to real-time garbage collection on a multithreaded Java microcontroller. Our garbage collector runs in a thread slot in parallel to real-time applications. We show that our algorithms require only about 5&ndash;10% of the processor time for an effective garbage collection concerning our real-time benchmarks.
A Note on Vertex-Disjoint Cycles
Authors: Jacques Verstraëte
Venue: Combinatorics, Probability and Computing (2002)

H&auml;ggkvist and Scott asked whether one can find a quadratic function q(k) such that, if G is a graph of minimum degree at least q(k), then G contains vertex-disjoint cycles of k consecutive even lengths. In this paper, it is shown that if G is a graph of average degree at least k2+19k+10 with sufficiently many vertices, then G contains vertex-disjoint cycles of k consecutive even lengths, answering the above question in the affirmative. The coefficient of k2 cannot be decreased and, in this sense, this result is best possible.
Wildlife rescue as a framework for learning
Authors: Christopher Romero
Venue: Computers in Entertainment (CIE) (2003)

Nickelodeon Online has designed and deployed two versions of "Wildlife Rescue", an online game that allows kids to take on the role of a Wildlife Ranger. Rangers are charged with the responsibility of attending to animals who have become sick or injured in locales such as the Serengeti or an island in the South China Sea. We feel that this game which is part simulation and part real-time strategy presents an effective and popular framework for learning about animals, biodiversity and conservation and we describe some of the cognitive instruments used to engage our audience about these topics.
Beyond the looking glass: the haptic exploration of virtual environments
Authors: Oussama Khatib
Venue:  (2003)

The visual quality, complexity and fidelity of virtual environments displayable on modern computer systems continues to grow unabated. A barrier exists, however, between these worlds and our own, leaving them presently out of reach. This thesis examines two technologies, haptic rendering and dynamic simulation, that help to break the barriers between these worlds by allowing direct &ldquo;hands-on&rdquo; interaction with physically intuitive virtual environments. Haptic systems allow users to receive and transmit information by touch. Through a force-reflecting mechanical device, users experience the illusion of contact with a real body. A novel representative model is created to allow the robust display of an object given its geometry and surface characteristics. This model attempts to, whenever possible, take advantage of representations that are common in graphics display, including geometry, shading and texture. The algorithms which comprise this model enable realistic contact with arbitrarily complex virtual objects. The advantage of being able to touch virtual objects would be of limited value, however, if the objects did not react in a physically intuitive manner. Objects cannot be described solely in terms of their geometric properties; they must also mimic physical characteristics such as mass, inertia and non-penetration. In the second part of the thesis a framework to efficiently resolve collision and contact constraints between different complex multi-body articulated systems is developed. This framework simplifies the resulting equations by breaking the space of motions between components effected by the collision and those that do not. The models developed for this framework also highlight many of the attributes common to simulation, robotic control and dynamic modeling. This thesis presents results incorporating both haptics and dynamic simulation for tasks in a variety of disciplines. Whether for training; research, education or entertainment, the technologies described help add tangible value to the virtual experience.
Web Services Architecture
Authors: K. Mockford
Venue: BT Technology Journal (2004)

The underlying need for Web Services has been demonstrated by their early adoption and rapid evolution during the last few years. This evolution has resulted in a number of specifications being proposed that at first glance seem independent of one another. The current immaturity of the base technology and the growing number and diversity of specifications related to Web Services is sometimes seen as a barrier to developers attempting to combine them to create a working piece of software. For some, the apparent lack of stability and coherence in the specifications even raises the question of the real long-term viability and value of the technology. This document puts those specifications into perspective by describing the set of interoperable XML protocols that are the foundation of building interoperable systems, middleware, and applications.
Usage of multisensory information in scientific data sensualization
Authors: Tetsuro Ogi, Michitaka Hirose
Venue: Multimedia Systems (1997)

Multisensory scientific data sensualization methods that utilize virtual reality technology permit the use of several human sensations, such as visual, acoustic, and tactile sensation to display numerical data. The purposes of multisensory data sensualization can be classified as follows: (a) representing the relationships between different kinds of data; (b) displaying data utilizing sensory integration: and (c) representing conditions using the compound image By using multisensory information, computers increase the ability to express data. However, these methods lead us to the question of which sensation should be used to display data most effectively. In this study, a multisensory data sensualization environment was developed in which color, loudness, sound frequency, and air flow pressure could be used to display scientific data. In particular, a wind sensation dislplay prototype using air flow pressure was developed to generate tactile sensation. A basic experiment was conducted on sensory interference when subjects used two kinds of sensations simultaneously. From these results, guidelines for the usage of multisensory information for each purpose is proposed.
Accommodating workplace needs with an on-line software engineering tutorial
Authors: Gertrude W. Abramson
Venue:  (2003)

