Query: Can Google nowcast the market trend of Iranian mobile games?

Relevant passages:
Detecting influenza epidemics using search engine query data <=SEP=> Seasonal influenza epidemics are a major public health concern, causing tens of millions of respiratory illnesses and 250,000 to 500,000 deaths worldwide each year. In addition to seasonal influenza, a new strain of influenza virus against which no previous immunity exists and that demonstrates human-to-human transmission could result in a pandemic with millions of fatalities. Early detection of disease activity, when followed by a rapid response, can reduce the impact of both seasonal and pandemic influenza. One way to improve early detection is to monitor health-seeking behaviour in the form of queries to online search engines, which are submitted by millions of users around the world each day. Here we present a method of analysing large numbers of Google search queries to track influenza-like illness in a population. Because the relative frequency of certain queries is highly correlated with the percentage of physician visits in which a patient presents with influenza-like symptoms, we can accurately estimate the current level of weekly influenza activity in each region of the United States, with a reporting lag of about one day. This approach may make it possible to use search queries to detect influenza epidemics in areas with a large population of web search users.

Dynamic Conversion Behavior at E-Commerce Sites <=SEP=> T paper develops a model of conversion behavior (i.e., converting store visits into purchases) that predicts each customer’s probability of purchasing based on an observed history of visits and purchases. We offer an individual-level probability model that allows for different forms of customer heterogeneity in a very flexible manner. Specifically, we decompose an individual’s conversion behavior into two components: one for accumulating visit effects and another for purchasing threshold effects. Each component is allowed to vary across households as well as over time. Visit effects capture the notion that store visits can play different roles in the purchasing process. For example, some visits are motivated by planned purchases, while others are associated with hedonic browsing (akin to window shopping); our model is able to accommodate these (and several other) types of visit-purchase relationships in a logical, parsimonious manner. The purchasing threshold captures the psychological resistance to online purchasing that may grow or shrink as a customer gains more experience with the purchasing process at a given website. We test different versions of the model that vary in the complexity of these two key components and also compare our general framework with popular alternatives such as logistic regression. We find that the proposed model offers excellent statistical properties, including its performance in a holdout validation sample, and also provides useful managerial diagnostics about the patterns underlying online buyer behavior.

MapReduce: Simplified Data Processing on Large Clusters <=SEP=> MapReduce is a programming model and an associated implementation for processing and generating large datasets that is amenable to a broad variety of real-world tasks. Users specify the computation in terms of a map and a reduce function, and the underlying runtime system automatically parallelizes the computation across large-scale clusters of machines, handles machine failures, and schedules inter-machine communication to make efficient use of the network and disks. Programmers find the system easy to use: more than ten thousand distinct MapReduce programs have been implemented internally at Google over the past four years, and an average of one hundred thousand MapReduce jobs are executed on Google's clusters every day, processing a total of more than twenty petabytes of data per day.

Freebase: a collaboratively created graph database for structuring human knowledge <=SEP=> Freebase is a practical, scalable tuple database used to structure general human knowledge. The data in Freebase is collaboratively created, structured, and maintained. Freebase currently contains more than 125,000,000 tuples, more than 4000 types, and more than 7000 properties. Public read/write access to Freebase is allowed through an HTTP-based graph-query API using the Metaweb Query Language (MQL) as a data query and manipulation language. MQL provides an easy-to-use object-oriented interface to the tuple data in Freebase and is designed to facilitate the creation of collaborative, Web-based data-oriented applications.

Capturing Evolving Visit Behavior in Clickstream Data <=SEP=> Many online sites, both retailers and content providers, routinely monitor visitor traffic as a useful measure of their overall success. However, simple summaries such as the total number of visits per month provide little insight about individual-level site-visit patterns, especially in a changing environment such as the Internet. This article develops an individual-level model for evolving visiting behavior based on Internet clickstream data. We capture cross-sectional variation in site-visit behavior as well as changes over time as visitors gain experience with the site. In addition, we examine the relationship between visiting frequency and purchasing propensity at an e-commerce site. We find evidence supporting the notion that people who visit a retail site more frequently have a greater propensity to buy. We also show that changes (i.e., evolution) in an individual's visit frequency over time provides further information regarding which customer segments are likely to have higher purchasing conversion rates. Disciplines Business | Business Analytics | E-Commerce | Management Sciences and Quantitative Methods | Marketing | Technology and Innovation This technical report is available at ScholarlyCommons: https://repository.upenn.edu/marketing_papers/275 Capturing Evolving Visit Behavior in Clickstream Data Wendy W. Moe and Peter S. Fader The Wharton School University of Pennsylvania Marketing Department 1400 Steinberg Hall-Dietrich Hall Philadelphia, PA 19104-6371 telephone: (215) 898-7603 fax: (215) 898-2534 e-mail: wendy@marketing.wharton.upenn.edu

