ppxscal/embedding_network huggingface dataset:
Wideband cyclic MUSIC
Authors: K. D. Mauck
Venue: Proceedings of the Acoustics, Speech, and Signal Processing, 1993. ICASSP-93 Vol 4., 1993 IEEE International Conference on - Volume 04 (1993)

High-resolution direction of arrival (DOA) estimates of cyclostationary signals in an environment with many more interferers than sensors is made possible using techniques like cyclic multiple signal classification (MUSIC) and variants. However, these techniques are only valid for narrowband signals. While signal-selective time difference of arrival (TDOA) estimation techniques for wideband cyclostationary signals have been proposed, these techniques cannot resolve closely spaced signals. The author presents a new high resolution, signal-selective DOA estimation algorithm called wideband cyclic MUSIC that is effective against multiple wideband cyclostationary signals in interference. This algorithm is compared with other DOA estimation approaches and stimulation results are presented to illustrate its performance. 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
Order scheduling in dedicated and flexible machine environments
Authors: Joseph Y-T. Leung
Venue:  (2005)

Order scheduling models are relatively new in the field of scheduling. Consider a facility with m parallel machines that can process k different products (job types). Each machine can process a given subset of different product types. There are n orders from n different clients. Each order requests specific quantities of the various different products that can be produced concurrently on their given subsets of machines; it may have a release date, a weight and a due date. Preemptions may be allowed. An order can not be shipped until the processing of all the products for the order has been completed. Thus, the finish time of an order is the time when the last job of the order has been completed. Even though the idea is somewhat new that order scheduling measures the overall completion time of a set of jobs (i.e., an order requesting different product types) instead of the individual completion time of each product type for any given order, many applications require that decision-makers consider orders rather than the individual product types in orders. Research into order scheduling models is motivated by their various real-life applications in manufacturing systems, equipment maintenance, computing systems, and other industrial contexts, where the components of each order can be processed concurrently on the parallel machines. In this research, two cases of order scheduling models are studied, namely, the fully dedicated environment in which each machine can produce one and only one product type, and the fully flexible machine environment in which each machine can produce all product types. With different side constraints and objective functions, the two cases include a lot of problems that are of interest. Special interest is focused on the minimization of the total weighted completion time, the number of late orders, the maximum lateness, and so on. On the one hand, polynomial time algorithms are proposed for some problems. One the other hand, for problems that are NP-hard, complexity proofs are shown and heuristics with their worst-case performance and empirical analyses are also presented.
Optimal control of admission to a station in a closed two queue system
Authors: Taposh Banerjee, Arzad A. Kherani
Venue: Proceedings of the 1st international conference on Performance evaluation methodolgies and tools (2006)

We consider a closed queueing system consisting of two stations in tandem. The controller has to make a decision on the number of customers to be admitted for service at the first station so that a long term utility function is maximized. We study the nature of optimal policy for some classes of utility function and transition probability structures. This model can be used to solve many practical closed queueing system problems, like node activation in a rechargeable sensor network. We show that, depending on the number of servers at the various stations, the optimal policy may or may not be greedy.
Standards: The P1685 IP-XACT IP Metadata Standard
Authors: Victor Berman
Venue: IEEE Design Test (2006)

THE IEEE Design Automation Standards Committee and the IEEE Corporate Advisory Group are cosponsoring an interesting new standards project. IEEE P1685 (www.eda-stds.org/spirit-p1685) aims to develop an XML-based standard for describing electronic intellectual property (IP).
Automatic Digital Camera Based Fingerprint Image Preprocessing
Authors: B. Y. Hiew, Andrew B. J. Teoh, David C. L. Ngo
Venue: Proceedings of the International Conference on Computer Graphics, Imaging and Visualisation (2006)

Touch-less fingerprint recognition has been receiving attention recently as it frees from the problems in terms of hygienic, maintenance and latent fingerprints. However, the conventional techniques that used to preprocess the optical or capacitance sensor acquired fingerprint image, for segmentation, enhancement and core point detection, are inadequate to serve the purpose. The problems of the touch-less fingerprint recognition consist of low contrast between the ridges and the valleys in fingerprint images, defocus and motion blur. In this paper, we opt for digital camera as the device to capture the fingerprint image in RGB format and we outline the procedures to segment, enhance and detect the core point of the fingerprint image.
Mining Time Series for Identifying Unusual Sub-sequences with Applications
Authors: Jamal Ameen, Rawshan Basha
Venue: Proceedings of the First International Conference on Innovative Computing, Information and Control - Volume 1 (2006)

