snu-aidas/HVMap-dataset huggingface dataset:
Design of a distributed energy-efficient clustering algorithm for heterogeneous wireless sensor networks

The clustering Algorithm is a kind of key technique used to reduce energy consumption. It can increase the scalability and lifetime of the network. Energy-efficient clustering protocols should be designed for the characteristic of heterogeneous wireless sensor networks. We propose and evaluate a new distributed energy-efficient clustering scheme for heterogeneous wireless sensor networks, which is called DEEC. In DEEC, the cluster-heads are elected by a probability based on the ratio between residual energy of each node and the average energy of the network. The epochs of being cluster-heads for nodes are different according to their initial and residual energy. The nodes with high initial and residual energy will have more chances to be the cluster-heads than the nodes with low energy. Finally, the simulation results show that DEEC achieves longer lifetime and more effective messages than current important clustering protocols in heterogeneous environments. 2006 Elsevier B.V. All rights reserved.
An improved Opposition-Based Sine Cosine Algorithm for global optimization

Real life optimization problems require techniques that properly explore the search spaces to obtain the best solutions. In this sense, it is common that traditional optimization algorithms fail in local optimal values. The Sine Cosine Algorithms (SCA) has been recently proposed; it is a global optimization approach based on two trigonometric functions. SCA uses the sine and cosine functions to modify a set of candidate solutions; such operators create a balance between exploration and exploitation of the search space. However, like other similar approaches, SCA tends to be stuck into sub-optimal regions that it is reflected in the computational effort required to find the best values. This situation occurs due that the operators used for exploration do not work well to analyze the search space. This paper presents an improved version of SCA that considers the opposition based learning (OBL) as a mechanism for a better exploration of the search space generating more accurate solutions. OBL is a machine learning strategy commonly used to increase the performance of metaheuristic algorithms. OBL considers the opposite position of a solution in the search space. Based on the objective function value, the OBL selects the best element between the original solution and its opposite position; this task increases the accuracy of the optimization process. The hybridization of concepts from different fields is crucial in intelligent and expert systems; it helps to combine the advantages of algorithms to generate more efficient approaches. The proposed method is an example of this combination; it has been tested over several benchmark functions and engineering problems. Such results support the efficacy of the proposed approach to find the optimal solutions in complex search spaces. © 2017 Elsevier Ltd. All rights reserved. e w g t S f t ( fi b M a b
A Soft Robotic Orthosis for Wrist Rehabilitation 1

In the United States about 795,000 people suffer from a stroke each year [1]. Of those who survive the stroke, the majority experience paralysis on one side of their body, a condition known as hemiparesis. Physical therapy has been shown to restore functionality of the paretic limbs, especially when done early and often [2]. However, the effectiveness of therapy is limited by the availability of therapists and the amount of practice that patients do on their own. Robot-assisted therapy has been explored as a means of guiding patients through the time-intensive exercise regimes that most therapy techniques prescribe. Several wearable, robotic orthoses for the hand and wrist have been developed and are still being developed today [3]. However, few of these existing solutions allow for any significant range of motion, and those that do only offer one degree of freedom. The assisted degree of freedom is almost always flexion/extension, despite the fact that supination/ pronation is crucial in nearly all activities of daily living. In addition, current devices are often large, heavy, and uncomfortable for the wearer, presenting significant deterrents to practice. This paper presents a soft wearable device for the wrist that provides motion-specific assistance with rehabilitation for hemiparetic stroke patients at home. Unlike conventional robotassisted rehabilitation, this pneumatically actuated orthosis is portable, soft, and lightweight, making it more suitable for use outside of the clinic. In addition, this device supports all the degrees of freedom of the wrist, including supination and pronation, which are critical to many tasks.
Bidding algorithms for simultaneous auctions

This paper introduces RoxyBot, one of the top-scoring agents in the First International Trading Agent Competition. A TAC agent simulates one vision of future travel agents: it represents a set of clients in simultaneous auctions, trading complementary (e.g., airline tickets and hotel reservations) and substitutable (e.g., symphony and theater tickets) goods. RoxyBot faced two key technical challenges in TAC: (i) allocation---assigning purchased goods to clients at the end of a game instance so as to maximize total client utility, and (ii) completion---determining the optimal quantity of each resource to buy and sell given client preferences, current holdings, and market prices. For the dimensions of TAC, an optimal solution to the allocation problem is tractable, and RoxyBot uses a search algorithm based on A* to produce optimal allocations. An optimal solution to the completion problem is also tractable, but in the interest of minimizing bidding cycle time, RoxyBot solves the completion problem using beam search, producing approximately optimal completions. RoxyBot's completer relies on an innovative data structure called a priceline.
Dynamic Online Pricing with Incomplete Information

