ppxscal/embedding_network huggingface dataset:
Two Kinds of Trigonometric Spline Curves with Shape Parameter
Authors: LanLan Yan, JiongFeng Liang, GuoGen Wu
Venue: Proceedings of the 2009 International Conference on Environmental Science and Information Application Technology - Volume 01 (2009)

Two kinds of trigonometric spline curves with shape parameter are presented in this paper. The trigonometric spline curves are constructed with three consecutive control points for each curve segment. The given curves posses many properties of the quadratic B-spline curve. Meanwhile, they have many better properties than the quadratic B-spline curve. The first kind of curve is continuous with equidistant knot vector, and it is continuous with special shape parameter. The second kind of curve is continuous with equidistant knot vector. The shape parameter can adjust the given curves’ shape with the same control polygon. With the increase of the shape parameter, the trigonometric spline curves approximate to the control polygon. The given curves can be closer to the control polygon than the quadratic B-spline curve. In the last, the trigonometric spline surfaces with shape parameter are also constructed and they have most properties of the corresponding trigonometric spline curves.
Smart Card Based AKE Protocol Using Biometric Information in Pervasive Computing Environments
Authors: Wansuck Yi, Seungjoo Kim, Dongho Won
Venue: Proceedings of the International Conference on Computational Science and Its Applications: Part II (2009)

Smart card based authenticated key exchange allows a user with smartcards and the server to authenticate each other and to agree on a session key which can be used for confidentiality or data integrity. In the paper, we propose a two-round smart card based AKE (Authenticated Key Exchange) protocol using biometric information which provides mutual authentication but only requires symmetric cryptographic operations. This paper proposes a new protocol which is best suitable in pervasive computing environments thus providing efficiency in number of rounds, forward secrecy and security against known-key attack.
Gem #51: safe and secure software: chapter 11, certified safe with SPARK
Authors: John Barnes
Venue: ACM SIGAda Ada Letters (2009)

Gem #51 is the eleventh chapter of John Barnes' new booklet: Safe and Secure Software: An Introduction to Ada 2005.
A Bipedal Locomotion Planning with Double Support Phase Based on Linear Inverted Pendulum Mode
Authors: Ruan Xiaogang, Li Zhiqian
Venue: Proceedings of the 2009 WRI Global Congress on Intelligent Systems - Volume 03 (2009)

In this paper, a bipedal locomotion planning with double support phase based on Linear Inverted Pendulum (LIPM) is proposed. In order to achieve the desired Center of Gravity (COG) position and velocity in walking motion of the bipedal robot, In calculation of COG trajectory in double support phase, 5 dimension polynomial is used to realize the desired motion. Foot placement and COG trajectory are calculated separately. Boundary conditions of the polynomial are derived from foot placement planning. Walking simulation is implemented in 3D physics simulator. In the result, by applying 5 dimension polynomial in trajectory planning in double support phase, the desired COG position and velocity are better obtained. In contrast with conventional method, the desired robot motion is better realized. 3D simulation results verifed the validity of the proposed method.
Building a robust dialogue system with limited data
Authors: Sharon J. Goldwater, Elizabeth Owen Bratt, Jean Mark Gawron, John Dowding
Venue: Proceedings of the ANLP-NAACL 2000 Workshop on Conversational Systems (2000)

We describe robustness techniques used in the CommandTalk system at the recognition level, the parsing level, and the dialogue level, and how these were influenced by the lack of domain data. We used interviews with subject matter experts (SME's) to develop a single grammar for recognition, understanding, and generation, thus eliminating the need for a robust parser. We broadened the coverage of the recognition grammar by allowing word insertions and deletions, and we implemented clarification and correction subdialogues to increase robustness at the dialogue level. We discuss the applicability of these techniques to other domains.
Automatic synthesis of a global behavior from multiple distributed behaviors
Authors: Sebastian Sardina, Fabio Patrizi, Giuseppe De Giacomo
Venue: Proceedings of the 22nd national conference on Artificial intelligence - Volume 2 (2007)

We consider the problem of synthesizing a team of local behavior controllers to realize a fully controllable target behavior from a set of available partially controllable behaviors that execute distributively within a shared partially predictable, but fully observable, environment. Available behaviors stand for existing distributed components and are represented with (finite) nondeterministic transition systems. The target behavior is assumed to be fully deterministic and stands for the collective behavior that the system as a whole needs to guarantee. We formally define the problem within a general framework, characterize its computational complexity, and propose techniques to actually generate a solution. Also, we investigate the relationship between the distributed solutions and the centralized ones, in which a single global controller is conceivable.
Motif discovery and motif finding from genome-mapped DNase footprint data
Authors: Ivan V. Kulakovskiy, Alexander V. Favorov, Vsevolod J. Makeev
Venue: Bioinformatics (2009)