In a recent article, Eamonn et al. [1] have introduced algorithms for the detection of most unusual time series sub-sequences. These have great implications for fast and intelligent data mining attempts using advances in modern computer technology. The techniques are used to detect unusual sub-sequences in time series arising from a wide range of applications. This paper is revisiting the algorithms introduced by the above authors and makes key improvements for a large class of time series processes by: - Objectively identifying the size of the best sliding window for which similarities and discords could be found efficiently; - Reducing the processing time by a factor equivalent to the length of the best sliding window; - Introducing an Entropy based measure as an alternative distance measure to account for outliers within specific sliding windows; - Highlighting comparisons with existing tools; - Demonstrating the new approach through applications on real life time series.
Data Hiding in Speech Sounds Using Subband Amplitude Modulation Robust against Reverberations and Background Noise
Authors: Akira Nishimura
Venue: Proceedings of the 2006 International Conference on Intelligent Information Hiding and Multimedia (2006)

Data hiding in audio signals can be used for transmitting auxiliary information related to the content of the audio signal. Such an application requires a greater data payload than music copyright management systems. Also, it is difficult to extract the embedded data from sounds played through a loudspeaker and detected by a microphone because of additive background noise, reflections and reverberations and the band-limited characteristics of loudspeakers and microphones. In this study, a watermarking technique using subband amplitude modulation was evaluated by computer simulation in terms of robustness against background noises and reverberations. The effects of amplitude modulation on the articulation scores of 125 vowel-consonant-vowel (VCV) syllables were also investigated. The results showed that reverberant speech signals with various background noises having a SNR of 10 dB can transmit more than 90% of embedded data at 48 bps, with only a small deterioration in the syllable identification scores.
Evidence for Multiple, Distinct Representations of the Human Body
Authors: John Schwoebel, H. Branch Coslett
Venue: Journal of Cognitive Neuroscience (2005)

Previous data from single-case and small group studies have suggested distinctions among structural, conceptual, and online sensorimotor representations of the human body. We developed a battery of tasks to further examine the prevalence and anatomic substrates of these body representations. The battery was administered to 70 stroke patients. Fifty-one percent of the patients were impaired relative to controls on at least one body representation measure. Further, principal components analysis of the patient data as well as direct comparisons of patient and control performance suggested a triple dissociation between measures of the 3 putative body representations. Consistent with previous distinctions between the "what" and "how" pathways, lesions of the left temporal lobe were most consistently associated with impaired performance on tasks assessing knowledge of the shape or lexical&ndash;semantic information about the body, whereas lesions of the dorsolateral frontal and parietal regions resulted in impaired performance on tasks requiring on-line coding of body posture.
The cognitive skill of coaching collaboration
Authors: Sandra Katz, Gabriel O'Donnell
Venue: Proceedings of the 1999 conference on Computer support for collaborative learning (1999)

We observed eight experienced avionics technicians as they coached collaborating dyads who worked on problems in Sherlock 2, an intelligent tutoring system for avionics. Data analysis focused on: (1) defining the cognitive skill of coaching collaboration, (2) identifying cues that coaches use to detect and diagnose peer interaction impasses, and (3) specifying how coaches remedy these impasses. Coaching collaboration is an extension of the task of mentoring in one-on-one interactions. It involves three levels of diagnosis: diagnosing problems in the task situation, in students' knowledge and problem-solving process, and in peer interactions. One-on-one instructional interactions--e.g., medical rounds consultations between an expert physician and a resident--involve only the first two levels. We describe cues that can signal to a human or automated coach that intervention is necessary and can indicate what the cause of a peer interaction impasse is. During problem solving, the avionics experts tended to focus on giving advice that would keep students on a productive solution path. They seldom addressed problems at the interaction level---e.g., by prompting a student who evidently knew what to do next to help his peer. However, experts and students used the post-practice reflective discussions to more fully address knowledge gaps, misconceptions, and interaction-level problems.
Robust adaptive techniques for minimization of EOG artefacts from EEG signals
Authors: S. Puthusserypady, T. Ratnarajah
Venue: Signal Processing (2006)

In this paper, we propose the application of H∞ techniques for minimization of electrooculogram (EOG) artefacts from corrupted electroencephalographic (EEG) signals. Two adaptive algorithms (time-varying and exponentially-weighted) based on the H∞ principles are proposed. The idea of applying H∞ techniques is motivated by the fact that they are robust to model uncertainties and lack of statistical information with respect to noise [B. Hassibi, A.H. Sayed, T. Kailath, Linear estimation in Krein spaces--part 1: theory & Part II: applications, IEEE Trans. Automat. Control 41 (1996) 18-49]. Studies are performed on simulated as well as real recorded signals. Performance of the proposed techniques are then compared with the well-known least-mean square (LMS) and recursive least-square (RLS) algorithms. Improvements in the output signal-to-noise ratio (SNR) along with the time plots are used as criteria for comparing the performance of the algorithms. It is found that the proposed H∞-based algorithms work slightly better than the RLS algorithm (especially when the input SNR is very low) and always outperform the LMS algorithm in minimizing the EOG artefacts from corrupted EEG signals.
Effects of an individual's prior knowledge on collaborative knowledge construction and individual learning outcomes in videoconferencing
Authors: Bernhard Ertl, Heinz Mandl
Venue: Proceedings of the 7th international conference on Learning sciences (2006)

