ppxscal/embedding_network huggingface dataset:
Linking ergonomics simulation to production process development
Authors: Salla Lind, Boris Krassi, Juhani Viitaniemi, Sauli Kiviranta, Juhani Heilala, Cecilia Berlin
Venue: Proceedings of the 40th Conference on Winter Simulation (2008)

Production development can conflict with production ergonomics and management of environmental impacts. In this paper, we describe how ergonomics can be assessed in production system design by means of a joint simulation tool. The tool enables ergonomics and environmental impacts assessment in conjunction with production process development. The ergonomics sub-tool is based on a digital human model, which has been improved by introducing an updated data measurement system and neural network processing and inference functionality. The results will extend the new simulation modelling capabilities of the existing digital human model by increasing the motion prediction accuracy and providing freedom to model a multitude of task-related motions in a realistic way.
An efficient hash-based searching for specimens in the museum's exhibit
Authors: PaiTzu Chang
Venue: Proceedings of the 3rd International Conference on Ubiquitous Information Management and Communication (2009)

Collected specimens can highlight visitor's understanding of nature and evolutionary history from museum. Thus, museum's physical collection is often used to produce exhibits. However, it is a trend to create physical exhibit and web exhibit concurrently. The purpose is to serve different audiences using different delivery systems. Museum's collections that stored and managed into a large database, termed content databases provide valuable information and data for use in the development of e-learning. The database for specific exhibit can be used as educational resources to providing a full interactive learning experience for students and casual information seekers. However, collision free, no waste of memory space and fast searching are three important factors as searching related specimen from the web. This paper is to propose a new scheme for constructing letter-oriented minimal perfect hashing functions to benefit searching experience, which is based on the Newton's interpolating polynomials.
To SAT or not to SAT: Ashenhurst decomposition in a large scale
Authors: Hsuan-Po Lin, Jie-Hong R. Jiang, Ruei-Rung Lee
Venue: Proceedings of the 2008 IEEE/ACM International Conference on Computer-Aided Design (2008)

Functional decomposition is a fundamental operation in logic synthesis. Prior BDD-based approaches to functional decomposition suffer from the memory explosion problem and do not scale well to large Boolean functions. Variable partitioning has to be specified a priori and often restricted to a few bound-set variables. Moreover, non-disjoint decomposition requires substantial sophistication. This paper shows that, when Ashenhurst decomposition (the simplest and preferable functional decomposition) is considered, both single and multiple-output decomposition can be formulated with satisfiability solving, Craig interpolation, and functional dependency. Variable partitioning can be automated and integrated into the decomposition process without the bound-set size restriction. The computation naturally extends to nondisjoint decomposition. Experimental results show that the proposed method can effectively decompose functions with up to 300 input variables.
Between 2: Tango as interactive design
Authors: Kristin R. Helle, Brad Hokanson
Venue: Interacting with Computers (2009)

Drawing from interactive design theories and the authors' personal tango experiences in the Twin Cities and Buenos Aires, this paper critically examines tango dancing as a complex social world capable of revealing rich metadata about its physicality, spatiality, constituents, and underlying interactive processes that can be used to inform and invigorate designers' approach to digital interactivity. By exploring tango's physical and conceptual elements, parallels and connections with interactive design are identified, demonstrating how such explorations can inspire new perspectives on enhancing digital interactivity, while simultaneously refocusing our understanding of the dynamic, reciprocal relationship between digital worlds and the physical world we inhabit.
Recording synthesis history for sequential verification
Authors: Alan Mishchenko, Robert Brayton
Venue: Proceedings of the 2008 International Conference on Formal Methods in Computer-Aided Design (2008)

Performing synthesis and verification in isolation has two undesirable consequences: (1) verification runs the risk of becoming intractable, and (2) strong sequential optimizations are not applied because they are hard to verify. This paper proposes a format for recording synthesis information and a methodology for sequential equivalence checking using this feedback from synthesis. An implementation is described and experimentally compared against an efficient general-purpose sequential equivalence checker that does not use synthesis information. Experimental results confirm expected substantial savings in runtime and reliability of equivalence checking for large designs.
Two-Dimensional Map Based Fast Mode Decision for H.264/AVC
Authors: Tiesong Zhao, Hanli Wang, Xiangyang Ji, Sam Kwong
Venue: Proceedings of the 9th Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing (2008)