Automatic Generation of Personas Using YouTube Social Media Data <=SEP=> We develop and implement an approach for automating generating personas in real time using actual YouTube social media data from a global media corporation. From the organization's YouTube channel, we gather demographic data, customer interactions, and topical interests, leveraging more than 188,000 subscriber profiles and more than 30 million user interactions. We demonstrate that online user data can be used to develop personas in real time using social media analytics. To get diverse aspects of personas, we collect user data from other social media channels as well and match them with the corresponding user data to generate richer personas. Our results provide corporate insights into competitive marketing, topical interests, and preferred product features for the users of the online news medium. Research implications are that reasonably rich personas can be generated in real time, instead of being the result of a laborious and time-consuming manual development process.

Dual Encoding for Abstractive Text Summarization. <=SEP=> Recurrent neural network-based sequence-to-sequence attentional models have proven effective in abstractive text summarization. In this paper, we model abstractive text summarization using a dual encoding model. Different from the previous works only using a single encoder, the proposed method employs a dual encoder including the primary and the secondary encoders. Specifically, the primary encoder conducts coarse encoding in a regular way, while the secondary encoder models the importance of words and generates more fine encoding based on the input raw text and the previously generated output text summarization. The two level encodings are combined and fed into the decoder to generate more diverse summary that can decrease repetition phenomenon for long sequence generation. The experimental results on two challenging datasets (i.e., CNN/DailyMail and DUC 2004) demonstrate that our dual encoding model performs against existing methods.

World of Warcraft and the impact of game culture and play in an undergraduate game design course <=SEP=> During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning. Yet relatively little research has been conducted about how game culture and the enmeshed practice of play may impact classroom dynamics. The purpose of this study is to present a case study about how the use of World of Warcraft (WoW) as a teaching tool and medium of play impacted class dynamics in an undergraduate university-level course for game design. Specifically, this study will address how WoW’s game culture and the practice of play impacted (a) student-to-student dynamics and (b) class dynamics. The goal of this study is to explore some of the dynamics of play as a component of learning. 2010 Elsevier Ltd. All rights reserved.

(MP)2T: Multiple People Multiple Parts Tracker <=SEP=> We present a method for multi-target tracking that exploits the persistence in detection of object parts. While the implicit representation and detection of body parts have recently been leveraged for improved human detection, ours is the first method that attempts to temporally constrain the location of human body parts with the express purpose of improving pedestrian tracking. We pose the problem of simultaneous tracking of multiple targets and their parts in a network flow optimization framework and show that parts of this network need to be optimized separately and iteratively, due to inter-dependencies of node and edge costs. Given potential detections of humans and their parts separately, an initial set of pedestrian tracklets is first obtained, followed by explicit tracking of human parts as constrained by initial human tracking. A merging step is then performed whereby we attempt to include part-only detections for which the entire human is not observable. This step employs a selective appearance model, which allows us to skip occluded parts in description of positive training samples. The result is high confidence, robust trajectories of pedestrians as well as their parts, which essentially constrain each other’s locations and associations, thus improving human tracking and parts detection. We test our algorithm on multiple real datasets and show that the proposed algorithm is an improvement over the state-of-the-art.