This paper deals with collaborative knowledge construction in videoconferencing. The main topic for investigation is how to predict individual learning outcomes, and in particular the degree to which an individual's prior knowledge and collaborative knowledge construction can influence individual learning outcomes. In this context, the influence of prior knowledge and two measures of instructional support (a content scheme and learners' resource interdependence) were analyzed with respect to collaborative knowledge construction. An empirical study was conducted using 171 university students. Students worked collaboratively in groups of three within a case-based videoconferencing learning environment and were supported by instructional support measures. Results indicate that both an individual's prior knowledge as well as the quality of collaborative knowledge construction strongly impact individual learning outcomes.
Playability heuristics for mobile games
Authors: Hannu Korhonen, Elina M. I. Koivisto
Venue: Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (2006)

Expert evaluation is a widely used method for evaluating the usability of software products. When evaluating games, traditional usability heuristics lack comprehension and cannot be directly applied. In this paper, we introduce playability heuristics that are specifically designed for evaluating mobile games. Heuristics form a core model that can be used in any mobile game evaluation. The model consists of three modules: Game Usability, Mobility, and Gameplay. The mobile context has some unique characteristics, which require special attention during the evaluation. These characteristics are described in mobility heuristics. Mobile devices also set some of their own requirements for general usability and these issues are described along with game usability heuristics. These heuristics have been developed by using an iterative design process of a mobile game. In addition, we have validated the heuristics and evaluated five mobile games by using them with the expert evaluation method. The results indicate that playability problems, which violate game usability or mobility heuristics, are quite easy to identify. Gameplay problems are harder to find, but gameplay heuristics help in evaluation and focus on different aspects of the gameplay.
Public domain software: part I
Authors: Elliot S. Wheeler
Venue: ACM SIGSMALL Newsletter (1984)

A selection of some of the microcomputer public domain software: Part 1. Languages and Language Development. 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
Remote Screen Recording and Playback
Authors: Shann-Chiuen Wu, Shih-Jen Chu, Tzao-Lin Lee
Venue: Proceedings of the International Conference on Systems and Networks Communication (2006)

Microsoft Remote Desktop Protocol (RDP) is used to control the screen activities of a remote computer. The RDP supports various mechanisms to reduce the amount of data transmitted over a low-bandwidth network connection, such as data compression, caching of bitmaps, etc. We used all these features to develop a remote screen recording system, which can be applied to computer education and business presentation. Presently, a variety of screen recording tools are available. However, these video based screen recording systems have problems with poor output quality and large storage requirement. Comparatively speaking, the remote screen recording and playback system we developed produces excellent output quality and requires a smaller recorded file than the compressed video files.
Equivalence of Non-Iterative Algorithms for Simultaneous Low Rank Approximations of Matrices
Authors: Kohei Inoue, Kiichi Urahama
Venue: Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Volume 1 (2006)

Recently four non-iterative algorithms for simultaneous low rank approximations of matrices (SLRAM) have been presented by several researchers. In this paper, we show that those algorithms are equivalent to each other because they are reduced to the eigenvalue problems of row-row and column-column covariance matrices of given matrices. Also, we show a relationship between the non-iterative algorithms and another algorithm which is claimed to be an analytical algorithm for the SLRAM. Experimental results show that the analytical algorithm does not necessarily give the optimal solution of the SLRAM.
Simulation CT-scan: a marketing perspective
Authors: Leonardo Chwif, Marcos Ribeiro Pereira Barretto
Venue: Proceedings of the 36th conference on Winter simulation (2004)

There is a general understanding in the simulation community that simulation is not reaching its full potential and is not widely used despite its well-known (among simulationists) benefits. This article's primarily intent is to discuss this belief, applying a marketing model whereby simulation is viewed as a product.
Students' difficulties in learning physics from dynamic and interactive visualizations
Authors: Rolf Ploetzner, Stefan Lippitsch, Matthias Galmbacher, Dieter Heuer
Venue: Proceedings of the 7th international conference on Learning sciences (2006)