Motivation: Footprint data is an important source of information on transcription factor recognition motifs. However, a footprinting fragment can contain no sequences similar to known protein recognition sites. Inspection of genome fragments nearby can help to identify missing site positions. Results: Genome fragments containing footprints were supplied to a pipeline that constructed a position weight matrix (PWM) for different motif lengths and selected the optimal PWM. Fragments were aligned with the SeSiMCMC sampler and a new heuristic algorithm, Bigfoot. Footprints with missing hits were found for ~50% of factors. Adding only 2 bp on both sides of a footprinting fragment recovered most hits. We automatically constructed motifs for 41 Drosophila factors. New motifs can recognize footprints with a greater sensitivity at the same false positive rate than existing models. Also we discuss possible overfitting of constructed motifs. Availability: Software and the collection of regulatory motifs are freely available at http://line.imb.ac.ru/DMMPMM. Contact: ivan.kulakovskiy@gmail.com Supplementary information: http://line.imb.ac.ru/DMMPMM
Lifted probabilistic inference with counting formulas
Authors: Brian Milch, Luke S. Zettlemoyer, Kristian Kersting, Michael Haimes, Leslie Pack Kaelbling
Venue: Proceedings of the 23rd national conference on Artificial intelligence - Volume 2 (2008)

Lifted inference algorithms exploit repeated structure in probabilistic models to answer queries efficiently. Previous work such as de Salvo Braz et al.'s first-order variable elimination (FOVE) has focused on the sharing of potentials across interchangeable random variables. In this paper, we also exploit interchangeability within individual potentials by introducing counting formulas, which indicate how many of the random variables in a set have each possible value. We present a new lifted inference algorithm, C-FOVE, that not only handles counting formulas in its input, but also creates counting formulas for use in intermediate potentials. C-FOVE can be described succinctly in terms of six operators, along with heuristics for when to apply them. Because counting formulas capture dependencies among large numbers of variables compactly, C-FOVE achieves asymptotic speed improvements compared to FOVE.
Tableau-based decision procedures for logics of strategic ability in multiagent systems
Authors: Valentin Goranko, Dmitry Shkatov
Venue: ACM Transactions on Computational Logic (TOCL) (2009)

We develop an incremental tableau-based decision procedure for the alternating-time temporal logic ATL and some of its variants. While running within the theoretically established complexity upper bound, we believe that our tableaux are practically more efficient in the average case than other decision procedures for ATL known so far. Besides, the ease of its adaptation to variants of ATL demonstrates the flexibility of the proposed procedure.
Data Is Key: Introducing the Data-Based Access Control Paradigm
Authors: Wolter Pieters, Qiang Tang
Venue: Proceedings of the 23rd Annual IFIP WG 11.3 Working Conference on Data and Applications Security XXIII (2009)

According to the Jericho forum, the trend in information security is moving the security perimeter as close to the data as possible. In this context, we suggest the idea of data-based access control, where decryption of data is made possible by knowing enough of the data. Trust is thus based on what someone already knows. A specific problem is defined as follows: given n pieces of data, an agent is able to recover all n items once she knows k of them. The problem is similar to both secure sketches and secret sharing, and we show that both can be used as a basis for constructions. Examples of possible applications are granting access without credentials, recovering forgotten passwords and sharing personal data in social networks.
Balancing Separateness and Jointness of Money in Relationships: The Design of Bank Accounts in Australia and India
Authors: Supriya Singh
Venue: Proceedings of the 3rd International Conference on Internationalization, Design and Global Development: Held as Part of HCI International 2009 (2009)

Personal bank accounts are an important way of signaling the separation, ownership, control and management of money. They are however a blunt instrument for balancing the separateness and jointness of money in relationships. This paper draws on the author's research on money and banking in Australia and India to describe the ways in which middle-income urban families in Australia and India use bank accounts in personal relationships. The paper points to ways that bank account holders can retain control by setting the limits to which information and money in the account can be shared with a designated person for a set time limit. It is submitted that having this partial shared account, together with existing personal accounts, will fit social practice, and help reflect the changing balance of separateness and jointness of money across a person's life stage.
Incremental parsing models for dialog task structure
Authors: Srinivas Bangalore, Amanda J. Stent
Venue: Proceedings of the 12th Conference of the European Chapter of the Association for Computational Linguistics (2009)