This dissertation focused on Software Engineering (SE) principles taught in the Computer Science (CS) curriculum and the adequacy of this education element in meeting the software development industry's needs. Software developers have indicated that they are not satisfied with the SE knowledge base of recently graduated students from CS and related baccalaureate programs. This work has addressed the aforementioned problem by determining the effectiveness of using an on-line constructivist tutorial designed to teach SE to recent graduates in the workplace. The purpose was to determine if using an on-line tutorial could be an effective method to help project managers train their new employees in concepts that are required by industry but that traditional education has been either unable, or unwilling, to teach. The approach taken by the researcher required the development of a tutorial, the Software Engineering Teaching Assistant (SETA), to evaluate the training technique. A project manager needs assessment was used to identify and prioritized the SE topics. The tutorial development was a major component of the work, but it was the information collected from the subjects who used the tutorial that provided answers regarding the effectiveness of this learning method. Findings included successful examination results, positive comments from the subjects and their project managers, and suggestions for improvement. A potential benefit of this form of education augmentation is a substantial savings in costs related to on-the-job training. Additionally, the training technique can be tailored for other fields and disciplines. The outcomes contributed significant knowledge concerning the effectiveness of distance education for the training of industry personnel. The data collected addressed questions about the approaches that should be used to teach SE with an on-line application and the SE topics that constitute the bridge between the undergraduate CS curricula and industry's expectations for new graduates. Recommendations for future work included the addition of new topics and the expansion of this work into different industries.
Experiments with a new customisable interactive evolution framework
Authors: Nick Collins
Venue: Organised Sound (2002)

This article collates results from a number of applications of interactive evolution as a sound designer's tool for exploring the parameter spaces of synthesis algorithms. Experiments consider reverberation algorithms, wavetable synthesis, synthesis of percussive sounds and an analytical solution of the stiff string. These projects share the property of being difficult to probe by trial and error sampling of the parameter space. Interactive evolution formed the guidance principle for what quickly proved a more effective search through the multitude of parameter settings.The research was supported by building an interactive genetic algorithm library in the audio programming language SuperCollider. This library provided reusable code for the user interfaces and the underlying genetic algorithm itself, whilst preserving enough generality to support the framework of each individual investigation.Whilst there is nothing new in the use of genetic algorithms in sound synthesis tasks, the experiments conducted here investigate new applications such as reverb design and an analytical stiff string model not previously encountered in the literature. Further, the focus of this work is now shifting more into algorithmic composition research, where the generative algorithms are less clear-cut than those of these experiments. Lessons learned from the deployment of interactive evolution in sound design problems are very useful as a reference for the extension of the problem set.
The stability of phylogenetic tree construction of the HIV-1 virus using genome-ordering data versus <i>env</i> gene data
Authors: Anna Badimo, Anton Bergheim, Scott Hazelhurst, Maria Papathanasopolous, Lynn Morris
Venue: Proceedings of the 2003 annual research conference of the South African institute of computer scientists and information technologists on Enablement through technology (2003)

Phylogenetics is difficult: many versions of the problem are NP-hard and HIV data in particular poses challenges. Different phylogenetic algorithms have been proposed; these can be broadly categorised into three groups: those that use some sort of distance measure on sequences; those that use a model of the number of evolutionary events (maximum parsimony); and maximum-likelihood approaches.Traditionally, phylogenetics is done on gene sequence data, and as such, algorithms have been designed with this purpose in mind. Recent advances in sequencing technology, however, has resulted in full genome sequences becoming increasingly accessible. Mass insertions, deletions, transversions and recombinations make traditional phylogenetic approaches ill-suited for analysing this type of data. In an attempt to address such data a number of authors have proposed an approach based on gene ordering.This paper is an experimental comparison of phylogenetic analysis performed on <i>env</i> data and full genome data using maximum likelihood and gene-order based algorithms on the same data. The purpose is to study the differences in what the algorithms predict, and to a lesser extent to evaluate their efficiency.We conclude that the trees constructed for the same set of data are different in structure. As full-genome analysis captures deep evolutionary events, and the <i>env</i> gene data analysis shallower events; the challenge remains in reconciling the results with a consistent model of evolution. Understanding which approach is the best to use has obvious importance for biologists, but is equally important for computer scientists in designing algorithms to understand the effect of trade-offs between correctness and efficiency in the design of heuristics.
Pairwise Protein Structure Alignment Based on an Orientation-Independent Representation of the Backbone Geometry
Authors: Jieping Ye, Ravi Janardan, Songtao Liu
Venue: Proceedings of the 15th IEEE International Conference on Tools with Artificial Intelligence (2003)