The LLVM Compiler Framework and Infrastructure Tutorial <=SEP=> The LLVM Compiler Infrastructure (http://llvm.cs. uiuc.edu) is a robust system that is well suited for a wide variety of research and development work. This brief paper introduces the LLVM system and provides pointers to more extensive documentation, complementing the tutorial presented at LCPC. 1 Brief Overview and Goals The LLVM Compiler Infrastructure [2] is a language and target-independent compiler system, designed for both static and dynamic compilation. LLVM (Low Level Virtual Machine) can be used to build both traditional optimizing compilers for high performance programming languages as well as compiler-based tools such as Just-In-Time (JIT) translators, profilers, binary translators, memory sandboxing tools, static analysis tools, and others. A major goal of the LLVM development community is to provide a fast, robust, and well-documented core framework to support high-quality compilers and tools. A second major goal is to develop a broad community of contributors to ensure that the software continues to grow and be relevant, and to maintain its robustness and quality. A third goal is to provide a flexible infrastructure for new compiler development and research. 2 Key LLVM Design Features The LLVM system has three main components: the LLVM Virtual Instruction Set, a collection of reusable libraries for analysis, transformation and code generation; and tools built from these libraries. The LLVM framework is characterized by a clean, simple, and modular design, which allows new users to understand the representation, write new analyses, transformations, and tools easily. The LLVM Virtual Instruction Set is the common intermediate representation shared by all of the LLVM subsystems. It is a simple, mid-level, threeaddress code representation that is designed to be both language-independent and target-independent [1]. The instruction set provides explicit control-flow graphs, explicit dataflow information (in SSA form), and a mid-level, language R. Eigenmann et al. (Eds.): LCPC 2004, LNCS 3602, pp. 15–16, 2005. c © Springer-Verlag Berlin Heidelberg 2005 16 C. Lattner and V. Adve independent type system. The type system is rich enough to support sophisticated, language-independent compiler techniques, including pointer analysis, dependence analysis, and interprocedural dataflow analyses, and transformations based on them. Exactly the same instruction set is used both as a persistent, external representation for compiled code and as the internal representation for all mid-level compiler passes. Making this representation persistent enables all LLVM passes to be used at compile-time, link-time, load-time, run-time, and “idle-time” (between program runs). The key design features and the innovative aspects of the code representation are are described in a paper [2], and the complete instruction set is described in an online reference manual [1]. The LLVM source base mostly consists of modular and reusable libraries. These components include analyses and optimizations, native code generators, JIT compiler support, profile-guided feedback, etc. These compiler components reduce the cost and difficulty of building compilers for new platforms, new source languages, and for building new kinds of tools (debuggers, profilers, etc). The LLVM system also includes several complete tools built from these components, including an ANSI-conforming C/C++ compiler (which uses the GNU Compiler Collection (GCC) parsers). The C/C++ compiler applies a large number of module-level (compile-time) and cross-module (link-time) optimizations. Other LLVM tools include programs to manipulate the IR (e.g. convert between ASCII and binary formats, extract functions from a program, etc), a modular optimizer (which can run any LLVM optimization on an program, driven from the command line), automated compiler debugging tools, and others.

Normal vulvovaginal, perineal, and pelvic anatomy with reconstructive considerations. <=SEP=> A thorough insight into the female genital anatomy is crucial for understanding and performing pelvic reconstructive procedures. The intimate relationship between the genitalia and the muscles, ligaments, and fascia that provide support is complex, but critical to restore during surgery for correction of prolapse or aesthetic reasons. The external female genitalia include the mons pubis, labia majora and minora, clitoris, vestibule with glands, perineal body, and the muscles and fascia surrounding these structures. Through the perineal membrane and the perineal body, these superficial vulvar structures are structurally related to the deep pelvic muscle levator ani with its fascia. The levator ani forms the pelvic floor with the coccygeus muscle and provides vital support to all the pelvic organs and stability to the perineum. The internal female genital organs include the vagina, cervix, uterus, tubes, and ovaries with their visceral fascia. The visceral fascia also called the endopelvic fascia, surrounds the pelvic organs and connects them to the pelvic walls. It is continuous with the paraurethral and paravaginal fascia, which is attached to the perineal membrane. Thus, the internal and external genitalia are closely related to the muscles and fascia, and work as one functioning unit.