In this paper, we present an integrated model of the two central tasks of dialog management: interpreting user actions and generating system actions. We model the interpretation task as a classification problem and the generation task as a prediction problem. These two tasks are interleaved in an incremental parsing-based dialog model. We compare three alternative parsing methods for this dialog model using a corpus of human-human spoken dialog from a catalog ordering domain that has been annotated for dialog acts and task/subtask information. We contrast the amount of context provided by each method and its impact on performance.
From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders' Flow Experience
Authors: Ming-Yueh Hwang, Jon-Chao Hong, Jyh-Tsorng Jong, Chia-Kun Lee, Hsing-Yun Chang
Venue: Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development (2009)

The elders feel better and healthier when participating in activities and recognizing their ability to move and creating something. Implementing technology can benefit their lives and improve social interaction. This study develops the embodied interactive video games (EIVG) relying on embodied interactions, which are free from the fine motor skills like pointing, grasping etc. Four research objectives include (1) To evaluate the usability of the EIVG; (2) To evaluate the dependability of the EIVG; (3) To understand the flow experiences of the elders during game play; (4) To explore the relations between the usability, dependability, and the elders' flow experiences. The results were discussed in three aspects. In terms of the usability and dependability of the game system, the elders were satisfied with the EIVG games due to the familiarity of the content and the ease of interaction. In terms of the flow experiences, the challenge of the games played an important role to the elders with high SES. In terms of the relations between usability, dependability, and flow experience, the usability and dependability were identified as critical factors for the elders to use computer technology due to the cognitive ageing.
Model Concept to Determine the Optimal Maturity of IT Service Management Processes
Authors: Jan-Helge Deutscher, Carsten Felden
Venue: Proceedings of the 2009 Eigth IEEE/ACIS International Conference on Computer and Information Science (2009)

Mature processes allow the provision of high quality services at competitive cost. However, the highest level is not generally desirable for each process, because the development and continuation of mature processes requires expenditures. Thus, the level of maturity has to be determined in a case dependent manner. This with regard to minimize the total cost of running IT Service Management (ITSM) processes. This paper presents a model-based concept that offers support in determining the optimal maturity for ITSM processes. It is intended for application in an IT operations field wherein the ISO 20000 standard is relevant. The validation process is supported by a prototype created in Mat lab-Simulink. In order to allow further validation, the model concept was implemented as java desktop application that successfully passed a conducted use case validation.
Data Pattern for Allocating User Experience Meta-Data to User Experience Research Data
Authors: Li Li, Hong Ji, Xuejiao Chen, Xiaowei Yuan
Venue: Proceedings of the Symposium on Human Interface 2009 on ConferenceUniversal Access in Human-Computer Interaction. Part I: Held as Part of HCI International 2009 (2009)

The vision of user experience is making life of users of products as convenient as possible, especially during the interaction with a productor a service. An important aspect of perceived convenience is the user experience of a product. The visual design and especially the interaction design has a major influence on this perception. In order to achieve the vision, user experience experts apply different types of tasks. One type of task is to analyze how users carry out tasks and what user's needs or problems are. Another type of task is to design user experience solutions and other typical task type deals with carrying out usability evaluations in order to find problems in using software application. In the course of user experience activities, many data are being collected. Many of the collected data relates to certain activities of users. For the user experience area there exist just a few tools, which support typical tasks in different ways. None of the tools supports linking results of user experience work to user experience meta-data. Why is it a problem? The current tools do not support an access to user experience project data with generic search and filter criteria like "industry", "application area", "use case" etc. This makes the access to user experience research data difficult and the comparison of user experience project data between different projects inefficient. In general, results of different user experience projects are difficult to reuse. The core idea of data pattern for allocating user experience Meta-Data to User Experience research data is to associate user experience project data with user experience meta-data. The data pattern considers associating user experience project data with user experience meta-data partially automatically and partially manually by the user. The key idea is that we want to reuse project data like the project sponsor, the application area, the industry, use cases etc. as user experience meta-data and assign them to user experience research data. The benefits of the data pattern are: Reusing results of user experience research projects. Making access to available results more efficient. Direct comparison of available results is supported and more efficient. UX Office is the typical instance for application.
On the Exact Success Rate of Side Channel Analysis in the Gaussian Model
Authors: Matthieu Rivain
Venue: Selected Areas in Cryptography: 15th International Workshop, SAC 2008, Sackville, New Brunswick, Canada, August 14-15, Revised Selected Papers (2009)

