snu-aidas/HVMap-dataset huggingface dataset:
Satellite Imagery Multiscale Rapid Detection with Windowed Networks

Detecting small objects over large areas remains a significant challenge in satellite imagery analytics. Among the challenges is the sheer number of pixels and geographical extent per image: a single DigitalGlobe satellite image encompasses over 64 km and over 250 million pixels. Another challenge is that objects of interest are often minuscule (∼ 10 pixels in extent even for the highest resolution imagery), which complicates traditional computer vision techniques. To address these issues, we propose a pipeline (SIMRDWN) that evaluates satellite images of arbitrarily large size at native resolution at a rate of ≥ 0.2 km/s. Building upon the tensorflow object detection API paper [9], this pipeline offers a unified approach to multiple object detection frameworks that can run inference on images of arbitrary size. The SIMRDWN pipeline includes a modified version of YOLO (known as YOLT [25]), along with the models in [9]: SSD [14], Faster R-CNN [22], and R-FCN [3]. The proposed approach allows comparison of the performance of these four frameworks, and can rapidly detect objects of vastly different scales with relatively little training data over multiple sensors. For objects of very different scales (e.g. airplanes versus airports) we find that using two different detectors at different scales is very effective with negligible runtime cost. We evaluate large test images at native resolution and find mAP scores of 0.2 to 0.8 for vehicle localization, with the YOLT architecture achieving both the highest mAP and fastest inference speed.
Empirical Study on Deep Learning Models for QA

In this paper we explore deep learning models with memory component or attention mechanism for question answering task. We combine and compare three models, Neural Machine Translation [1], Neural Turing Machine [5], and Memory Networks [15] for a simulated QA data set [14]. This paper is the first one that uses Neural Machine Translation and Neural Turing Machines for solving QA tasks. Our results suggest that the combination of attention and memory have potential to solve certain QA problem.
Spatial delineation of soil erosion vulnerability in the Lake Tana Basin , Ethiopia

The main objective of this study was to identify the most vulnerable areas to soil erosion in the Lake Tana Basin, Blue Nile, Ethiopia using the Soil and Water Assessment Tool (SWAT), a physically based distributed hydrological model, and a Geographic Information System based decision support system that uses multi-criteria evaluation (MCE). The SWAT model was used to estimate the sediment yield within each sub-basin and identify the most sediment contributing areas in the basin. Using the MCE analysis, an attempt was made to combine a set of factors (land use, soil, slope and river layers) to make a decision according to the stated objective. On the basis of simulated SWAT, sediment yields greater than 30 tons/ha for each of the sub-basin area, 18Ð4% of the watershed was determined to be high erosion potential area. The MCE results indicated that 12–30Ð5% of the watershed is high erosion potential area. Both approaches show comparable watershed area with high soil erosion susceptibility. The output of this research can aid policy and decision makers in determining the soil erosion ‘hot spots’ and the relevant soil and water conservation measures. Copyright  2009 John Wiley & Sons, Ltd.
A Survey of Inter-Vehicle Communication ∗

As a component of the intelligent transportation system (ITS) and one of the concrete applications of mobile ad hoc networks, inter-vehicle communication (IVC) has attracted research attention from both the academia and industry of, notably, US, EU, and Japan. The most important feature of IVC is its ability to extend the horizon of drivers and on-board devices (e.g., radar or sensors) and, thus, to improve road traffic safety and efficiency. This paper surveys IVC with respect to key enabling technologies ranging from physical radio frequency to group communication primitives and security issues. The mobility models used to evaluate the feasibility of these technologies are also briefly described. We focus on the discussion of various MAC protocols that seem to be indispensable components in the network protocol stack of IVC. By analyzing the application requirements and the protocols built upon the MAC layer to meet these requirements, we also advocate our perspective that ad hoc routing protocols and group communication primitives migrated from wired networks might not be an efficient way to support the envisioned applications, and that new coordination algorithms directly based on MAC could be designed for this purpose.
The examination timetabling problem at Universiti Malaysia Pahang: Comparison of a constructive heuristic with an existing software solution