Automatic Color Calibration for Large Camera Arrays <=SEP=> We present a color calibration pipeline for large camera arrays. We assume static lighting conditions for each camera, such as studio lighting or a stationary array outdoors. We also assume we can place a planar calibration target so it is visible from every camera. Our goal is uniform camera color responses, not absolute color accuracy, so we match the cameras to each other instead of to a color standard. We first iteratively adjust the color channel gains and offsets for each camera to make their responses as similar as possible. This step white balances the cameras, and for studio applications, ensures that the range of intensities in the scene are mapped to the usable output range of the cameras. Residual errors are then calibrated in post-processing. We present results calibrating an array of 100 CMOS image sensors in different physical configurations, including closely or widely spaced cameras with overlapping fields of views, and tightly packed cameras with non-overlapping fields of view. The process is entirely automatic, and the camera configuration runs in less than five minutes on the 100 camera array. CR Categories: I.4.1 [Image Processing and Computer Vision]: Digitization and Image Capture.Camera Calibration;

Learning values across many orders of magnitude <=SEP=> Most learning algorithms are not invariant to the scale of the function that is being approximated. We propose to adaptively normalize the targets used in learning. This is useful in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were all clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior. Using the adaptive normalization we can remove this domain-specific heuristic without diminishing overall performance.

From Event Detection to Storytelling on Microblogs Janani Kalyanam <=SEP=> The problem of detecting events from content published on microblogs has garnered much interest in recent times. In this paper, we address the questions of what happens after the outbreak of an event in terms of how the event gradually progresses and attains each of its milestones, and how it eventually dissipates. We propose a model based approach to capture the gradual unfolding of an event over time. This enables the model to automatically produce entire timeline trajectories of events from the time of their outbreak to their disappearance. We apply our model on the Twitter messages collected about Ebola during the 2014 outbreak and obtain the progression timelines of several events that occurred during the outbreak. We also compare our model to several existing topic modeling and event detection baselines in literature to demonstrate its efficiency.

Propagation Models for Trust and Distrust in Social Networks <=SEP=> Semantic Web endeavors have mainly focused on issues pertaining to knowledge representation and ontology design. However, besides understanding information metadata stated by subjects, knowing about their credibility becomes equally crucial. Hence, trust and trust metrics, conceived as computational means to evaluate trust relationships between individuals, come into play. Our major contribution to Semantic Web trust management through this work is twofold. First, we introduce a classification scheme for trust metrics along various axes and discuss advantages and drawbacks of existing approaches for Semantic Web scenarios. Hereby, we devise an advocacy for local group trust metrics, guiding us to the second part which presents Appleseed, our novel proposal for local group trust computation. Compelling in its simplicity, Appleseed borrows many ideas from spreading activation models in psychology and relates their concepts to trust evaluation in an intuitive fashion. Moreover, we provide extensions for the Appleseed nucleus that make our trust metric handle distrust statements.

The Human Element in Autonomous Vehicles <=SEP=> Autonomous vehicle research has been prevalent for well over a decade but only recently has there been a small amount of research conducted on the human interaction that occurs in autonomous vehicles. Although functional software and sensor technology is essential for safe operation, which has been the main focus of autonomous vehicle research, handling all elements of human interaction is also a very salient aspect of their success. This paper will provide an overview of the importance of human vehicle interaction in autonomous vehicles, while considering relevant related factors that are likely to impact adoption. Particular attention will be given to prior research conducted on germane areas relating to control in the automobile, in addition to the different elements that are expected to affect the likelihood of success for these vehicles initially developed for human operation. This paper will also include a discussion of the limited research conducted to consider interactions with humans and the current state of published functioning software and sensor technology that exists.

Efficient Phrase-Based Document Similarity for Clustering <=SEP=> In this paper, we propose a phrase-based document similarity to compute the pair-wise similarities of documents based on the suffix tree document (STD) model. By mapping each node in the suffix tree of STD model into a unique feature term in the vector space document (VSD) model, the phrase-based document similarity naturally inherits the term tf-idf weighting scheme in computing the document similarity with phrases. We apply the phrase-based document similarity to the group-average Hierarchical Agglomerative Clustering (HAC) algorithm and develop a new document clustering approach. Our evaluation experiments indicate that, the new clustering approach is very effective on clustering the documents of two standard document benchmark corpora OHSUMED and RCV1. The quality of the clustering results significantly surpass the results of traditional single-word \textit{tf-idf} similarity measure in the same HAC algorithm, especially in large document data sets. Furthermore, by studying the property of STD model, we conclude that the feature vector of phrase terms in the STD model can be considered as an expanded feature vector of the traditional single-word terms in the VSD model. This conclusion sufficiently explains why the phrase-based document similarity works much better than the single-word tf-idf similarity measure.

