ppxscal/embedding_network huggingface dataset:
Semantic reconciliation in peer multi-data source management system
Authors: Gilles Nachouki, Mirna Nachouki, Marie-Pierre Chastang
Venue: Proceedings of the 2009 International Database Engineering & Applications Symposium (2009)

In Peer Data Management system (PDMS), two fundamental problems for data fusion arise: (a) how to build a semantic reconciliation between data sources schemas managed by peers, and (b) how to locate relevant peers for a given query. Our proposal lies in the application of multi-data source fusion approach [15] in the PDMS context. Multi-data source schemas, which are distributed shared and maintained by peers, are the basis of a semantic overlay network. The design for Peer Multi-Data source Management System (PMDMS) was presented in [16] is an extension of MDS-Manager system [14] [15] where data sources are distributed among peers. In this paper, we focus on the MatchMaker component in PMDMS that has the semantic reconciliation (i.e. mapping) responsibility between concrete data sources schemas (i.e. schemas describing data to share with other peers) also known as expertise. Our approach of semantic reconciliation is based on ontologies and XML technologies. Indeed, the peer schema (i.e. an ontology expressed with OWL/RDF), is annotated with a set of synonymous in order to guide later the search of semantics equivalences between expertises. The mappings results are stored in an XML document called Conflicts data source (a part of the multi-data source) as semantic links between concepts such as equivalence, synonym, homonym or disjoint concepts.
Modeling Human Body for Virtual Try-On System
Authors: Yan Jiang, Zhengdong Liu, Chunli Chen
Venue: Proceedings of the 2009 WRI Global Congress on Intelligent Systems - Volume 02 (2009)

A new framework for modeling human body according to the specified measurement dimensions is presented. Users are assisted in automatically generating a virtual model through modifying the standard one by controlling the parameters provided. Our approach consists of four major parts. First, 3D scanner data is preprocessed and provides basic body parameters to standard body models. Second, the system builds a series of standard body models combined the previous parameters and commercial software Poser. Third, measures individual body. Finally, modeling synthesis is accomplished by standard body models and the individual parameters using degree 3 NURBS curve. In comparison with the existing similar systems, our methodology is efficient and accurate, and adapt to be used in Virtual Try On system on Internet.
Learn as Babies Learn: A Conceptual Model of Designing Optimum Learnability
Authors: Douglas Xiaoyong Wang
Venue: Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New Trends (2009)

A newborn baby's first move is to look for the nipples. This is an instinct for a baby to live, build strength and interact with the world. The interaction seems very similar to our users' choosing a product for self-empowerment and productivity. However, most users are not babies, neither the majority of man-made products embody perfect affordances. How could user experience designers help to create an easy-to-learn product for specific user goals? This paper explores the answer via a balanced view on user-learning and machine-learning, and proposes designers' early engagement in conceptual design together with full awareness of users' learning constrains, so as to make users happier and thankful since initial contact with the product the designers created.
Circuit FPGA for Active Rules Selection in a Transition P System Region
Authors: Víctor Martínez, Abraham Gutiérrez, Luis Fernando Mingo
Venue: Advances in Neuro-Information Processing: 15th International Conference, ICONIP 2008, Auckland, New Zealand, November 25-28, 2008, Revised Selected Papers, Part II (2009)

P systems or Membrane Computing are a type of a distributed, massively parallel and non deterministic system based on biological membranes. These systems perform a computation through transition between two consecutive configurations. As it is well known in membrane computing, a configuration consists in a m-tuple of multisets present at any moment in the existing m regions of the system at that moment time. Transitions between two configurations are performed by using evolution rules which are in each region of the system in a non-deterministic maximally parallel manner. This article shows the development of a hardware circuit of selection of active rules in a membrane of a transition P-system. This development has been researched by using the Quartus II tool of Altera Semiconductors. In the first place, the initial specifications are defined in orfer to outline the synthesis of the circuit of active rules selection. Later on the design and synthesis of the circuit will be shown, as well as, the operation tests required to present the obtained results.
Anthropomorphic Systems: An Approach for Categorization
Authors: Kathryn Howe
Venue: Proceedings of the 3rd International Conference on Internationalization, Design and Global Development: Held as Part of HCI International 2009 (2009)

