snu-aidas/HVMap-dataset huggingface dataset:
Structured Indoor Modeling

This paper presents a novel 3D modeling framework that reconstructs an indoor scene as a structured model from panorama RGBD images. A scene geometry is represented as a graph, where nodes correspond to structural elements such as rooms, walls, and objects. The approach devises a structure grammar that defines how a scene graph can be manipulated. The grammar then drives a principled new reconstruction algorithm, where the grammar rules are sequentially applied to recover a structured model. The paper also proposes a new room segmentation algorithm and an offset-map reconstruction algorithm that are used in the framework and can enforce architectural shape priors far beyond existing state-of-the-art. The structured scene representation enables a variety of novel applications, ranging from indoor scene visualization, automated floorplan generation, Inverse-CAD, and more. We have tested our framework and algorithms on six synthetic and five real datasets with qualitative and quantitative evaluations. The source code and the data are available at the project website [15].
The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level

Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/ offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants. 2011 Elsevier Ltd. All rights reserved.
Homography-based 2D Visual Tracking and Servoing

The objective of this paper is to propose a new homography-based approach to image-based visual tracking and servoing. The visual tracking algorithm proposed in the paper is based on a new efficient second-order minimization method. Theoretical analysis and comparative experiments with other tracking approaches show that the proposed method has a higher convergence rate than standard first-order minimization techniques. Therefore, it is well adapted to real-time robotic applications. The output of the visual tracking is a homography linking the current and the reference image of a planar target. Using the homography, a task function isomorphic to the camera pose has been designed. A new image-based control law is proposed which does not need any measure of the 3D structure of the observed target (e.g. the normal to the plane). The theoretical proof of the existence of the isomorphism between the task function and the camera pose and the theoretical proof of the stability of the control law are provided. The experimental results, obtained with a 6 d.o.f. robot, show the advantages of the proposed method with respect to the existing approaches. KEY WORDS—visual tracking, visual servoing, efficient second-order minimization, homography-based control law
Architectural Innovation : The Reconfiguration of Existing Product Technologies and the Failure of Established Firms

Architectural Innovation: The Reconfiguration of Existing Product Technologies and the Failure of Established Firms Author(s): Rebecca M. Henderson and Kim B. Clark Source: Administrative Science Quarterly, Vol. 35, No. 1, Special Issue: Technology, Organizations, and Innovation (Mar., 1990), pp. 9-30 Published by: Johnson Graduate School of Management, Cornell University Stable URL: http://www.jstor.org/stable/2393549 Accessed: 24/08/2008 13:09
Technological paradigms and technological trajectories A suggested interpretation of the determinants and directions of technical change

The procedures and the nature of "technologies" are suggested to be broadly s~milar to those which characterize "sci-ence". In particular, there appear to be "technological para-dig~as" (or research p,rogrammes) performing a similar role to "sci~:~ntific paradigms" (or research programmes). The n.udel tries to account for both continuous changes and discontinui-ties m technological i:anovation. Continuous changes are often related to progress along a technological trajectory defined by a technological paradigm, wMle discontinuities are associated with the emergence <,f a new paradigm. One-directional explanations of the i,movative process, and in particular those assuming "the market" as the prime mover, are inadequate to explain the emergence of new technological paradigms, The origin of the latter stems from the interplay between scientific advances, economic factors, institutional variables, and unsolved difficulties on established technological paths. The model tries to establish a sufficiently general framework which accounts for all these factors and to define the process of selection of new technological paradigms among a greater set of notionally possible cnes. The history of a technology is contextual to the history of the industrial structures associated with that technology. The emergence of a new paradigm is often related to new "schumpeterian" companies, while its establishment often shows also a process of oligopolistic stabilization. and two anonymous referees for their comments and criticisms on previous drafts. The responsibility for this draft is obviously mine. A version of this research, more focussed on the effects of technical change upon long-run patterns of growth, is appearing in C. Free
Discriminative n-gram language modeling