The state-of-the-art video coding standard H.264/AVC achieves significant coding performance improvement by choosing the rate-distortion (RD) optimized encoding mode from a list of candidate modes at the cost of intensive computations, which limits the practical application of H.264/AVC. A number of fast mode decision algorithms have been recently presented in the literature in order to reduce H.264/AVC encoding computations. In this paper, a novel two-dimensional (2D) map based fast mode decision scheme is proposed, which produces a flexible mode checking order for fast mode decision. Experimental results demonstrate that with the proposed algorithm, the computational complexity of H.264/AVC coding is significantly reduced while the video quality and compression efficiency are preserved.
Translating experience
Authors: Cathy Treadaway
Venue: Interacting with Computers (2009)

This paper describes research investigating the significance of physical experience and materiality in creative digital visual art and design practice. Findings are presented from a recent phenomenological study, which indicates the ways in which memory of lived experience informs creative cognition and feeds the imagination. The importance of physical engagement with the world, through the senses, enables emotional expression to be made in artworks that can be perceived by both artist and audience. Digital creativity support tools have been found, in this research, to lack interfaces that facilitate the translation of these visual aesthetic qualities in the virtual representation. Hand use and the sense of touch stimulate novel ideas and enable practitioners to break from fixated thinking when working with digital design tools. Examples of artworks are presented that illustrate ways in which artists, working with digital technology, make use of physical experience to inform visual ideas and innovate design solutions. Case study research is described that illuminates the ways in which memory of physical bodily experience and the time related factors involved in making by hand are crucial within the creative process. Findings from this research are presented that reveal the importance of physical interaction with the world when working creatively with digital design tools.
Efficient Visual Search of Videos Cast as Text Retrieval
Authors: Josef Sivic, Andrew Zisserman
Venue: IEEE Transactions on Pattern Analysis and Machine Intelligence (2009)

We describe an approach to object retrieval which searches for and localizes all the occurrences of an object in a video, given a query image of the object. The object is represented by a set of viewpoint invariant region descriptors so that recognition can proceed successfully despite changes in viewpoint, illumination and partial occlusion. The temporal continuity of the video within a shot is used to track the regions in order to reject those that are unstable. Efficient retrieval is achieved by employing methods from statistical text retrieval, including inverted file systems, and text and document frequency weightings. This requires a visual analogy of a word which is provided here by vector quantizing the region descriptors. The final ranking also depends on the spatial layout of the regions. The result is that retrieval is immediate, returning a ranked list of shots in the manner of Google. We report results for object retrieval on the full length feature films 'Groundhog Day', 'Casablanca' and 'Run Lola Run', including searches from within the movie and specified by external images downloaded from the Internet. We investigate retrieval performance with respect to different quantizations of region descriptors and compare the performance of several ranking measures.
MSP430 RF Applications with the MRF1611CC1100: and API Reference
Authors: Tom Baugh
Venue:  (2007)

This book introduces 900 MHz RF applications using the Texas Instruments MSP430F1611 mixed signal processor and CC1100 single chip low cost low power RF transciever. Hosted on SoftBaugh MRF1611CC1100 modules, the accompanying source code and detailed, step-by-step tutorials found in this book enable the reader to experiment with a variety of point-to-point and star network examples. For many low power sensor applications, the star topology leads to system designs capable of extended battery life, simpler application architecture, and reduced debugging effort. This book also introduces state design techniques developed by SoftBaugh specifically for MSP430 firmware. Having a small footprint and taking advantage of the many programmer-friendly features of the MSP430, these design techniques have been used by SoftBaugh for nearly a decade for the benefit of many consulting clients.
Modified linear discriminant analysis approaches for classification of high-dimensional microarray data
Authors: Ping Xu, Guy N. Brock, Rudolph S. Parrish
Venue: Computational Statistics Data Analysis (2009)

Linear discriminant analysis (LDA) is one of the most popular methods of classification. For high-dimensional microarray data classification, due to the small number of samples and large number of features, classical LDA has sub-optimal performance corresponding to the singularity and instability of the within-group covariance matrix. Two modified LDA approaches (MLDA and NLDA) were applied for microarray classification and their performance criteria were compared with other popular classification algorithms across a range of feature set sizes (number of genes) using both simulated and real datasets. The results showed that the overall performance of the two modified LDA approaches was as competitive as support vector machines and other regularized LDA approaches and better than diagonal linear discriminant analysis, k-nearest neighbor, and classical LDA. It was concluded that the modified LDA approaches can be used as an effective classification tool in limited sample size and high-dimensional microarray classification problems.
Race analysis for SystemC using model checking
Authors: Nicolas Blanc, Daniel Kroening
Venue: Proceedings of the 2008 IEEE/ACM International Conference on Computer-Aided Design (2008)