A Novel Multi-task Deep Learning Model for Skin Lesion Segmentation and Classification <=SEP=> In this study, a multi-task deep neural network is proposed for skin lesion analysis. The proposed multi-task learning model solves different tasks (e.g., lesion segmentation and two independent binary lesion classifications) at the same time by exploiting commonalities and differences across tasks. This results in improved learning efficiency and potential prediction accuracy for the task-specific models, when compared to training the individual models separately. The proposed multi-task deep learning model is trained and evaluated on the dermoscopic image sets from the International Skin Imaging Collaboration (ISIC) 2017 Challenge “Skin Lesion Analysis towards Melanoma Detection”, which consists of 2000 training samples and 150 evaluation samples. The experimental results show that the proposed multi-task deep learning model achieves promising performances on skin lesion segmentation and classification. The average value of Jaccard index for lesion segmentation is 0.724, while the average values of area under the receiver operating characteristic curve (AUC) on two individual lesion classifications are 0.880 and 0.972, respectively.

Mobile app conceptual browser: Online marketplaces information extraction <=SEP=> Online marketplaces are e-commerce websites where thousands of products are provided by multiple third parties. There are dozens of these differently structured marketplaces that need to be visited by the end users to reach their targets. This searching process consumes a lot of time and effort; moreover it negatively affects the user experience. In this paper, extensive analysis and evaluation of the existing e-marketplaces are performed to improve the end-users experience through a Mobile App. The main goal of this study is to find a solution that is capable of integrating multiple heterogeneous hidden data sources and unify the received responses into one single, structured and homogeneous source. Furthermore, the user can easily choose the desired product or reformulate the query through the interface. The proposed Android Mobile App is based on the multi-level conceptual analysis and modeling discipline, in which, data are analyzed in a way that helps in discovering the main concepts of any unknown domain captured from the hidden web. These concepts discovered through information extraction are then structured into a tree-based interface for easy navigation and query reformulation. The application has been evaluated through substantial experiments and compared to other existing mobile applications. The results showed that analyzing the query results and re-structuring the output before displaying to the end-user in a conceptual multilevel mechanism are reasonably effective in terms of number of clicks, time taken and number of navigation screens. Based on the proposed intelligent application, the interface is minimized to only two navigation screens, and the time needed to browse products from multiple marketplaces is kept reasonable in order to reach the target product.

Data and Code for "Automatic Identification of Narrative Diegesis and Point of View" <=SEP=> The style of narrative news affects how it is interpreted and received by readers. Two key stylistic characteristics of narrative text are point of view and diegesis: respectively, whether the narrative recounts events personally or impersonally, and whether the narrator is involved in the events of the story. Although central to the interpretation and reception of news, and of narratives more generally, there has been no prior work on automatically identifying these two characteristics in text. We develop automatic classifiers for point of view and diegesis, and compare the performance of different feature sets for both. We built a goldstandard corpus where we double-annotated to substantial agreement (κ > 0.59) 270 English novels for point of view and diegesis. As might be expected, personal pronouns comprise the best features for point of view classification, achieving an average F1 of 0.928. For diegesis, the best features were personal pronouns and the occurrences of first person pronouns in the argument of verbs, achieving an average F1 of 0.898. We apply the classifier to nearly 40,000 news texts across five different corpora comprising multiple genres (including newswire, opinion, blog posts, and scientific press releases), and show that the point of view and diegesis correlates largely as expected with the nominal genre of the texts. We release the training data and the classifier for use by the community.

The analyse of the various methods for location of Data Matrix codes in images <=SEP=> Data Matrix codes belong to the group of 2-D bar codes, which are widely used in marking the products in storing, production, distribution and sales processes. Their compact matrix structure enables to store big amount of information in a very small area compared to conventional 1-D bar codes. In following paper we compare several methods for detection of Data Matrix codes in images. When locating the position of the code we start from typical bordering of Data Matrix code — which forms “L” so called Finder Pattern and to it the parallel dotting so called Timing Pattern. On the first stage we try to locate Finder Pattern using the edge detection or adaptive thresholding, then continuing with connecting the points into the continuous regions, we are searching for the regions, which could represent the Finder Pattern. On the second stage we verify Timing Pattern where the number of crossing between the background and foreground must be even.

