ppxscal/embedding_network huggingface dataset:
Representing conditional independence using decision trees
Authors: Jiang Su, Harry Zhang
Venue: Proceedings of the 20th national conference on Artificial intelligence - Volume 2 (2005)

While the representation of decision trees is fully expressive theoretically, it has been observed that traditional decision trees has the replication problem. This problem makes decision trees to be large and learnable only when sufficient training data are available. In this paper, we present a new representation model, conditional independence trees (CITrees), to tackle the replication problem from probability perspective. We propose a novel algorithm for learning CITrees. Our experiments show that CITrees outperform naive Bayes (Langley, Iba, & Thomas 1992), C4.5 (Quinlan 1993), TAN (Friedman, Geiger, & Goldszmidt 1997), and AODE (Webb, Boughton, & Wang 2005) significantly in classification accuracy.
A Language for Large Ensembles of Independently Executing Nodes
Authors: Michael P. Ashley-Rollman, Peter Lee, Seth Copen Goldstein, Padmanabhan Pillai, Jason D. Campbell
Venue: Proceedings of the 25th International Conference on Logic Programming (2009)

We address how to write programs for distributed computing systems in which the network topology can change dynamically. Examples of such systems, which we call ensembles, include programmable sensor networks (where the network topology can change due to failures in the nodes or links) and modular robotics systems (whose physical configuration can be rearranged under program control). We extend Meld [1], a logic programming language that allows an ensemble to be viewed as a single computing system. In addition to proving some key properties of the language, we have also implemented a complete compiler for Meld. It generates code for TinyOS [14] and for a Claytronics simulator [12]. We have successfully written correct, efficient, and complex programs for ensembles containing over one million nodes.
Tacticycle: a tactile display for supporting tourists on a bicycle trip
Authors: Benjamin Poppinga, Martin Pielot, Susanne Boll
Venue: Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services (2009)

Cycling is a common leisure time sports in touristic regions. For us it was the question how tourists actually find their paths in the area and what kind of navigation aids might be helpful to them. In a requirements study on a touristic island we learned that tourists rather explore the environment spontaneously than efficiently navigating from on place to another such as the beach or the light house, and just cycle on without much map or navigation aid. While exploring the area, the cyclists however, sometimes lose their orientation which they compensate for by accepting detours. We designed and developed an orientation aid, Tacticycle that does not influence the cycling experience but improve the orientation and awareness of the overall direction. In order to ensure the cyclists' safety two vibrotactile actuators are used to indicate directions and announce the presence of interesting places. In two field studies we showed that despite the accuracy of the indicated direction being rather coarse, the tactile user interface allows cyclists to reach a presented destination easily. The visitor of the demo can experience a virtual cycling tour supported by the Tacticycle demonstrator.
A Motion Attention Model Based Rate Control Algorithm for H.264/AVC
Authors: Zhi Liu, Hongbo Yan, Liquan Shen, Yongfang Wang, Zhaoyang Zhang
Venue: Proceedings of the 2009 Eigth IEEE/ACIS International Conference on Computer and Information Science (2009)

Rate control plays a very important role in video streaming applications. The currently adopted rate control scheme in the latest video coding standard H.264/AVC still results in a relatively large quality fluctuation especially for frames with higher motion activities. In this paper, we consider the characteristics of human visual system and incorporate a motion attention model to direct the rate control process. From the motion vector (MV) field at 4 4 block level, motion saliency maps are calculated on multi-scale MV fields and integrated to a whole motion saliency map highlighting the attention regions. In the frame and MB layer of rate control, the number of bits allocated to each frame and each MB is adjusted based on its motion saliency. More bits are allocated those frames and MBs with higher motion saliency to improve their qualities, and thus reduce the quality variation. Experimental results demonstrate that our algorithm can increase the average PSNR by 0.068 dB, and decreases the PSNR variation by 15.65%, with a negligible increase of computation less than 3%.
Business Process-Based Resource Importance Determination
Authors: Stefan Fenz, Andreas Ekelhart, Thomas Neubauer
Venue: Proceedings of the 7th International Conference on Business Process Management (2009)

Information security risk management (ISRM) heavily depends on realistic impact values representing the resources' importance in the overall organizational context. Although a variety of ISRM approaches have been proposed, well-founded methods that provide an answer to the following question are still missing: How can business processes be used to determine resources' importance in the overall organizational context? We answer this question by measuring the actual importance level of resources based on business processes. Therefore, this paper presents our novel business process-based resource importance determination method which provides ISRM with an efficient and powerful tool for deriving realistic resource importance figures solely from existing business processes. The conducted evaluation has shown that the calculation results of the developed method comply to the results gained in traditional workshop-based assessments.
Performance Comparison of Two Routing Protocols for Ad Hoc Networks
Authors: Lin-zhu Wang, Ya-qin Fang, Min Shan
Venue: Proceedings of the 2009 WASE International Conference on Information Engineering - Volume 01 (2009)