Are systems that incorporate anthropomorphic attributes better at interactivity with a user than systems that do not use such attributes? Do these systems allow a user to interact with the system in a natural way; or can the system cause more frustration then aid? It is a fact that many systems nowadays are attempting to make their interfaces more natural to use. Some systems attempt to do so by the advance of various input systems, such as touch screens, screen readers, etc. Other systems attempt to create user interfaces that a user can easily relate to. They can take on various anthropomorphic attributes such as emotion, speech, cognition and learning abilities. These systems vary dramatically in how they incorporate the attributes as well. Some systems use an interface of cartoon characters that allow a user to believe that the character can speak and learn like the user, while still keeping a separation of the virtual and real world by its physical form. Others attempt to effect human attributes so much that it could be difficult to distinguish between the two. 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
Construction of conceptual graph representation of texts
Authors: Svetlana Hensman
Venue: Proceedings of the Student Research Workshop at HLT-NAACL 2004 on XX (2004)

This paper describes a system for constructing conceptual graph representation of text by using a combination of existing linguistic resources (VerbNet and WordNet). We use a two-step approach, by firstly identifying the semantic roles in a sentence, and then using these roles, together with semi-automatically compiled domain-specific knowledge to construct the conceptual graph representation.
An Analysis of Eye Movements during Browsing Multiple Search Results Pages
Authors: Yuko Matsuda, Hidetake Uwano, Masao Ohira, Ken-Ichi Matsumoto
Venue: Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New Trends (2009)

In general, most search engines display a certain number of search results on a search results page at one time, separating the entire search results into multiple search results pages. Therefore, lower ranked results (e.g., 11th-ranked result) may be displayed on the top area of the next (second) page and might be more likely to be browsed by users, rather than results displayed on the bottom of the previous (first) results page. To better understand users' activities in web search, it is necessary to analyze the effect of display positions of search results while browsing multiple search results pages. In this paper, we present the results of our analysis of users' eye movements. We have conducted an experiment to measure eye movements during web search and analyzed how long users spend to view each search result. From the analysis results, we have found that search results displayed on the top of the latter page were viewed for a longer time than those displayed on the bottom of the former page.
Investigating the Possibility of Adaptation and Personalization in Virtual Environments
Authors: Johanna Renny Octavia, Chris Raymaekers, Karin Coninx
Venue: Proceedings of the 17th International Conference on User Modeling, Adaptation, and Personalization: formerly UM and AH (2009)

The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user interaction in virtual environments. The establishment of a user model becomes an important first step to facilitate adaptation and personalization to the user. In order to partly construct the user model, we carried out an experiment on 3D target acquisition task with four user groups (differing in experience level and gender). In this paper, we present a general user model that will enable first-time users to benefit instantly from adaptation and personalization in virtual environments.
Feature selection for activity recognition in multi-robot domains
Authors: Douglas L. Vail, Manuela M. Veloso
Venue: Proceedings of the 23rd national conference on Artificial intelligence - Volume 3 (2008)

In multi-robot settings, activity recognition allows a robot to respond intelligently to the other robots in its environment. Conditional random fields are temporal models that are well suited for activity recognition because they can robustly incorporate rich, non-independent features computed from sensory data. In this work, we explore feature selection in conditional random fields for activity recognition to choose which features should be included in the final model. We compare two feature selection methods, grafting, a greedy forward-selection strategy, and l1 regularization, which simultaneously smoothes the model and selects a subset of the features. We use robot data recorded during four games of the Small Size League of the RoboCup'07 robot soccer world championship to empirically compare the performance of the two feature selection algorithms in terms of accuracy of the final model, the number of features selected in the final model, and the time required to train the final model.
Radix-4 Recoded Multiplier on Quantum-Dot Cellular Automata
Authors: Ismo Hänninen, Jarmo Takala
Venue: Proceedings of the 9th International Workshop on Embedded Computer Systems: Architectures, Modeling, and Simulation (2009)

This paper describes the implementation of an advanced multiplication algorithm on quantum-dot cellular automata (QCA) nanotechnology, promising molecular density circuits with extreme operating frequencies, using a single homogeneous layer of the basic cells. The multiplier layout is verified with time-dependent quantum mechanical simulation, to ensure stable ground state computation under the fine-grained pipelining constraints of the technology. The novel design utilizes radix-4 modified Booth recoding and ultra-fast carry-save addition, resulting in stall-free pipeline operation, with twice the throughput of the previous sequential structure and minimized active circuit area.
Extended First-Order Logic
Authors: Chad E. Brown, Gert Smolka
Venue: Proceedings of the 22nd International Conference on Theorem Proving in Higher Order Logics (2009)