Consider the pricing decision for a manager at large online retailer, such as Amazon.com, that sells millions of products. The pricing manager must decide on real-time prices for each of these product. Due to the large number of products, the manager must set retail prices without complete demand information. A manager can run price experiments to learn about demand and maximize long run profits. There are two aspects that make the online retail pricing different from traditional brick and mortar settings. First, due to the number of products the manager must be able to automate pricing. Second, an online retailer can make frequent price changes. Pricing differs from other areas of online marketing where experimentation is common, such as online advertising or website design, as firms do not randomize prices to different customers at the same time. In this paper we propose a dynamic price experimentation policy where the firm has incomplete demand information. For this general setting, we derive a pricing algorithm that balances earning profit immediately and learning for future profits. The proposed approach marries statistical machine learning and economic theory. In particular we combine multi-armed bandit (MAB) algorithms with partial identification of consumer demand into a unique pricing policy. Our automated policy solves this problem using a scalable distribution-free algorithm. We show that our method converges to the optimal price faster than standard machine learning MAB solutions to the problem. In a series of Monte Carlo simulations, we show that the proposed approach perform favorably compared to methods in computer science and revenue management. ∗Ross School of Business, University of Michigan. Contact: ericmsch@umich.edu †Rady School of Management, University of California, San Diego. Contact: kamisra@ucsd.edu ‡Department of Electrical Engineering and Computer Science, University of Michigan. Contact: jabernet@umich.edu
Congruent evidence from α-tubulin and β-tubulin gene phylogenies for a zygomycete origin of microsporidia

The origin of microsporidia and the evolutionary relationships among the major lineages of fungi have been examined by molecular phylogeny using a-tubulin and b-tubulin. Chytrids, basidiomycetes, ascomycetes, and microsporidia were all recovered with high support, and the zygomycetes were consistently paraphyletic. The microsporidia were found to branch within zygomycetes, and showed relationships with members of the Entomophthorales and Zoopagales. This provides support for the microsporidia having evolved from within the fungi, however, the tubulin genes are difficult to interpret unambiguously since fungal and microsporidian tubulins are very divergent. Rapid evolutionary rates a characteristic of practically all microsporidian genes studied, so determining their evolutionary history will never be completely free of such difficulties. While the tubulin phylogenies do not provide a decisive conclusion, they do further narrow the probable origin of microsporidia to a zygomycete-like ancestor. 2002 Elsevier Science (USA). All rights reserved.
The Galois / Counter Mode of Operation ( GCM )
Knowledge management , flexibility and firm performance : The effects of family involvement
CardBoardiZer: Creatively Customize, Articulate and Fold 3D Mesh Models

Computer-aided design of flat patterns allows designers to prototype foldable 3D objects made of heterogeneous sheets of material. We found origami designs are often characterized by pre-synthesized patterns and automated algorithms. Furthermore, augmenting articulated features to a desired model requires time-consuming synthesis of interconnected joints. This paper presents CardBoardiZer, a rapid cardboard based prototyping platform that allows everyday sculptural 3D models to be easily customized, articulated and folded. We develop a building platform to allow the designer to 1) import a desired 3D shape, 2) customize articulated partitions into planar or volumetric foldable patterns, and 3) define rotational movements between partitions. The system unfolds the model into 2D crease-cut-slot patterns ready for die-cutting and folding. In this paper, we developed interactive algorithms and validated the usability of CardBoardiZer using various 3D models. Furthermore, comparisons between CardBoardiZer and methods of Autodesk® 123D Make, demonstrated significantly shorter time-to-prototype and ease of fabrication.
Learning Background-Aware Correlation Filters for Visual Tracking

Correlation Filters (CFs) have recently demonstrated excellent performance in terms of rapidly tracking objects under challenging photometric and geometric variations. The strength of the approach comes from its ability to efficiently learn - on the fly - how the object is changing over time. A fundamental drawback to CFs, however, is that the background of the target is not modeled over time which can result in suboptimal performance. Recent tracking algorithms have suggested to resolve this drawback by either learning CFs from more discriminative deep features (e.g. DeepSRDCF [9] and CCOT [11]) or learning complex deep trackers (e.g. MDNet [28] and FCNT [33]). While such methods have been shown to work well, they suffer from high complexity: extracting deep features or applying deep tracking frameworks is very computationally expensive. This limits the real-time performance of such methods, even on high-end GPUs. This work proposes a Background-Aware CF based on hand-crafted features (HOG [6]) that can efficiently model how both the foreground and background of the object varies over time. Our approach, like conventional CFs, is extremely computationally efficient- and extensive experiments over multiple tracking benchmarks demonstrate the superior accuracy and real-time performance of our method compared to the state-of-the-art trackers.
Virtual InfiniBand clusters for HPC clouds