In two experimental studies we investigated whether students' difficulties in understanding line graphs in kinematics can be improved by means of dynamic representations. These representations were designed to help students in mentally bridging the gap between motion phenomena and abstract line graphs. In the first study, contrary to our expectations, the employed representations did not only not improve learning - but even impeded it. This finding was underpinned by the second study, in which almost no sign was found of students having internalized the relevant aspects of the dynamic representations. Because similar results have recently been found in other studies, we propose that research on learning with dynamic representations should not only focus on developing guidelines for the external design of representations but also on conceptualising learning strategies which can be taught to students and which help them to successfully process the information presented in the external representations.
Virtual-U&trade;: a web-based environment customized to support collaborative learning and knowledge building in post secondary courses
Authors: Linda Harasim, Tom Calvert, Chris Groeneboer
Venue: Proceedings of the 1996 international conference on Learning sciences (1996)

Virtual-U&trade; is a World Wide Web-based networked learning environment customized for the design, delivery, and enhancement of post-secondary education. One of the main design goals is to provide a flexible framework to support advanced pedagogies based on principles of active learning, collaboration, multiplicity, and knowledge building. The framework consists of tools to support core activities including course design, individual and group learning activities, knowledge structuring, class management, and evaluation. The design of Virtual-U&trade; builds on lessons learned from a decade of field research in online course delivery. A brief history of that experience is presented to illustrate the motivation behind some of the decisions made in the design of the system. A description of Virtual-U&trade; and lessons learned from initial experiences with users are reported.
A spring model for whole-hand virtual grasping
Authors: Christoph W. Borst, Arun P. Indugula
Venue: Presence: Teleoperators and Virtual Environments (2006)

We present a physically-based approach to grasping and manipulation of virtual objects that produces visually realistic results, addresses the problem of visual interpenetration of hand and object models, and performs force rendering for force-feedback gloves, in a single framework. Our approach couples a simulation-controlled articulated hand model to tracked hand configuration using a system of linear and torsional virtual spring-dampers. We discuss an implementation of our approach that uses a widely available simulation tool for collision detection and response. We pictorially illustrate the resulting behavior of the virtual hand model and of grasped objects, discuss user behavior and difficulties encountered, and show that the simulation rate is sufficient for control of current force-feedback glove designs. We also present a prototype system for natural whole-hand interactions in a desktop-sized workspace.
Human behavior models for agents in simulators and games: part II: gamebot engineering with PMFserv
Authors: Barry G. Silverman, Gnana Bharathy, Kevin O'Brien, Jason Cornwell
Venue: Presence: Teleoperators and Virtual Environments (2006)

Many producers and consumers of legacy training simulator and game environments are beginning to envision a new era where psycho-socio-physiologic models could be interoperated to enhance their environments' simulation of human agents. This paper explores whether we could embed our behavior modeling framework (described in the companion paper, Part I) behind a legacy first person shooter 3D game environment to recreate portions of the Black Hawk Down scenario. Section I amplifies the interoperability needs and challenges confronting the field, presents the questions that are examined, and describes the test scenario. Sections 2 and 3 review the software and knowledge engineering methodology, respectively, needed to create the system and populate it with bots. Results (Section 4) and discussion (Section 5) reveal that we were able to generate plausible and adaptive recreations of Somalian crowds, militia, women acting as shields, suicide bombers, and more. Also, there are specific lessons learned about ways to advance the field so that such interoperabilities will become more affordable and widespread.
Nonparametric prediction of non-Gaussian time series
Authors: Y. K. Lee, D. H. Johnson
Venue: Proceedings of the Acoustics, Speech, and Signal Processing, 1993. ICASSP-93 Vol 4., 1993 IEEE International Conference on - Volume 04 (1993)

The authors apply the nonparametric kernel predictor to the time-series prediction problem. Because nonparametric prediction makes few assumptions about the underlying time series, it is useful when modeling uncertainties are pervasive, such as when the time series is non-Gaussian. It is shown that the nonparametric kernel predictor is asymptotically optimal for bounded, mixing time series. Numerical experiments were also performed. For the nonlinear autoregressive process, the kernel predictor is shown to outperform greatly the linear predictor; for the Henon time series, the estimated predictor closely resembles the Henon map.
Transferring Bioelasticity Knowledge through Haptic Interaction
Authors: Megumi Nakao, Kotaro Minato, Tomohiro Kuroda, Masaru Komori, Hiroshi Oyama, Takashi Takahashi
Venue: IEEE MultiMedia (2006)

This study establishes a practical environment for transferring knowledge on bioelasticity betweenexpert and trainee medical practitioners. Through haptic interaction with a deformable virtual anatomicalmodel, experts set the model's elasticity conditions by simulating a surgical procedure. Traineesexperience the elasticity by attempting the same surgical manipulation.