Nowadays, Side Channel Analysis is one of the most powerful cryptanalytic technique against cryptosystems embedded in portable devices such as smart cards. Faced with this threat, it is of crucial importance to precisely determine what is achievable by a given side channel adversary against a cryptosystem producing a given side channel leakage. This can be answered by evaluating the success rate of an attack according to the adversary capacities and to the leakage properties.In this paper, we investigate the issue of evaluating the success rate of side channel analysis in the widely admitted Gaussian leakage model. We introduce a new approach that allows us to efficiently compute the success rate of an attack in this model and we apply it to the two main families of side channel analysis: differential side channel analysis and profiling side channel analysis. The ACM Portal is published by the Association for Computing Machinery. Copyright © 2010 ACM, Inc. Terms of Usage Privacy Policy Code of Ethics Contact Us Useful downloads: Adobe Acrobat QuickTime Windows Media Player Real Player
A framework for adaptive communication design
Authors: Matthew J. Bell, Colin H.C. Machin
Venue: Proceedings of the 27th ACM international conference on Design of communication (2009)

Designers often strive to meet the requirements of the "average user." Unfortunately even if they manage to achieve their goal, this mythical user does not exist resulting in a gap between each actual user and the technology they receive. As technology cannot be designed for every individual it needs to be adaptable for as many people as possible. A framework has been developed to identify similarities between user-groups and the assistive technology they use, with the aim of catering for different users with minimum alteration to the technology. The framework takes a holistic view and can be used to describe either a person or a technology, initially focusing on six sections (Cognition, Senses, Output, General Health, Mobility and Context) identified using the model of a human body. The sections are then compared to identify patterns and areas of importance. Using each of the sections of the framework separately provides a complete picture of a technology or user allowing better profilling, improving accessibility. Bringing the framework together by comparing the sections against each other allows the design team to better understand the dynamics of the technology or user and the potential for communication using different media and mechanisms.
An application of reinforcement learning to dialogue strategy selection in a spoken dialogue system for email
Authors: Marilyn A. Walker
Venue: Journal of Artificial Intelligence Research (2000)

This paper describes a novel method by which a spoken dialogue system can learn to choose an optimal dialogue strategy from its experience interacting with human users. The method is based on a combination of reinforcement learning and performance modeling of spoken dialogue systems. The reinforcement learning component applies Q-learning (Watkins, 1989), while the performance modeling component applies the PARADISE evaluation framework (Walker et al., 1997) to learn the performance function (reward) used in reinforcement learning. We illustrate the method with a spoken dialogue system named elvis (EmaiL Voice Interactive System), that supports access to email over the phone. We conduct a set of experiments for training an optimal dialogue strategy on a corpus of 219 dialogues in which human users interact with elvis over the phone. We then test that strategy on a corpus of 18 dialogues. We show that elvis can learn to optimize its strategy selection for agent initiative, for reading messages, and for summarizing email folders.
The role of game theory in human computation systems
Authors: Shaili Jain, David C. Parkes
Venue: Proceedings of the ACM SIGKDD Workshop on Human Computation (2009)

The paradigm of "human computation" seeks to harness human abilities to solve computational problems or otherwise perform distributed work that is beyond the scope of current AI technologies. One aspect of human computation has become known as "games with a purpose" and seeks to elicit useful computational work in fun (typically) multi-player games. Human computation also encompasses distributed work (or "peer production") systems such as Wikipedia and Question and Answer forums. In this short paper, we survey existing game-theoretic models for various human computation designs, and outline research challenges in advancing a theory that can enable better design.
Study on the Automatic Test Framework Based on Three-tier Data Driven Mechanism
Authors: Tao Wu, Yanling Wan, Yishan Xi, Chuanbo Chen
Venue: Proceedings of the 2009 Eigth IEEE/ACIS International Conference on Computer and Information Science (2009)

Through analyzing on work principle of GUI automated testing tools, automatic test script language, characteristic of graphical user interface application and analysis of testing process, this paper presents an automatic test framework based on three-tier data driven mechanism. This framework provides optimized automatic test template and support library, decreases developing time of automatic test script, implements script and user defined function reuse, and does test aiming at different test size. The experiment shows that it has higher test efficiency than DDE automatic test framework.
Interactive dirt: increasing mobile work performance with a wearable projector-camera system
Authors: Daniel C. McFarlane, Steven M. Wilder
Venue: Proceedings of the 11th international conference on Ubiquitous computing (2009)

Mobile teamwork requires people to maintain good situational awareness (SA) about their real world environments. Current mobile devices are highly portable, but their user interfaces (UIs) require too deep of focus of attention to allow their users to use them and simultaneously maintain SA. As a result, some mobile practitioners have little or no access to useful computer-based interactive services. Inspired by existing projector-camera systems, this paper studies the feasibility of developing a wearable projector-camera system that enables users to access human-computer interaction (HCI) services without negatively affecting their SA. A functional prototype of the "Interactive Dirt" system was developed using inexpensive commercial off-the-shelf technologies. A field experiment was conducted as a formative evaluation to test the utility of the prototype under extreme mobile teamwork requirements for SA--military stability and support operations (SASO). Results show strong potential to increase performance of mobile teams.