ｪ Ad hoc networks are characterized by multi hop wireless connectivity, frequently changing network topology and the need for efficient dynamic routing protocols. compare the performance of two prominent routing protocols for mobile ad hoc networks. ｪDSR (Dynamic Source Routing) and AODV (Ad Hoc Distance Vector Routing). A detailed simulation model with MAC and physical layer models is used to study inter layer interactions and their performance implications. demonstrate that even though DSR and AODV share a similar behavior, the differences in the protocol mechanics can lead to significant performance differentials.
Spatial Distribution of Heavy Metals in Agricultural Soil in Wutan, China
Authors: Yu-Hua Li, Hong-Bin Liu, Wei Wu
Venue: Proceedings of the 2009 International Conference on Environmental Science and Information Application Technology - Volume 02 (2009)

Total of 120 soil samples from the topsoil (0-20cm) at an approximate interval of 100 m were collected in Wutan, China, to determine the spatial variability of five heavy metals, Cd, As, Hg, Pb, and Cr, with classical statistical and geostatistical analyses. Ordinary kriging was utilized for estimating heavy metals determination. Classical statistical indicated that As, Pb, and Cr concentrations were correlated with organic matter (p
Artifact-Based Transformation of IBM Global Financing
Authors: Tian Chao, David Cohn, Adrian Flatgard, Sandy Hahn, Mark Linehan, Prabir Nandi, Anil Nigam, Florian Pinel, John Vergo, Frederick Y Wu
Venue: Proceedings of the 7th International Conference on Business Process Management (2009)

IBM Global Financing (IGF) is transforming its business using the Business Artifact Method, an innovative business process modeling technique that identifies key business artifacts and traces their life cycles as they are processed by the business. IGF is a complex, global business operation with many business design challenges. The Business Artifact Method is a fundamental shift in how to conceptualize, design and implement business operations. The Business Artifact Method was extended to solve the problem of designing a global standard for a complex, end-to-end process while supporting local geographic variations. Prior to employing the Business Artifact method, process decomposition, Lean and Six Sigma methods were each employed on different parts of the financing operation. Although they provided critical input to the final operational model, they proved insufficient for designing a complete, integrated, standard operation. The artifact method resulted in a business operations model that was at the right level of granularity for the problem at hand. A fully functional rapid prototype was created early in the engagement, which facilitated an improved understanding of the redesigned operations model. The resulting business operations model is being used as the basis for all aspects of business transformation in IBM Global Financing.
Do Improve Typing Skill But No Significant Difference between Drill-Based and Game-Based Typing Software
Authors: Chun-Hung Lin, Eric Zhi-Feng Liu
Venue: Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development (2009)

Improving typing skill can help students use computers to deal with different kinds of tasks more efficiently. In the past, typing software was commonly used to train students' typing skill, and they usually didn't have much attractive multimedia effect. In recent years, games have become more and more popular, and one of the reasons is that games have lots of attractive elements, like lots of multimedia effect and interesting scripts. About the educational effect of typing games, game is more interesting than traditional instruction, and that's the reason why people use typing games to train their typing skill. This study tried to realize the effect on typing skill of drill-based and game-based typing software, and proposed possible design direction for typing software.There were 160 second year junior high school students participating in this study. The students studied in a junior high school in middle Taiwan, and they came from five different classes. After excluding six invalid samples, 82 students were males (53.2%) and 72 students were females (46.8%). Pretest-posttest control group design was used in this study. The independent variable was different types of typing software. There were 92 students in the control group, and they used drill-based typing software to learn typing. There were 62 students in the experimental group, and they used game-based typing software to learn typing. The dependent variable was typing speed. The difference of typing speed between pre-test and post-test and the effect on typing speed of different software would be compared.The result showed that both kinds of typing software could improve students' typing speed, but the effect on typing speed between the two kinds of software didn't reach significant difference. The result indicated that both entertainment and learning design direction were beneficial for learning typing skill, but different kinds of design also showed different disadvantages and limitations. Therefore, it is better to consider the two aspects at the same time when design edutainment software, and try to keep the balance between the two elements to produce the optimal learning effect. The future studies may confirm if the learning effect from both learning element and entertainment element is better than the learning effect only from learning element or entertainment element.
Considering Personal Profiles for Comfortable and Efficient Interactions with Smart Clothes
Authors: Sébastien Duval, Christian Hoareau, Gilsoo Cho
Venue: Proceedings of the 13th International Conference on Human-Computer Interaction. Part III: Ubiquitous and Intelligent Interaction (2009)