This paper describes discriminative language modeling for a large vocabulary speech recognition task. We contrast two parameter estimation methods: the perceptron algorithm, and a method based on maximizing the regularized conditional log-likelihood. The models are encoded as deterministic weighted finite state automata, and are applied by intersecting the automata with word-lattices that are the output from a baseline recognizer. The perceptron algorithm has the benefit of automatically selecting a relatively small feature set in just a couple of passes over the training data. We describe a method based on regularized likelihood that makes use of the feature set given by the perceptron algorithm, and initialization with the perceptron’s weights; this method gives an additional 0.5% reduction in word error rate (WER) over training with the perceptron alone. The final system achieves a 1.8% absolute reduction in WER for a baseline first-pass recognition system (from 39.2% to 37.4%), and a 0.9% absolute reduction in WER for a multi-pass recognition system (from 28.9% to 28.0%). 2006 Elsevier Ltd. All rights reserved.
Nonexistence of Certain Symmetrical Spherical Codes

A spherical 1-code Wis any finite subset of the unit sphere in n dimensions S n-1 for which d(u, v) > I for every u, v from W, u ~ v. A spherical 1-code is symmetric ifu ~ Wimplies u fi W. The best upper bounds on the size of symmetric spherical codes on S n-~ were obtained in [1]. Here we obtain the same bounds by a similar method and improve these bounds for n = 5, 10, 14 and 22.
"Strong beats skinny every time": Disordered eating and compulsive exercise in women who post fitspiration on Instagram.

OBJECTIVE
Fitspiration is a recent Internet trend designed to motivate people to eat healthily and to exercise. The aim of the study was to investigate disordered eating and exercise in women who post fitspiration on Instagram.


METHOD
Participants were 101 women who post fitspiration images on Instagram and a comparison group of 102 women who post travel images. Both groups completed measures of disordered eating and compulsive exercise.


RESULTS
Women who post fitspiration images scored significantly higher on drive for thinness, bulimia, drive for muscularity, and compulsive exercise. Almost a fifth (17.5%) of these women were at risk for diagnosis of a clinical eating disorder, compared to 4.3% of the travel group. Compulsive exercise was related to disordered eating in both groups, but the relationship was significantly stronger for women who post fitspiration images.


DISCUSSION
For some women, posting fitspiration images on Instagram may signify maladaptive eating and exercise behaviors. © 2016 Wiley Periodicals, Inc. (Int J Eat Disord 2017; 50:76-79).
Understanding Internet Banking Adoption and Use Behavior: A Hong Kong Perspective

Hong Kong is an international financial center well known for its efficiency and its ability to adapt and keep up with the times. Recently, however, the Hong Kong banking industry has been losing competitive advantages in some areas, with the adoption of Internet Banking being one of them. Hong Kong banks have been slower than some other international banks in joining the e-commerce evolution, which first emerged in the United States in mid-90s. Financial institutions in the U.S. have introduced and promoted online banking to provide better customer services. Many property and stock investment firms in Hong Kong have also jumped on the bandwagon and adopted the Internet as a channel for providing better and more efficient services ABSTRACT
A Simplified Agile Methodology for Ontology Development

In this paper we introduce SAMOD, a.k.a. Simplified Agile Methodology for Ontology Development, a novel agile methodology for the development of ontologies by means of small steps of an iterative workflow that focuses on creating well-developed and documented models starting from exemplar domain descriptions. RASH: https://w3id.org/people/essepuntato/papers/samod-owled2016.html
Optical Character Recognition

72  Abstract— The Optical Character Recognition is a mobile application. It uses smart mobile phones of android platform. This paper combines the functionality of Optical Character Recognition and speech synthesizer. The objective is to develop user friendly application which performs image to speech conversion system using android phones. The OCR takes image as the input, gets text from that image and then converts it into speech. This system can be useful in various applications like banking, legal industry, other industries, and home and office automation. It mainly designed for people who are unable to read any type of text documents. In this paper, the character recognition method is presented by using OCR technology and android phone with higher quality camera.
AGE STANDARDIZATION OF RATES : A NEW WHO STANDARD