High Performance Computing (HPC) employs fast interconnect technologies to provide low communication and synchronization latencies for tightly coupled parallel compute jobs. Contemporary HPC clusters have a fixed capacity and static runtime environments; they cannot elastically adapt to dynamic workloads, and provide a limited selection of applications, libraries, and system software. In contrast, a cloud model for HPC clusters promises more flexibility, as it provides elastic virtual clusters to be available on-demand. This is not possible with physically owned clusters.
 In this paper, we present an approach that makes it possible to use InfiniBand clusters for HPC cloud computing. We propose a performance-driven design of an HPC IaaS layer for InfiniBand, which provides throughput and latency-aware virtualization of nodes, networks, and network topologies, as well as an approach to an HPC-aware, multi-tenant cloud management system for elastic virtualized HPC compute clusters.
The Matrix Cookbook

Acknowledgements: We would like to thank the following for contributions and suggestions: Bill Baxter, Brian Templeton, Christian Rishøj, Christian Schröppel Douglas L. Theobald, Esben Hoegh-Rasmussen, Glynne Casteel, Jan Larsen, Jun Bin Gao, Jürgen Struckmeier, Kamil Dedecius, Korbinian Strimmer, Lars Christiansen, Lars Kai Hansen, Leland Wilkinson, Liguo He, Loic Thibaut, Miguel Barão, Ole Winther, Pavel Sakov, Stephan Hattinger, Vasile Sima, Vincent Rabaud, Zhaoshui He. We would also like thank The Oticon Foundation for funding our PhD studies.
Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning.

BACKGROUND
Many studies are currently researching the effects of video games, particularly in the domain of cognitive training. Great variability exists among video games however, and few studies have attempted to compare different types of video games. Little is known, for instance, about the cognitive processes or brain structures that underlie learning of different genres of video games.


OBJECTIVE
To examine the cognitive and neural underpinnings of two different types of game learning in order to evaluate their common and separate correlates, with the hopes of informing future intervention research.


METHODS
Participants (31 younger adults and 31 older adults) completed an extensive cognitive battery and played two different genres of video games, one action game and one strategy game, for 1.5 hours each. DTI scans were acquired for each participant, and regional fractional anisotropy (FA) values were extracted using the JHU atlas.


RESULTS
Behavioral results indicated that better performance on tasks of working memory and perceptual discrimination was related to enhanced learning in both games, even after controlling for age, whereas better performance on a perceptual speed task was uniquely related with enhanced learning of the strategy game. DTI results indicated that white matter FA in the right fornix/stria terminalis was correlated with action game learning, whereas white matter FA in the left cingulum/hippocampus was correlated with strategy game learning, even after controlling for age.


CONCLUSION
Although cognition, to a large extent, was a common predictor of both types of game learning, regional white matter FA could separately predict action and strategy game learning. Given the neural and cognitive correlates of strategy game learning, strategy games may provide a more beneficial training tool for adults suffering from memory-related disorders or declines in processing speed, particularly older adults.
Trust and mobile commerce in North America

Mobile Commerce (mCommerce) activities include the act of shopping and buying on mobile devices, along with the more recent emergence of mobile payment systems. Within North America, mCommerce activities have become increasingly popular and will likely continue on this upwards trend as mobile devices further proliferate markets. Historically, one common issue with the adoption and use of eCommerce systems (e.g., commerce activities on personal computers) is trust. Yet we know little of how trust and other social factors may affect mCommerce usageda new genre of commerce activities that explicitly occur on mobile devices. To help address this problem, we have conducted two studies that explore users' mCommerce activities. The first is a diary and interview study of mCommerce shoppers who have already adopted the technology and shop on their mobile devices regularly. Our study explores typical mCommerce routines and behaviors along with issues of trust, given its long-term concern for eCommerce. The second is a diary and interview study of new and existing users of mobile payment services in North America. Participants used a variety of services, including Google Wallet, Amazon Payments, LevelUp, Square and company apps geared towards payments (e.g., Starbucks). Our results show that when it comes to shopping on mobile devices, people have few trust concerns. Yet when mobile devices are used for payments within physical stores, trust issues emerge along with prepurchase anxiety and mental model challenges. We discuss these results and show the value in adapting and developing new trust mechanisms for mCommerce. © 2016 Elsevier Ltd. All rights reserved.
Penile septoplasty for congenital ventral penile curvature: results in 51 patients.

PURPOSE
The technique most widely used to correct congenital ventral penile curvature is still corporoplasty as originally described by Nesbit. We present results in patients treated with a variation of Nesbit corporoplasty used specifically for congenital ventral penile curvature.