We consider the EFO fragment of simple type theory, which restricts quantification and equality to base types but retains lambda abstractions and higher-order variables. We show that this fragment enjoys the characteristic properties of first-order logic: complete proof systems, compactness, and countable models. We obtain these results with an analytic tableau system and a concomitant model existence lemma. All results are with respect to standard models. The tableau system is well-suited for proof search and yields decision procedures for substantial fragments of EFO.
Investigation on Public Environmental Awareness in Shanghai
Authors: Yan Guodong, Kang Jiancheng
Venue: Proceedings of the 2009 International Conference on Environmental Science and Information Application Technology - Volume 02 (2009)

In order to provide support for steering the future communication and education on environmental protection in Shanghai aimed at encouraging public participation in environmental protection and facilitating the realization of the strategic objective of transforming Shanghai into an eco-city, an investigation has been conducted on public environmental awareness in Shanghai focusing on public environmental concern, environmental awareness, environmental protection behavior and evaluation of Governmental efforts in environmental protection. Individual information and data has been analyzed and evaluated to draw the conclusions: the public environmental awareness is yet to be further enhanced, for which public environmental concern is the key factor. The different factors including gender, educational background, age, income and living area all have significant impact on the four aspects of environmental awareness. In the end, recommendations have been made accordingly.
An Adaptive Particle Swarm Optimizer Using Balanced Explorative and Exploitative Behaviors
Authors: Sayan Ghosh, Debarati Kundu, Kaushik Suresh, Swagatam Das, Ajith Abraham
Venue: Proceedings of the 2008 10th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (2008)

Particle Swarm Optimization (PSO) has recently emerged as a nature inspired algorithm for real parameter optimization. This article describes a method for improving the final accuracy and the convergence speed of PSO by adding a new coefficient to the position updating equation and modulating the inertia weight. This work also mathematically analyzes the effect of this modification on the PSO algorithm. The new algorithm has been shown to be statistically significantly better than four recent variants of PSO on a six-functions test-suite.
On the dimensionality of voting games
Authors: Edith Elkind, Leslie Ann Goldberg, Paul Goldberg, Michael Wooldridge
Venue: Proceedings of the 23rd national conference on Artificial intelligence - Volume 1 (2008)

In a yes/no voting game, a set of voters must determine whether to accept or reject a given alternative. Weighted voting games are a well-studied subclass of yes/no voting games, in which each voter has a weight, and an alternative is accepted if the total weight of its supporters exceeds a certain threshold. Weighted voting games are naturally extended to k-vector weighted voting games, which are intersections of k different weighted voting games: a coalition wins if it wins in every component game. The dimensionality, k, of a k- vector weighted voting game can be understood as a measure of the complexity of the game. In this paper, we analyse the dimensionality of such games from the point of view of complexity theory. We consider the problems of equivalence, (checking whether two given voting games have the same set of winning coalitions), and minimality, (checking whether a given k-vector voting game can be simplified by deleting one of the component games, or, more generally, is equivalent to a k′-weighted voting game with k′ < k). We show that these problems are computationally hard, even if k = 1 or all weights are 0 or 1. However, we provide efficient algorithms for cases where both k is small and the weights are polynomially bounded. We also study the notion of monotonicity in voting games, and show that monotone yes/no voting games are essentially as hard to represent and work with as general games.
Shape-Based Classification of 3D Head Data
Authors: Linda G. Shapiro, Katarzyna Wilamowska, Indriyati Atmosukarto, Jia Wu, Carrie Heike, Matthew Speltz, Michael Cunningham
Venue: Proceedings of the 15th International Conference on Image Analysis and Processing (2009)

Craniofacial disorders are one of the most common category of birth defects worldwide, and are an important topic of biomedical research. In order to better understand these disorders and correlate them with genetic patterns and life outcomes, researchers need to quantify the craniofacial anatomy. In this paper we introduce several different craniofacial descriptors that are being used in research studies for two craniofacial disorders: the 22q11.2 deletion syndrome (a genetic disorder) and plagiocephaly/brachycephaly, disorders caused by pressure on the head. Experimental results show that our descriptors show promise for quantifying craniofacial shape.
Separation Assurance and Collision Avoidance Concepts for the Next Generation Air Transportation System
Authors: John P. Dwyer, Steven Landry
Venue: Proceedings of the Symposium on Human Interface 2009 on Human Interface and the Management of Information. Information and Interaction. Part II: Held as part of HCI International 2009 (2009)