A fast, invariant representation for human action in the visual system. <=SEP=> Humans can effortlessly recognize others' actions in the presence of complex transformations, such as changes in viewpoint. Several studies have located the regions in the brain involved in invariant action recognition; however, the underlying neural computations remain poorly understood. We use magnetoencephalography decoding and a data set of well-controlled, naturalistic videos of five actions (run, walk, jump, eat, drink) performed by different actors at different viewpoints to study the computational steps used to recognize actions across complex transformations. In particular, we ask when the brain discriminates between different actions, and when it does so in a manner that is invariant to changes in 3D viewpoint. We measure the latency difference between invariant and noninvariant action decoding when subjects view full videos as well as form-depleted and motion-depleted stimuli. We were unable to detect a difference in decoding latency or temporal profile between invariant and noninvariant action recognition in full videos. However, when either form or motion information is removed from the stimulus set, we observe a decrease and delay in invariant action decoding. Our results suggest that the brain recognizes actions and builds invariance to complex transformations at the same time and that both form and motion information are crucial for fast, invariant action recognition. NEW & NOTEWORTHY The human brain can quickly recognize actions despite transformations that change their visual appearance. We use neural timing data to uncover the computations underlying this ability. We find that within 200 ms action can be read out of magnetoencephalography data and that this representation is invariant to changes in viewpoint. We find form and motion are needed for this fast action decoding, suggesting that the brain quickly integrates complex spatiotemporal features to form invariant action representations.

Active sampling for entity matching <=SEP=> In entity matching, a fundamental issue while training a classifier to label pairs of entities as either duplicates or non-duplicates is the one of selecting informative training examples. Although active learning presents an attractive solution to this problem, previous approaches minimize the misclassification rate (0-1 loss) of the classifier, which is an unsuitable metric for entity matching due to class imbalance (i.e., many more non-duplicate pairs than duplicate pairs). To address this, a recent paper [1] proposes to maximize recall of the classifier under the constraint that its precision should be greater than a specified threshold. However, the proposed technique requires the labels of all n input pairs in the worst-case.
 Our main result is an active learning algorithm that approximately maximizes recall of the classifier while respecting a precision constraint with provably sub-linear label complexity (under certain distributional assumptions). Our algorithm uses as a black-box any active learning module that minimizes 0-1 loss. We show that label complexity of our algorithm is at most log n times the label complexity of the black-box, and also bound the difference in the recall of classifier learnt by our algorithm and the recall of the optimal classifier satisfying the precision constraint. We provide an empirical evaluation of our algorithm on several real-world matching data sets that demonstrates the effectiveness of our approach.

Application-specific resource provisioning for wide-area distributed computing <=SEP=> Some modern distributed applications require cooperation among multiple geographically separated computing facilities to perform intensive computing at the end sites and large-scale data transfers in the wide area network. It has been widely recognized that WDM networks are cost-effective means to support data transfers in this type of data-intensive applications. However, neither the traditional approaches to establishing lightpaths between given source destination pairs nor the existing application-level approaches that only consider computing resources but take the underlying connectivity for granted are sufficient. In this article we identify key limitations and issues in existing systems, and focus on joint resource allocation of both computing resources and network resources in federated computing and network systems. A variety of resource allocation schemes that provide modern distributed computing applications with performance and reliability guarantees are presented.

Device analyzer: largescale mobile data collection <=SEP=> We collected usage information from 12,500 Android devices in the wild over the course of nearly 2 years. Our dataset contains 53 billion data points from 894 models of devices running 687 versions of Android. Processing the collected data presents a number of challenges ranging from scalability to consistency and privacy considerations. We present our system architecture for collection and analysis of this highly-distributed dataset, discuss how our system can reliably collect time-series data in the presence of unreliable timing information, and discuss issues and lessons learned that we believe apply to many other big data collection projects.

Predictors of Computer Use in Community-Dwelling, Ethnically Diverse Older Adults <=SEP=> OBJECTIVE
In this study, we analyzed self-reported computer use, demographic variables, psychosocial variables, and health and well-being variables collected from 460 ethnically diverse, community-dwelling elders to investigate the relationship computer use has with demographics, well-being, and other key psychosocial variables in older adults.


BACKGROUND
Although younger elders with more education, those who employ active coping strategies, or those who are low in anxiety levels are thought to use computers at higher rates than do others, previous research has produced mixed or inconclusive results regarding ethnic, gender, and psychological factors or has concentrated on computer-specific psychological factors only (e.g., computer anxiety). Few such studies have employed large sample sizes or have focused on ethnically diverse populations of community-dwelling elders.