MATERIALS AND METHODS
From June 2000 to June 2007 we treated 51 patients with congenital ventral penile curvature using modified corporoplasty (septoplasty), consisting of accessing the bed of the penile dorsal vein and excising 1 or more diamonds of tunica albuginea from it, extending in wedge-like formation 4 to 5 mm deep into the septum, until the penis is completely straightened. Patient history, clinical findings, self-photography results and the International Index of Erectile Function score were assessed. Curvature grade is expressed using the equation, 180 degrees - X, where X represents the deviation in degrees from the penis axis. Mean preoperative ventral curvature was 131.4 degrees (median 135, range 145 to 110). Of the patients 13 also had erectile dysfunction.


RESULTS
At followup postoperative mean ventral curvature was 178.3 degrees (median 179.1, range 180 to 175). A total of 49 stated that they were completely satisfied. Penile shortening was 5 to 15 mm. Compared to preoperative values there were marked improvements in the International Index of Erectile Function score in the various groups. No major postoperative complications developed. In 4 patients wound healing occurred by secondary intent.


CONCLUSIONS
This technique provides excellent straightening of the curved penis. By avoiding isolation of the whole dorsal neurovascular bundle there is no risk of neurovascular lesions. Suture perception is minimized.
Depressive symptomatology among university students in Denizli, Turkey: prevalence and sociodemographic correlates.

AIM
To determine overall and subgroup prevalence of depressive symptomatology among university students in Denizli, Turkey during the 1999-2000 academic year, and to investigate whether sociodemographic factors were associated with depressive symptoms in university students.


METHODS
A stratified probability sample of 504 Turkish university students (296 male, 208 female) was used in a cross-sectional study. Data were obtained by self-administered questionnaire, including questions on sociodemographic characteristics and problem areas. The revised Beck Depression Inventory (BDI) was used to determine depressive symptoms of the participants. BDI scores 17 or higher were categorized as depressive for logistic regression analysis. Student t-test and linear regression were used for continuous data analysis.


RESULTS
Out of all participants, 26.2% had a BDI score 17 or higher. The prevalence of depressive symptoms increased to 32.1% among older students, 34.7% among students with low socioeconomic status, 31.2% among seniors, and 62.9% among students with poor school performance. The odds ratio of depressive symptoms was 1.84 (95% confidence interval [CI], 1.03-3.28) in students with low socioeconomic status and 7.34 (95% CI, 3.36-16.1) in students with poor school performance in the multivariate logistic model. The participants identified several problem areas: lack of social activities and shortage of facilities on the campus (69.0%), poor quality of the educational system (54.8%), economic problems (49.3%), disappointment with the university (43.2%), and friendship problems (25.9%).


CONCLUSIONS
Considering the high frequency of depressive symptoms among Turkish university students, a student counseling service offering mental health assistance is necessary. This service should especially find the way to reach out to poor students and students with poor school performance.
Real-time object detection and localization with SIFT-based clustering

a r t i c l e i n f o Keywords: Pick-and-place applications Machine vision for industrial applications SIFT This paper presents an innovative approach for detecting and localizing duplicate objects in pick-and-place applications under extreme conditions of occlusion, where standard appearance-based approaches are likely to be ineffective. The approach exploits SIFT keypoint extraction and mean shift clustering to partition the correspondences between the object model and the image onto different potential object instances with real-time performance. Then, the hypotheses of the object shape are validated by a projection with a fast Euclidean transform of some delimiting points onto the current image. Moreover, in order to improve the detection in the case of reflective or transparent objects, multiple object models (of both the same and different faces of the object) are used and fused together. Many measures of efficacy and efficiency are provided on random disposals of heavily-occluded objects, with a specific focus on real-time processing. Experimental results on different and challenging kinds of objects are reported. Information technologies have become in the last decades a fundamental aid for helping the automation of everyday people life and industrial processes. Among the many different disciplines contributing to this process, machine vision and pattern recognition have been widely used for industrial applications and especially for robot vision. A typical need is to automate the pick-and-place process of picking up objects, possibly performing some tasks, and then placing them down on a different location. Most of the pick-and-place systems are basically composed of robotic systems and sensors. The sensors are in charge of driving the robot arms to the right 3D location and possibly orientation of the next object to be picked up, according to the robot's degrees of freedom. Object picking can be very complicated if the scene is not well structured and constrained. The automation of object picking by using cameras, however, requires to detect and localize objects in the scene; they are crucial tasks for several other computer vision applications, such as image/ video retrieval [1,2], or automatic robot navigation [3]. This paper describes a new complete approach for pick-and-place processes with the following challenging requirements: 1. Different types of objects: the approach should work with every type of object of different dimension and complexity, with reflective surfaces or semi-transparent parts, such as in the case of pharmaceutical and cosmetic objects, often reflective or included in transparent flowpacks; 2. …