This paper presents a real-world, capacitated examination timetabling problem from Universiti Malaysia Pahang (UMP), Malaysia. The problem has constraints which have not been modelled before, these being the distance between examination rooms and splitting exams across several rooms. These constraints provide additional challenges in defining a suitable model and in developing a constructive heuristic. One of the contributions of this paper is to formally define this real-world problem. A further contribution is the constructive heuristic that is able to produce good quality solutions for the problem, which are superior to the solutions that are produced using the university’s current software. Moreover, our method adheres to all hard constraints which the current systems fails to do. 2010 Elsevier B.V. All rights reserved.
VERL: An Ontology Framework for Representing and Annotating Video Events

in large multimedia databases and make inferences about the data stream’s content. A human operator can specify gross indices, such as the date or hour, and perhaps the location and the activity (for example, a football game) at the time of capture. Finer-grain annotations require separating the video into meaningful segments such as shots and scenes. Many automated techniques and annotation formats for capturing this type of information exist. However, the descriptions they produce don’t define the data stream content adequately for semantic retrieval and reasoning. Such descriptions must be based on observable or inferrable events in the data streams. We describe a framework for video event representation and annotation that’s based on the definition of an ontology suitable for video content. An ontology consists of a specific vocabulary for describing a certain reality and a set of explicit assumptions regarding the vocabulary’s intended meaning.1 The Video Event Representation Language (VERL)2-4 describes an event ontology, and the Video Event Markup Language (VEML)4 lets us annotate instances of the events described in VERL (see the sidebar “Using VERL and VEML” on p. 78 for an example). Annotating video in VEML consists of describing instances of events and objects, in a previously defined ontology using VERL. Figure 1 illustrates the conceptual elements involved and their relationships: annotations draw on one or several domain-specific ontologies, defined according to VERL concepts and constructs. VEML incorporates extensible event and object type hierarchies rooted in VERL’s event and object concepts. The annotations also draw on VEML for content organization. Marking up data streams in a well-defined language rooted in an ontology enables nonambiguous data sharing among users. Furthermore, annotation data is accessible to automatic machine manipulation for indexing or inferencing. The framework we describe resulted from discussions at a series of workshops sponsored by the US government’s Advanced Research and Development Activity (ARDA). It therefore includes the intellectual contributions of many individuals. Currently, only a small community of researchers is using VERL and VEML; this article aims to publicize the framework to a broader community as its relevance depends on its widespread adoption. An earlier description can be found elsewhere.5
Anticipating the Future by Constructing Human Activities using Object Affordances

An important aspect of human perception is anticipation and anticipating which activities will a human do next (and how to do them) in useful for many applications, for example, anticipation enables an assistive robot to plan ahead for reactive responses in the human environments. In this work, we present a constructive approach for generating various possible future human activities by reasoning about the rich spatial-temporal relations through object affordances. We represent each possible future using an anticipatory temporal conditional random field (ATCRF) where we sample the nodes and edges corresponding to future object trajectories and human poses from a generative model. We then represent the distribution over the potential futures using a set of constructed ATCRF particles. In extensive evaluation on CAD-120 human activity RGB-D dataset, for new subjects (not seen in the training set), we obtain an activity anticipation accuracy (defined as whether one of top three predictions actually happened) of 75.4%, 69.2% and 58.1% for an anticipation time of 1, 3 and 10 seconds respectively. 1
EbbRT : Elastic Building Block Runtime-overview Schatzberg
Measuring problem video game playing in adolescents.

AIMS
Some researchers suggest that for some people, video game playing is an addictive behaviour similar to substance dependence. Our aim was to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose.


DESIGN
We reviewed the DSM-IV criteria for substance dependence and for pathological gambling, as well as the literature on the addictions in order to design a short scale (PVP; problem video game playing) that is quick and easy to apply.


PARTICIPANTS
The scale was administered to 223 Spanish adolescents aged between 13 and 18 years. The study was carried out in Granada and Algeciras, Spain.


FINDINGS
Psychometric analyses show that the PVP seems to be unidimensional and has acceptable internal consistency (Cronbach's alpha) at 0.69. The pattern of associations between the scale scores and alternative measures of problem play supports its construct validity (higher total scores in the scale were associated with higher frequency of play, mean and longest times per session, self and parents' perception of playing to excess, and scores in the Severity of Dependence Scale).