METHOD
With a large number of overlapping predictors, zero-order analysis alone is poorly equipped to identify variables that are independently associated with computer use. Accordingly, both zero-order and stepwise logistic regression analyses were conducted to determine the correlates of two types of computer use: e-mail and general computer use.


RESULTS
Results indicate that younger age, greater level of education, non-Hispanic ethnicity, behaviorally active coping style, general physical health, and role-related emotional health each independently predicted computer usage.


CONCLUSION
Study findings highlight differences in computer usage, especially in regard to Hispanic ethnicity and specific health and well-being factors.


APPLICATION
Potential applications of this research include future intervention studies, individualized computer-based activity programming, or customizable software and user interface design for older adults responsive to a variety of personal characteristics and capabilities.

Searching Solitaire in Real Time <=SEP=> This article presents a new real-time heuristic search method for planning problems with distinct stages. Our multistage nested rollout algorithm allows the user to apply separate heuristics at each stage of the search process and tune the search magnitude for each stage. We propose a searchtree compression that reveals a new state representation for the games of Klondike Solitaire and Thoughtful Solitaire, a version of Klondike Solitaire in which the location of all cards is known. Moreover, we present a Thoughtful Solitaire solver based on these methods that can determine over 80% of Thoughtful Solitaire games in less than 4 seconds. Finally, we demonstrate empirically that no less than 82% and no more than 91.44% of Klondike Solitaire games have winning solutions, leaving less than 10% of games unresolved.

We're doing it live: A multi-method empirical study on continuous experimentation <=SEP=> Context: Continuous experimentation guides development activities based on data collected on a subset of online users on a new experimental version of the software. It includes practices such as canary releases, gradual rollouts, dark launches, or A/B testing. Objective: Unfortunately, our knowledge of continuous experimentation is currently primarily based on well-known and outspoken industrial leaders. To assess the actual state of practice in continuous experimentation, we conducted a mixed-method empirical study. Method: In our empirical study consisting of four steps, we interviewed 31 developers or release engineers, and performed a survey that attracted 187 complete responses. We analyzed the resulting data using statistical analysis and open coding. Results: Our results lead to several conclusions: (1) from a software architecture perspective, continuous experimentation is especially enabled by architectures that foster independently deployable services, such as microservices-based architectures; (2) from a developer perspective, experiments require extensive monitoring and analytics to discover runtime problems, consequently leading to developer on call policies and influencing the role and skill sets required by developers; and (3) from a process perspective, many organizations conduct experiments based on intuition rather than clear guidelines and robust statistics. Conclusion: Our findings show that more principled and structured approaches for release decision making are needed, striving for highly automated, systematic, and dataand hypothesis-driven deployment and experimentation.

EAF2- A Framework for Categorizing Enterprise Architecture Frameworks <=SEP=> What constitutes an enterprise architecture framework is a contested subject. The contents of present enterprise architecture frameworks thus differ substantially. This paper aims to alleviate the confusion regarding which framework contains what by proposing a meta framework for enterprise architecture frameworks. By using this meta framework, decision makers are able to express their requirements on what their enterprise architecture framework must contain and also to evaluate whether the existing frameworks meets these requirements. An example classification of common EA frameworks illustrates the approach.

Vacant parking space detector for outdoor parking lot by using surveillance camera and FCM classifier <=SEP=> The most prevailing approach now for parking lot vacancy detecting system is to use sensor-based techniques. The main impediments to the camera-based system in applying to parking lots on rooftop and outside building are the glaring sun light and dark shadows in the daytime, and low-light intensity and back-lighting in the nighttime. To date, no camera-based detecting systems for outdoor parking lots have been in practical use. A few engineering firms provide the camera-based system, which is only for underground and indoor parking lots. This paper reports on the new camera based system called ParkLotD for detecting vacancy/occupancy in parking lots. ParkLotD uses a classifier based on fuzzy c-means (FCM) clustering and hyper-parameter tuning by particle swarm optimization (PSO). The test result of the detection error rate for the indoor multi-story parking lot has improved by an order of magnitude compared to the current system based on the edge detection approach. ParkLotD demonstrates high detection performance and enables the camera-based system to achieve the practical use in outdoor parking lots.