A review was conducted of separation assurance and collision avoidance operational concepts for the next generation air transportation system. The concepts can be distributed along two axes: the degree to which responsibility for separation assurance and collision avoidance is assigned to the controller verses the pilot(s), and the degree to which automation augments or replaces controller and pilot functions. Based on an analysis of the implications of these concepts from a human factors standpoint, as well as the technological readiness of the concepts, it appears that some form of supervisory control of separation by controllers is the most viable concept.
The Semantics of Semantics in Language Processing
Authors: Louise Guthrie
Venue: Proceedings of the 12th International Conference on Text, Speech and Dialogue (2009)

In speech and language research, the semantics of an utterance always corresponds to the meaning of the utterance. Meaning however, is a concept that has been argued by philosophers for centuries, so in Language Processing, semantics has come to be used very differently in different applications. One can even make the case that although we believe we must program computers to represent the "semantics" of an utterance, we often have great difficulty as humans defining exactly what we want. The talk will give an overview of formal semantics, lexical semantics and conceptual semantics and then focus on how semantics is used in several application areas of Language Processing.
Inexact Matching of Large and Sparse Graphs Using Laplacian Eigenvectors
Authors: David Knossow, Avinash Sharma, Diana Mateus, Radu Horaud
Venue: Proceedings of the 7th IAPR-TC-15 International Workshop on Graph-Based Representations in Pattern Recognition (2009)

In this paper we propose an inexact spectral matching algorithm that embeds large graphs on a low-dimensional isometric space spanned by a set of eigenvectors of the graph Laplacian. Given two sets of eigenvectors that correspond to the smallest non-null eigenvalues of the Laplacian matrices of two graphs, we project each graph onto its eigenenvectors. We estimate the histograms of these one-dimensional graph projections (eigenvector histograms) and we show that these histograms are well suited for selecting a subset of significant eigenvectors, for ordering them, for solving the sign-ambiguity of eigenvector computation, and for aligning two embeddings. This results in an inexact graph matching solution that can be improved using a rigid point registration algorithm. We apply the proposed methodology to match surfaces represented by meshes.
Advanced Interaction Techniques for Augmented Reality Applications
Authors: Mark Billinghurst, Hirokazu Kato, Seiko Myojin
Venue: Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009 (2009)

Augmented Reality (AR) research has been conducted for several decades, although until recently most AR applications had simple interaction methods using traditional input devices. AR tracking, display technology and software has progressed to the point where commercial applications can be developed. However there are opportunities to provide new advanced interaction techniques for AR applications. In this paper we describe several interaction methods that can be used to provide a better user experience, including tangible user interaction, multimodal input and mobile interaction.
Using blogs to support participative learning in university courses
Authors: Alessandra Agostini, Giorgio De Michelis, Marco Loregian
Venue: International Journal of Web Based Communities (2009)

In this paper, we present our experience with a blog as support for our design-oriented courses at the University of Milano-Bicocca, Italy. The experience has been very satisfactory, showing a quantitative and qualitative improvement in students' participation in the learning experience. By adopting the consolidated viewpoints of Computer-Supported Cooperative Work (CSCW) and Communities of Practice (CoPs) researches to interpret the results of our experience, we aim to underline the appropriateness of blogs and their most relevant features in supporting collaborative, participative learning.
Intuitive E-Teaching by Using Combined HCI Devices: Experiences with Wiimote Applications
Authors: Andreas Holzinger, Selver Softic, Christian Stickel, Martin Ebner, Matjaz Debevc
Venue: Proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction. Part III: Applications and Services (2009)

The wide availability of game based technologies and sophisticated e-Learning possibilities creates new demands and challenges on Human---Computer Interaction and Usability Engineering (HCI UE). Solid research in HCI must support improvement in learning ability and creativity for both teachers and students. According to recent market surveys the Wii remote controller or Wiimote is currently more wide spread than standard Tablet PCs and is the most used computer input device worldwide. As a collection of many sensors, also including Bluetooth technology, accelerometers and IR sensors, Wiimote is of great interest for HCI experiments, especially in the area of e-Learning and e-Teaching. In this paper, we present results gained from the investigation of the potential of Wiimote as both a standard input device --- such as mouse or presenter --- and as a gesture and finger tracking sensor. We demonstrate, on the basis of examples from e-Teaching, how easily everyday gestures can be interpreted in regular computer applications utilizing Wiimote's hardware modules and some additional software modules.