SystemC is a system-level modeling language that offers a wide range of features to describe concurrent systems at different levels of abstraction. The SystemC standard permits simulators to implement a deterministic scheduling policy, which often hides concurrency-related design flaws. We present a novel compiler for SystemC that integrates a formal and scalable race analysis. This analysis combines both classic static analysis and Model Checking techniques. The outcome of the analysis is not only valuable to diagnose the effect of race conditions, but can also be used to improve simulation performance dramatically. Our compiler produces a simulator that uses the race analysis information at runtime to perform partial-order reduction, thereby eliminating context switches that do not affect the result of the simulation. Experimental results show simulation speedups of one order of magnitude and better.
Asynchronous Deterministic Rendezvous on the Line
Authors: Grzegorz Stachowiak
Venue: Proceedings of the 35th Conference on Current Trends in Theory and Practice of Computer Science (2009)

We study the rendezvous problem in the asynchronous setting in the graph of infinite line following the model introduced in [13]. We formulate general lemmas about deterministic rendezvous algorithms in this setting which characterize the algorithms in which the agents have the shortest routes. We also improve rendezvous algorithms in the infinite line which formulated in [13]. Two agents have distinct labels L m in,L m ax and |L m in |leq |L m ax |. When the initial distance D between the agents is known, our algorithm has cost $D |L_min|^2$ which is an improvement in the constant. If the initial distance is unknown we give an algorithm of cost $O(D\log^2 D+D log D|L_max |+D|L_min |^2+|L_max ||L_min |log|L_min |)$ which is an asymptotic improvement.
Binkey: A System for Video Content Analysis "on the fly"
Authors: F. Coudert, J. Benois-Pineau, P-Y Le Lann, D. Barba
Venue: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2 (1999)

A system for automatic and fast structuring of video sequences allowing detection of shot changes, dominant motion estimation, and extraction of areas of interest is proposed. It is based on the analysis of a 1-D representation of video frames by a Mojette transform, a discrete version of the Radon transform. Motion is estimated by analysis of the projected motion in the transform domain. The proposed method uses statistical techniques based on cross-correlation measurement and outliers rejection which ensure its general robustness, specifically in case of mobile object. Results of this computation are then used for the detection of shot change and for the localization of areas of interest in the image plane. The analysis of a 1-D representation of video frames rather than the usual 2-D image reduces the complexity by itself and gives the possibility to video partitioning and object extraction "on the fly".
Spin-Chains as Quantum Channels for Qubit-State Transfer
Authors: Giulia Gualdi, Irene Marzoli, Paolo Tombesi
Venue: Proceedings of the 2009 Third International Conference on Quantum, Nano and Micro Technologies (2009)

In this paper, we provide a simple strategy to optimize the performances of a spin chain as a quantum channel for state transfer.We investigate the most general conditions under which a long range interacting chain achieves the highest fidelity and the shortest transfer time. In this respect, we show that the symmetry of the spin chain plys a key role to identify the ideal system, which involves sender and receiver only, and provide numerical evidence. However, the two-spin ideal chain is unpractical due to the decrease of the coupling strength with distance. Therefore we show how to design a spin chain, which nearly approaches the optimal behaviour, while keeping the interaction strength still reasonably high.
Using an implicit min/max KD-tree for doing efficient terrain line of sight calculations
Authors: Bernardt Duvenhage
Venue: Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa (2009)

The generation of accurate Line of Sight (LOS) visibility information consumes significant resources in large scale synthetic environments such as many-on-many serious games and battlefield simulators. Due to the importance of optimum utilisation of computing resources, a number of LOS algorithms are reported in the literature to either efficiently compute LOS information or reduce the impact of LOS queries on the run-time performance of synthetic environments. From the literature it is known that a k-dimensional tree (kd-tree) based raytracing approach, to calculating LOS information, is efficient. A new implicit min/max kd-tree algorithm is discussed for evaluating LOS queries on large scale spherical terrain. In particular the value of low resolution boundary information, in quickly evaluating the LOS query, is emphasised. The min/max algorithm is empirically compared to other LOS approaches that have either implicitly or explicitly used kd-trees to optimise LOS query evaluation. The min/max algorithm is shown to have comparable performance to these existing LOS algorithms for flat earth, but improved performance when the application domain is extended to spherical earth. An average of a factor 3.0 performance increase is experienced over that of the existing implicit and explicit max kd-tree algorithms on spherical earth. This is achieved by combining the existing kd-tree algorithm with the classic smooth-earth LOS obscuration test and from there the min in min/max kd-tree.
Applying Link-Based Classification to Label Blogs
Authors: Smriti Bhagat, Graham Cormode, Irina Rozenbaum
Venue: Advances in Web Mining and Web Usage Analysis: 9th International Workshop on Knowledge Discovery on the Web, WebKDD 2007, and 1st International Workshop on Social Networks Analysis, SNA-KDD 2007, San Jose, CA, USA, August 12-15, 2007. Revised Papers (2009)