CONCLUSIONS
Our results confirm that the excessive use of video games is associated with a number of problems which resemble a dependence syndrome, and the PVP appears as a useful instrument for the measurement of such problems.
Emergency Response Information System Interoperability: Development of Chemical Incident Response Data Model

Special Issue
A Formal Model for a System's Attack Surface

Practical software security metrics and measurements are essential to the development of secure software [18]. In this paper, we propose to use a software system’s attack surface measurement as an indicator of the system’s security; the larger the attack surface, the more insecure the system. We formalize the notion of a system’s attack surface using an I/O automata model of the system [15] and define a quantitative measure of the attack surface in terms of three kinds of resources used in attacks on the system: methods, channels, and data. We demonstrate the feasibility of our approach by measuring the attack surfaces of two open source FTP daemons and two IMAP servers. Software developers can use our attack surface measurement method in the software development process and software consumers can use the method in their decision making process. This research was sponsored by the US Army Research Office (ARO) under contract no. DAAD190210389, SAP Labs, LLC under award no. 1010751, and the Software Engineering Institute. The views and conclusions contained in this document are those of the author and should not be interpreted as representing the official policies, either expressed or implied, of any sponsoring institution, the U.S. government or any other entity. Report Documentation Page Form Approved
Behavioral Addiction versus Substance Addiction: Correspondence of Psychiatric and Psychological Views

INTRODUCTION
Behavioral science experts believe that all entities capable of stimulating a person can be addictive; and whenever a habit changes into an obligation, it can be considered as an addiction. Researchers also believe that there are a number of similarities as well as some differences between drug addiction and behavioral addiction diagnostic symptoms. The purpose of this study is to consider different approaches in this field.


METHODS
This is a descriptive research using content analysis method. First, differences and similarities of various perspectives on addiction and addiction behavior in different substances were obtained, thereafter, the data was coded and categorized, subjects were discussed and major issues were extracted.


RESULTS
Behavioral addiction such as internet addiction is similar to drug addiction except that in the former, the individual is not addicted to a substance but the behavior or the feeling brought about by the relevant action. In addition, the physical signs of drug addiction, are absent in behavioral addiction. Others have stated that behaviorally addicted individuals have certain symptoms and will undergo the same consequences brought about by addiction to alcohol and drugs as well as other obsessive behaviors.


CONCLUSION
Similar to substance abuse prevention, programs aimed at addicted individuals and specialized training can educate adolescents about the warning signs of online addiction, in order to assist the early detection of this disorder. For prevention of behavioral addiction (such as internet addiction) authorities, cultural institutions and parents should monitor the use of internet and teach to the adolescent and children, the useful and appropriate methods of internet use.
Linear codes over F2+uF2+vF2+uvF2

In this work, we investigate linear codes over the ring F2 + uF2 + vF2 + uvF2. We first analyze the structure of the ring and then define linear codes over this ring which turns out to be a ring that is not finite chain or principal ideal contrary to the rings that have hitherto been studied in coding theory. Lee weights and Gray maps for these codes are defined by extending on those introduced in works such as Betsumiya et al. (Discret Math 275:43–65, 2004) and Dougherty et al. (IEEE Trans Inf 45:32–45, 1999). We then characterize the F2 +uF2 +vF2 +uvF2-linearity of binary codes under the Gray map and give a main class of binary codes as an example of F2 + uF2 + vF2 + uvF2-linear codes. The duals and the complete weight enumerators for F2 + uF2 + vF2 + uvF2-linear codes are also defined after which MacWilliams-like identities for complete and Lee weight enumerators as well as for the ideal decompositions of linear codes over F2 + uF2 + vF2 + uvF2 are obtained.
Distributed computing in practice: the Condor experience

Since 1984, the Condor project has enabled ordinary users to do extraordinary computing. Today, the project continues to explore the social and technical problems of cooperative computing on scales ranging from the desktop to the world-wide computational Grid. In this paper, we provide the history and philosophy of the Condor project and describe how it has interacted with other projects and evolved along with the field of distributed computing. We outline the core components of the Condor system and describe how the technology of computing must correspond to social structures. Throughout, we reflect on the lessons of experience and chart the course travelled by research ideas as they grow into production systems. Copyright c © 2005 John Wiley & Sons, Ltd.
Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players.

Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science).
Tooth structure removal associated with various preparation designs for anterior teeth.