Determining structural similarities between proteins is an important problem since it can help identify functional and evolutionary relationships. In this paper, an algorithm is proposed to align two protein structures. Given the protein backbones, the algorithm finds a rigid motion of one backbone onto the other such that large substructures are matched. The algorithm uses a representation of the backbones that is independent of their relative orientations in space and applies dynamic programming to this representation to compute an initial alignment, which is then refined iteratively. Experiments indicate that the algorithm is competitive with two well-known algorithms, namely DALI [12] and LOCK [19].
Comparing Naive Bayes, Decision Trees, and SVM with AUC and Accuracy
Authors: Jin Huang, Jingjing Lu, Charles X. Ling
Venue: Proceedings of the Third IEEE International Conference on Data Mining (2003)

Predictive accuracy has often been used as the mainand often only evaluation criterion for the predictive performanceof classification or data mining algorithms. Inrecent years, the area under the ROC (Receiver OperatingCharacteristics) curve, or simply AUC, has been proposedas an alternative single-number measure for evaluating performanceof learning algorithms. In our previous work, weproved that AUC is, in general, a better measure (definedprecisely) than accuracy. Many popular data mining algorithmsshould then be re-evaluated in terms of AUC. Forexample, it is well accepted that Naive Bayes and decisiontrees are very similar in accuracy. How do they compare inAUC? Also, how does the recently developed SVM (SupportVector Machine) compare to traditional learning algorithmsin accuracy and AUC? We will answer these questions inthis paper. Our conclusions will provide important guide-linesin data mining applications on real-world datasets.
Dynamic Voltage and Cache Reconfiguration for Low Power
Authors: Andre C. Nacul, Tony Givargis
Venue: Proceedings of the conference on Design, automation and test in Europe - Volume 2 (2004)

In this work, we propose a combined Dynamic Voltage Scaling (DVS) and Dynamic Cache Reconfiguration (DCR) online algorithm that dynamically adapts the processor speed (i.e., voltage) and the cache subsystem to the workload requirements for the purposes of saving energy. The workload is considered to be a set of tasks with real-time deadlines. Our online algorithm is invoked as part of the OS scheduler, which performs standard earliest deadline first (EDF) task scheduling first. Then, our online algorithm, determines an ideal voltage/cache configuration for the current executing task.
A Current Sensor for On-Chip, Non-Intrusive Testing of RF Systems
Authors: Antonija Soldo, Anand Gopalan, P. R. Mukund, Martin Margala
Venue: Proceedings of the 17th International Conference on VLSI Design (2004)

This paper discusses design of a current sensorsuitable for on-chip testing of RF circuits. The proposedsensor detects supply current (Idd) variations, withminimal impact on the circuit performance. Bandwidthof the circuit is 3.4GHz, with a constant gain of 31.7dB.The sensor has been implemented in IBM-6RF, 0.25µCMOS technology, with 2.5V power supply and it offersthe low real estate overhead and high dynamic rangerequired for this application.
Cegadef: a collaborative educational game development framework
Authors: André Wilson Brotto Furtado, Gustavo Danzi de Andrade, André R. G. do Amaral Leitão, Fernando da C. Andrade Neto
Venue: Proceedings of the 2003 conference on Interaction design and children (2003)

This poster presents an early state research regarding a proposal for a collaborative educational game development framework, Cegadef. The main purpose of Cegadef is to motivate the consolidation of an organized and structured web-based educational game development community, allowing educational games to be produced in a standardized and productive manner. The Cegadef proposal intends to enhance traditional educational game development processes by specifying roles to those involved in the course of action and by establishing well-defined goals to each one of them. It is also focused on giving educators as much of implementation abstraction as possible, setting them free to concentrate in the subject of learning.
Highly connected hypergraphs containing no two edge-disjoint spanning connected subhypergraphs
Authors: Jørgen Bang-Jensen, Stéphan Thomassé
Venue: Discrete Applied Mathematics (2003)

We prove that there is no degree of connectivity which will guarantee that a hypergraph contains two edge-disjoint spanning connected subhypergraphs. We also show that Edmonds' theorem on arc-disjoint branchings cannot be extended to directed hypergraphs. Here we use a definition of a directed hypergraph that naturally generalizes the notion of a directed graph.