Profiles describing the abilities and specificities of individual wearers enable smart clothes to fundamentally and continuously personalize their behavior, suggesting or selecting useful, comfortable and efficient services and interaction modes. First, we suggest foundations for the design of personal profiles for the general public based on perception, bodily characteristics, culture, language, memory, and spatial abilities. Then, we sketch reactions towards profiles for oneself and one's family based on a 2008 pilot study in Japan. Accordingly, we discuss the creation, update, use and dissemination of profiles, and finally perspectives for future social investigations.
Modeling and Forecasting of Urban Logistics Demand Based on Improved Simulated Annealing Neural Network
Authors: Meijuan Gao, Jingwen Tian
Venue: Proceedings of the 2009 WRI Global Congress on Intelligent Systems - Volume 04 (2009)

Owing to the urban logistics system was an uncertain, nonlinear, dynamic and complicated system, and it was difficult to describe it by traditional methods, a modeling and forecasting method of urban logistics demand based on improved simulated annealing neural network (ISANN) is presented in this paper. First the simulated annealing algorithm with the best reserve mechanism is introduced and it is organic combined with Powell algorithm to form improved simulated annealing mixed optimize algorithm, instead of gradient falling algorithm of BP network to train network weight. It can get higher accuracy and faster convergence speed. We construct the network structure, and give the algorithm flow. The main parameters of affecting urban logistics demand are studied. With the ability of strong self-learning and faster convergence of ISANN, the modeling and forecasting method can truly forecast the logistics demand. The actual forecasting results show that this method is feasible and effective.
Cross Cultural Computer Gaming
Authors: Joyram Chakraborty, Anthony F. Norcio
Venue: Proceedings of the 3rd International Conference on Internationalization, Design and Global Development: Held as Part of HCI International 2009 (2009)

Computer game development is a rapidly growing global business. However, research in the understanding of the global user is lacking. This paper presents a survey of recent research on cross cultural game development. The paper proposes a cross cultural hybrid model to carry out user modeling to assist developers in understanding the cultural nuances of end users.
The PaGe 2008 shared task on parsing German
Authors: Sandra Kübler
Venue: Proceedings of the Workshop on Parsing German (2008)

The ACL 2008 Workshop on Parsing German features a shared task on parsing German. The goal of the shared task was to find reasons for the radically different behavior of parsers on the different treebanks and between constituent and dependency representations. In this paper, we describe the task and the data sets. In addition, we provide an overview of the test results and a first analysis.
Robust AVS Audio Watermarking
Authors: Yong Wang, Jiwu Huang
Venue: Proceedings of the 8th International Workshop on Digital Watermarking (2009)

Part III of AVS(China Audio and Video Coding Standard) is the first standard for Hi-Fi audio proposed in China and is becoming more popular in some IT industries. For MP3 audio, some efforts have been made to solve the problems such as copyright pirating and malicious modifications by the way of watermarking. But till now little efforts have been made to solve the same problems for AVS audio. In this paper, we present a novel robust watermarking algorithm which can protect the AVS audio from the above problems. The watermark is embedded into the AVS compressed bit stream. At the extracting end, the watermark bits can be extracted from the compressed bit stream directly without any computation. This algorithm achieves robustness to decoding/recoding attacks, and low complexity of both embedding and extracting while preserves the quality of the audio signals.
Annotation and data mining of the Penn Discourse TreeBank
Authors: Rashmi Prasad, Eleni Miltsakaki, Aravind Joshi, Bonnie Webber
Venue: Proceedings of the 2004 ACL Workshop on Discourse Annotation (2004)

The Penn Discourse TreeBank (PDTB) is a new resource built on top of the Penn Wall Street Journal corpus, in which discourse connectives are annotated along with their arguments. Its use of standoff annotation allows integration with a stand-off version of the Penn TreeBank (syntactic structure) and PropBank (verbs and their arguments), which adds value for both linguistic discovery and discourse modeling. Here we describe the PDTB and some experiments in linguistic discovery based on the PDTB alone, as well as on the linked PTB and PDTB corpora.
WSVR-Based Supplier Selection
Authors: Wuling Ren, Changmao Lin
Venue: Proceedings of the 2009 Second International Symposium on Electronic Commerce and Security - Volume 01 (2009)

Supplier selection is a key stage in the formation of a successful virtual enterprise. The process can be considered as a multi-objective problem. In this paper, the weighted Support Vector Regression (WSVR) technique is proposed toper form automated evaluation of the potential suppliers.Experimental results indicate that desirable outcome can be obtained by using the WSVR method in supplier selection. In comparison with SVR, the WSVR-based method not only improves training efficiency, but also possesses higher accuracy.
Real-Time Cameras
Authors: Mark Haigh-Hutchinson
Venue:  (2009)