STATEMENT OF PROBLEM
The conservation of sound tooth structure helps preserve tooth vitality and reduce postoperative sensitivity. Innovative preparation designs, like those for porcelain laminate veneers, are much less invasive than conventional complete-coverage crown preparations. However, no study has quantified the amount of tooth structure removed during these preparations.


PURPOSE
The purpose of this study was to quantify and compare the amount of tooth structure removed when various innovative and conventional tooth preparation designs were completed on different teeth.


MATERIAL AND METHOD
. A new comprehensive tooth preparation design classification system was introduced. Typodont resin teeth representing the maxillary left central incisor, maxillary left canine, and mandibular left central incisor were prepared with the following designs: partial (V1), traditional (V2), extended (V3), and complete (V4) porcelain laminate veneer preparations; resin-bonded retainer preparation with grooves (A1) and with wing/grooves (A2); all-ceramic crown preparation with 0.8 mm axial reduction and tapering chamfer finish line (F1), all-ceramic crown preparation with 1.0 mm axial reduction and rounded shoulder finish line (F2), and metal-ceramic crown with 1.4 mm axial reduction and facial shoulder finish line (F3). After tooth preparations (10 per group), the crown was separated from the root at the CEJ. The removed coronal tooth structure was measured with gravimetric analysis. Means and standard deviations for tooth structure removal with different preparation designs were calculated and analyzed with analysis of variance at a significance level of P<.05.


RESULTS
Significant differences in the amount of tooth structure removal were noted between preparation designs. Ceramic veneers and resin-bonded prosthesis retainers were the least invasive preparation designs, removing approximately 3% to 30% of the coronal tooth structure by weight. Approximately 63% to 72% of the coronal tooth structure was removed when teeth were prepared for all-ceramic and metal-ceramic crowns. For a single crown restoration, the tooth structure removal required for an F3 preparation (metal-ceramic crown) was 4.3 times greater than for a V2 preparation (porcelain laminate veneer, facial surface only) and 2.4 times greater than for a V4 preparation (more extensive porcelain laminate veneer).


CONCLUSION
Within the limitations of this study, tooth preparations for porcelain laminate veneers and resin-bonded prostheses required approximately one-quarter to one-half the amount of tooth reduction of conventional complete-coverage crowns.
The incredible queen of green: Nutritive value and therapeutic potential of Moringa oleifera Lam.

Moringa oleifera Lam. (synonym: Moringa pterygosperma Gaertn.) (M. oleifera) known in 82 countries by 210 different names is well known by the name of the miracle tree. It is one of the extensively cultivated and highly valued members of Moringaceae, a monogeneric family, comprising of thirteen perennial angiosperm shrubs and trees[1-3]. Moringa tree is endemic to the Himalayan foothills of Pakistan, Afghanistan, Bangladesh and India, and is cultivated throughout tropics. It is recognized by a mixture of vernacular names, among of them, drumstick tree, horseradish tree, ben oil tree and malunggay are the most commonly reported in the history of this plant[4]. In Pakistan, Sohanjna is the vernacular name of M. oleifera[5,6]. It yields low quality timber, as it is a softwood tree, but it is belived for centuries that this plant possesses a number of industrial, traditional and medicinal benefits[7]. Fertilizer (seed cake), green manure (leaves), blue dye (wood), fencing (living trees), domestic cleaning agent (crushed leaves), alley cropping, animal feed (leaves and seed cake), medicine (all plant parts), foliar nutrient (juice expressed from the leaves), gum (tree trunks), biogas (leaves), biopesticide, ornamental plantings, water purifier (powdered seeds), honey (flower nectar) are different uses of this plant reported in literature[2,6,8-20]. M. oleifera is a good source of aminoacids and contains a number of important minerals, β-carotene, various phenolics and vitamins[21,22]. M. oleifera is also an important vegetable food article of trade, particularly in Pakistan, Hawaii, Philippines, Africa and India which has a huge deliberation as the natural nutrition[1,23]. In South Asia, various plant parts, including leaves, bark, root, gum, flowers, pods, seeds and seed oil are used for the variety of infectious and inflammatory disorders along with hepatorenal, gastrointestinal, hematological and cardiovascular diseases[22,24-26]. Various therapeutic potentials are also credited to different parts of ARTICLE INFO ABSTRACT