In analyzing data from social and communication networks, we encounter the problem of classifying objects where there is explicit link structure amongst the objects. We study the problem of inferring the classification of all the objects from a labeled subset, using only link-based information between objects.We abstract the above as a labeling problem on multigraphs with weighted edges. We present two classes of algorithms, based on local and global similarities. Then we focus on multigraphs induced by blog data, and carefully apply our general algorithms to specifically infer labels such as age, gender and location associated with the blog based only on the link-structure amongst them. We perform a comprehensive set of experiments with real, large-scale blog data sets and show that significant accuracy is possible from little or no non-link information, and our methods scale to millions of nodes and edges.
E-election in Digital Society
Authors: Mohamad Taghi Isaai, Fatemeh Firoozi, Mahmood Reza Hemyari
Venue: Proceedings of the 2009 Third International Conference on Digital Society (2009)

Electronic Society today is one of main challenges of developing and developed countries. It plays a central role in the national development plans and thus many ICT based projects are dedicated to digital society development. In this regard, government organizations must reengineer their processes and structures to meet the e-government and e-society defined standards. All of these together will make processes electronically available to citizens and businesses and minimize physical attendance in organizations to get information and services. This article focuses on specific and challengeable area of digital society called "electronic election". The authors try to combine the ICT enabled prerequisites to define a roadmap to move from traditional election process to pure electronic election. To do so, differences between traditional and electronic election are defined and different scenarios of partial e-election are introduced. The case being considered is the process of annual trade union election within Trade Organization (TTO), the subsidiary of Ministry of Commerce. The paper describes how it can be performed via electronic channels using Election Markup language (EML), a standard suitable and efficient to reengineering the traditional election.
Linear analysis of random process variability
Authors: Victoria Wang, Dejan Marković
Venue: Proceedings of the 2008 IEEE/ACM International Conference on Computer-Aided Design (2008)

This paper describes an alternate method to Monte Carlo for calculating circuit node voltage and branch current variances due to random process variability. Recent results show that the complex models traditionally used to describe random process variations of a transistor can be replaced by a single independent current noise source with a variance dependent on the transistor's size and operating points. As a result, each transistor affected by random process variability can be modeled as a deterministic device in parallel with a current noise source. By replacing all the transistors in a circuit with this model, the spatial voltage variances of circuit nodes can be calculated through linear small-signal analysis. The idea is presented in this paper and a tool implemented for Berkeley SPICE is described. The results of the variability SPICE tool match the results from Monte Carlo run in SPECTRE, with an accuracy determined by the accuracy of the random process variability model. For example, the standard deviations computed by the tool are within a 5.0% accuracy of those calculated through measured silicon data which has a fitting error of 5.4%. The Monte Carlo method computes node variances in a time proportional to the number of circuit nodes and the number of iterations, whereas the computation time required by the variability tool is only a function of the number of circuit nodes. For large analog designs this results in a significant speed-up in the amount of time required to calculate circuit node variances.
Equilibrium Points in Fear of Correlated Threats
Authors: Spyros C. Kontogiannis, Paul G. Spirakis
Venue: Proceedings of the 4th International Workshop on Internet and Network Economics (2008)

The present work considers the following computational problem: Given any finite game in normal form G and the corresponding infinitely repeated game G &thinsp;&infin;&thinsp;, determine in polynomial time (wrt the representation of G) a profile of strategies for the players in G &thinsp;&infin;&thinsp; that is an equilibrium point wrt the limit-of-means payoff. The problem has been solved for two players [10], based mainly on the implementability of the threats for this case. Nevertheless, [4] demonstrated that the traditional notion of threats is a computationally hard problem for games with at least 3 players (see also [8]). Our results are the following: (i) We propose an alternative notion of correlated threats, which is polynomial time computable (and therefore credible). Our correlated threats are also more severe than the traditional notion of threats, but not overwhelming for any individual player. (ii) When for the underlying game G there is a correlated strategy with payoff vector strictly larger than the correlated threats vector, we efficiently compute a polynomial&ndash;size (wrt the description of G) equilibrium point for G &thinsp;&infin;&thinsp;, for any constant number of players. (iii) Otherwise, we demonstrate the construction of an equilibrium point for an arbitrary number of players and up to 2 concurrently positive payoff coordinates in any payoff vector of G. This completely resolves the cases of 3 players, and provides a direction towards handling the cases of more than 3 players. It is mentioned that our construction is not a Nash equilibrium point, because the correlated threats we use are implemented via, not only full synchrony (as in [10]), but also coordination of the other players&rsquo; actions. But this seems to be a fair trade-off between efficiency of the construction and players&rsquo; coordination, in particular because it only affects the punishments (which are anticipated never to be used).