2 Summary A recent WHO analysis has revealed the need for a new world standard population (see attached table). This has become particularly pertinent given the rapid and continued declines in age-specific mortality rates among the oldest old, and the increasing availability of epidemiological data for higher age groups. There is clearly no conceptual justification for choosing one standard over another, hence the choice is arbitrary. However, choosing a standard population with higher proportions in the younger age groups tends to weight events at these ages disproportionately. Similarly, choosing an older standard does the opposite. Hence, rather than selecting a standard to match the current age-structure of some population(s), the WHO adopted a standard based on the average age-structure of those populations to be compared (the world) over the likely period of time that a new standard will be used (some 25-30 years), using the latest UN assessment for 1998 (UN Population Division, 1998). From these estimates, an average world population age-structure was constructed for the period 2000-2025. The use of an average world population, as well as a time series of observations, removes the effects of historical events such as wars and famine on population age composition. The terminal age group in the new WHO standard population has been extended out to 100 years and over, rather than the 85 and over as is the current practice. The WHO World Standard population has fewer children and notably more adults aged 70 and above than the world standard. It is also notably younger than the European standard. It is important to note, however, that the age standardized death rates based on the new standard are not comparable to previous estimates that are based on some earlier standard(s). However, to facilitate comparative analyses, WHO will disseminate trend analyses of the " complete " historical mortality data using on the new WHO World Standard Population in future editions of the World Health Statistics Annual.
The nature of cyberbullying, and strategies for prevention

0747-5632/$ see front matter 2012 Elsevier Ltd. A http://dx.doi.org/10.1016/j.chb.2012.05.024 ⇑ Corresponding author. Address: Unit for School an University of London, UK. Tel.: +44 (0)207 919 7870; E-mail address: r.slonje@gmail.com (R. Slonje). Cyberbullying has been identified as an important problem amongst youth in the last decade. This paper reviews some recent findings and discusses general concepts within the area. The review covers definitional issues such as repetition and power imbalance, types of cyberbullying, age and gender differences, overlap with traditional bullying and sequence of events, differences between cyberbullying and traditional bullying, motives for and impact of cyber victimization, coping strategies, and prevention/intervention possibilities. These issues will be illustrated by reference to recent and current literature, and also by in-depth interviews with nine Swedish students aged 13–15 years, who had some first-hand experience of one or more cyberbullying episodes. We conclude by discussing the evidence for different coping, intervention and prevention strategies. 2012 Elsevier Ltd. All rights reserved.
Support for vehicle-to-everything services based on LTE

Vehicular applications and communications technologies are often referred to as vehicle-to-everything (V2X), which is classified into four different types: vehicle-to-vehicle (V2V), vehicle- to-infrastructure (V2I), vehicle-to-network (V2N), and vehicle-to-pedestrian (V2P) [1]. V2X related research projects, field tests, and regulatory work have been promoted in different countries and regions. In May 2015, the Ministry of Industry and Information Technology (MIIT) of China explained national strategies, "Made in China 2025," about intelligent connected vehicles. In 2020 and 2025, the overall technology and key technologies for intelligent driver assistance and automatic driving will be available in China, respectively [2]. V2X solutions are the critical technologies to support the realization of such visions. Although IEEE 802.11p has been selected as the technology for V2X communications in some countries such as the United States and in Europe, the intrinsic characteristics of IEEE 802.11p have confined the technology to support low latency with high reliability [3, 4]. Standardization of Long Term Evolution (LTE)-based V2X is being actively conducted by the Third Generation Partnership Project (3GPP) to provide the solution for V2X communications that benefit from the global deployment and fast commercialization of LTE systems. Because of the wide deployment of LTE networks, V2I and V2N services can be provided with high data rate, comprehensive quality of service (QoS) support, ubiquitous coverage, and high penetration rate [5]. Meanwhile, LTE can be extended to support V2V direct communications based on device-to-device (D2D) sidelink design to satisfy the QoS requirements, such as low latency, high reliability, and high speed in the case of high vehicle density [6].
Use of the scored Patient-Generated Subjective Global Assessment (PG-SGA) as a nutrition assessment tool in patients with cancer

Objective: To evaluate the use of the scored Patient-Generated Subjective Global Assessment (PG-SGA) as a nutrition assessment tool in patients with cancer.Design: An observational study assessing the nutritional status of patients with cancer.Setting: Oncology ward of a private tertiary Australian hospital.Subjects: Seventy-one cancer patients aged 18–92 y.Intervention: Scored PG-SGA questionnaire, comparison of scored PG-SGA with subjective global assessment (SGA), sensitivity, specificity.Results: Some 24% (17) of 71 patients were well nourished, 59% (42) of patients were moderately or suspected of being malnourished and 17% (12) of patients were severely malnourished according to subjective global assessment (SGA). The PG-SGA score had a sensitivity of 98% and a specificity of 82% at predicting SGA classification. There was a significant difference in the median PG-SGA scores for each of the SGA classifications (P<0.001), with the severely malnourished patients having the highest scores. Re-admission within 30 days of discharge was significantly different between SGA groups (P=0.037). The mortality rate within 30 days of discharge was not significantly different between SGA groups (P=0.305). The median length of stay of well nourished patients (SGA A) was significantly lower than that of the malnourished (SGA B+C) patients (P=0.024).Conclusion: The scored PG-SGA is an easy to use nutrition assessment tool that allows quick identification and prioritisation of malnutrition in hospitalised patients with cancer.Sponsors: The Wesley Research Institute.
A Fast Iterative Method for Solving the Eikonal Equation on Triangulated Surfaces