The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great one. The challenge in games is that the camera must respond to unscripted events, and this is where much of the difficulty of designing real-time camera systems arises. The increasing use of motion in virtual environments, marked by the inclusion of physics modeling and complex collision detection systems, means that camera systems must be even more effective to keep up. Real-Time Cameras is written by an experienced game developer who has written camera control systems for award-winning games such as Metroid Prime. Mark Haigh-Hutchinson discusses the key algorithms for camera control and then shows how to implement them in code. This book is written for game developers and designers, although it is also pertinent to other professionals in the interactive media field. Real-Time Cameras presents a practical approach to camera systems, introducing their theory, design, and implementation. * The first book on this critical and often poorly understood aspect of game development* Includes analysis of camera and control systems from existing games along with practical implementation advice* Discusses the key algorithms with pseudo code examples, and includes movies demonstrating camera technique on the companion CD-ROM 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
Revising imprecise probabilistic beliefs in the framework of probabilistic logic programming
Authors: Anbu Yue, Weiru Liu
Venue: Proceedings of the 23rd national conference on Artificial intelligence - Volume 1 (2008)

Probabilistic logic programming is a powerful technique to represent and reason with imprecise probabilistic knowledge. A probabilistic logic program (PLP) is a knowledge base which contains a set of conditional events with probability intervals. In this paper, we investigate the issue of revising such a PLP in light of receiving new information. We propose postulates for revising PLPs when a new piece of evidence is also a probabilistic conditional event. Our postulates lead to Jeffrey's rule and Bayesian conditioning when the original PLP defines a single probability distribution. Furthermore, we prove that our postulates are extensions to Darwiche and Pearl (DP) postulates when new evidence is a propositional formula. We also give the representation theorem for the postulates and provide an instantiation of revision operators satisfying the proposed postulates.
An architecture and formalism for handling modular ontologies
Authors: Faezeh Ensan
Venue: Proceedings of the 23rd national conference on Artificial intelligence - Volume 3 (2008)

The goal of my ongoing work is to provide an architecture for developing and manipulating modular ontologies in such a way that each ontology module can plug into or unplug from an ontology. This architecture builds on top of a fundamental formalism for modular ontologies. Through this formalism we are able to define mechanisms for integrating different modules and develop algorithms for reasoning over the integrated modules. The resolution of inconsistencies arisen by conflicting axioms in different modules as well as the investigation of the impact of changes in a module on the other ontology modules are two important issues that need to be taken into consideration during the development of the formalism. Here, we briefty review the overall structure of the research work that I intended to conduct.
Analyzing the performance of pattern database heuristics
Authors: Richard E. Korf
Venue: Proceedings of the 22nd national conference on Artificial intelligence - Volume 2 (2007)

We introduce a model for predicting the performance of IDA* using pattern database heuristics, as a function of the branching factor of the problem, the solution depth, and the size of the pattern databases. While it is known that the larger the pattern database, the more efficient the search, we provide a quantitative analysis of this relationship. In particular, we show that for a single goal state, the number of nodes expanded by IDA* is a fraction of (logb s + 1)/s of the nodes expanded by a brute-force search, where b is the branching factor, and s is the size of the pattern database. We also show that by taking the maximum of at least two pattern databases, the number of node expansions decreases linearly with s compared to a brute-force search. We compare our theoretical predictions with empirical performance data on Rubik's Cube. Our model is conservative, and overestimates the actual number of node expansions.
Diagnosis of discrete-event systems using satisfiability algorithms
Authors: Alban Grastien, Anbulagan Anbulagan, Jussi Rintanen, Elena Kelareva
Venue: Proceedings of the 22nd national conference on Artificial intelligence - Volume 1 (2007)

The diagnosis of a discrete-event system is the problem of computing possible behaviors of the system given observations of the actual behavior, and testing whether the behaviors are normal or faulty. We show how the diagnosis problems can be translated into the propositional satisfiability problem (SAT) and solved by algorithms for SAT. Our experiments demonstrate that current SAT algorithms can solve much bigger diagnosis problems than traditional diagnosis algorithms can.
Path Planning Based on Dynamic Sub-population Pseudo-Parallel Genetic Algorithm
Authors: Lei Li, Yuemei Ren, Changyu Yang
Venue: Proceedings of the 2009 International Conference on Environmental Science and Information Application Technology - Volume 01 (2009)

Through analysis of present pseudo-parallel genetic algorithm, propose a new dynamic sub-population pseudo-parallel genetic algorithm. It changes the condition that the magnitude of sub-population is stationary in current information exchange model, the magnitude of sub-population will change with the evolution. This algorithm can not only restrain premature convergence, but also get global values and local values rapidly. Design the adaptive crossover operator according to the generation. The crossover probability will adjust to the evolution, which accelerates the convergence. Through test function, the accuracy and superiority of this algorithm are proved. The simulation shows that the proposed algorithm is reliable and efficient in the path planning of robot soccer.