This paper presents an efficient, fine-grained parallel algorithm for solving the Eikonal equation on triangular meshes. The Eikonal equation, and the broader class of Hamilton-Jacobi equations to which it belongs, have a wide range of applications from geometric optics and seismology to biological modeling and analysis of geometry and images. The ability to solve such equations accurately and efficiently provides new capabilities for exploring and visualizing parameter spaces and for solving inverse problems that rely on such equations in the forward model. Efficient solvers on state-of-the-art, parallel architectures require new algorithms that are not, in many cases, optimal, but are better suited to synchronous updates of the solution. In previous work [W. K. Jeong and R. T. Whitaker, SIAM J. Sci. Comput., 30 (2008), pp. 2512-2534], the authors proposed the fast iterative method (FIM) to efficiently solve the Eikonal equation on regular grids. In this paper we extend the fast iterative method to solve Eikonal equations efficiently on triangulated domains on the CPU and on parallel architectures, including graphics processors. We propose a new local update scheme that provides solutions of first-order accuracy for both architectures. We also propose a novel triangle-based update scheme and its corresponding data structure for efficient irregular data mapping to parallel single-instruction multiple-data (SIMD) processors. We provide detailed descriptions of the implementations on a single CPU, a multicore CPU with shared memory, and SIMD architectures with comparative results against state-of-the-art Eikonal solvers.
GraphGen: Exploring Interesting Graphs in Relational Data

Analyzing interconnection structures among the data through the use of graph algorithms and graph analytics has been shown to provide tremendous value in many application domains. However, graphs are not the primary choice for how most data is currently stored, and users who want to employ graph analytics are forced to extract data from their data stores, construct the requisite graphs, and then use a specialized engine to write and execute their graph analysis tasks. This cumbersome and costly process not only raises barriers in using graph analytics, but also makes it hard to explore and identify hidden or implicit graphs in the data. Here we demonstrate a system, called GRAPHGEN, that enables users to declaratively specify graph extraction tasks over relational databases, visually explore the extracted graphs, and write and execute graph algorithms over them, either directly or using existing graph libraries like the widely used NetworkX Python library. We also demonstrate how unifying the extraction tasks and the graph algorithms enables significant optimizations that would not be possible otherwise.
Facial Expression Recognition Using a Large Out-of-Context Dataset

We develop a method for emotion recognition from facial imagery. This problem is challenging in part because of the subjectivity of ground truth labels and in part because of the relatively small size of existing labeled datasets. We use the FER+ dataset [8], a dataset with multiple emotion labels per image, in order to build an emotion recognition model that encompasses a full range of emotions. Since the amount of data in the FER+ dataset is limited, we explore the use of a much larger face dataset, MS-Celeb-1M [41], in conjunction with the FER+ dataset. Specific layers within an Inception-ResNet-v1 [13, 38] model trained for facial recognition are used for the emotion recognition problem. Thus, we leverage the MS-Celeb-1M dataset in addition to the FER+ dataset and experiment with different architectures to assess the overall performance of neural networks to recognize emotion using facial imagery.
Fuzzy Logic-Based Natural Language Processing and Its Application to Speech Recognition

In this paper we describe a fuzzy logic-based language processing method, which is applied to speech recognition. Our purpose is to create a system that can learn from a linguistic corpus the fuzzy semantic relations between the concepts represented by words and use such relations to process the word sequences generated by speech recognition systems. In particular, the system will be able to predict the words failed to be recognized by a speech recognition system. This will help to increase the accuracy of a speech recognition system. This will also serve as the first stage of deep semantic processing of speech recognition results by providing “semantic relatedness” between the recognized words. We report the fuzzy inference rule learning system, which we have developed and also report the experimental results based on the system. Key-words: Fuzzy logic, Natural Language Analysis, Speech Recognition, Corpus Linguistics.