waashk/acm huggingface dataset:
an implementation of operators for symbolic algebra systems  in this paper we propose a design and implementation of operators and their associated functionality for symbolic algebra systems. we believe that operators should blend harmoniously (syntactically and semantically) with the underlying language, in such a way that users will find them convenient and appealing to use. it is "vox populi" that operators are needed in a symbolic algebra system, although there is little consensus on what these should be, what the semantics should be, allowable operations, syntax, etc. all of these ideas, and examples, have been implemented and work as described in our current version of maple cha85.  during the first maple retreat83 we established a basic design for operators. the implementation of this design was delayed until some remaining crucial details were finally solved during the 1985 maple retreat (sept 1985). in this sense, this paper is the result of the collective work of all the participants of these two retreats.  what is an operator? we would like to define an operator to be an abstract data type which describes (at various possible degrees: totally, partially or minimally) an operation to be performed on its arguments. this abstract data type is closely associated with the operations of application and composition, but will also allow most (or all) of the other algebraic operations.  we it found useful to have some "witness" examples that we want to solve in an elegant and general form. the two main examples were:  (a) how to represent the first derivative of (x) at 0, i.e. ′(0) (the above really boils down to an effective representation of the differentiation operator)  (b) how to represent and to operate with a non-communative multiplication operator, for example matrix multiplication.  of course many systems solve the above problems, but in some cases (in particular for the first example) as an ad-hoc solution. by an ad-hoc solution we mean that, for the differentiation example, this operator cannot be written in terms of the primitives given by the language.  it is important to note that there are three issues to resolve:  a purely representational/syntactic argument: how to input/output these operators.  a purely functional argument: how to perform all the operations we want performed.  an integrational argument: how to join operators harmoniously with a symbolic algebra system.  g. h. gonnet
overlapping multi-processing and graphics hardware acceleration: performance evaluation  recently, multi-processing has been shown to deliver good performance in rendering. however, in some applications, processors spend too much time executing tasks that could be more efficiently done through intensive use of new graphics hardware. we present in this paper a novel solution combining multi-processing and advanced graphics hardware, where graphics pipelines are used both for classical visualization tasks and to advantageously perform geometric calculations while remaining computations are handled by multi- processors. the experiment is based on an implementation of a new parallel wavelet radiosity algorithm. the application is executed on the sgi origin2000 connected to the sgi infinitereality2 rendering pipeline. a performance evaluation is presented. keeping in mind that the approach can benefit all available workstations and super-computers, from small scale (2 processors and 1 graphics pipeline) to large scale (p processors and n graphics pipelines), we highlight some important bottlenecks that impede performance. however, our results show that this approach could be a promising avenue for scientific and engineering simulation and visualization applications that need intensive geometric calculations.  xavier cavin laurent alonso jean-claude paul
a model for efficient and flexible image computing  as common as imaging operations are, the literature contains little about how to build systems for image computation. this paper presents a system which addresses the major issues of image computing. the system includes an algorithm for performing imaging operations which guarantees that we only compute those regions of the image that will affect the result. the paper also discusses several other issues critical when creating a flexible image computing environment and describes solutions for these problems in the context of our model. these issues include how one handles images of any resolution and how one works in arbitrary coordinate systems. it also includes a discussion of the standard memory models, a presentation of a new model, and a discussion of each one's advantages and disadvantages.  michael a. shantzis
an experimental distributed microprocessor-based knowledge base system (abstract only)  the current research of our data base and knowledge base interesting group is aimed to set up an experimental data-driven, function distributed knowledge base machine, based on multiprocessor, including dedicated processors which implement a variety of database/knowledge base functions, such as sort/merge, retrieve, join, logical language parsing and inference, etc. by the joint effort in the fields of database system and artificial intelligence, the system will become a suitable environment for investigating the knowledge base system which supports the automatic programming, cai, intelligent problem solving, etc. the behavior of different knowledge base models in a distributed environment will also be investigated. we consider our project as a part of the general trend toward the goal of the so called fifth-generation computer system.  fu tong
parallel algorithms for simulating continuous time markov chains  we have previously shown that the mathematical technique of uniformization can serve as the basis of synchronization for the parallel simulation of continuous-time markov chains. this paper reviews the basic method and compares four different methods based on uniformization, evaluating their strengths and weaknesses as a function of problem characteristics. the methods vary in their use of optimism, logical aggregation, communication management, and adaptivity. touchstone delta multiprocessor, using up to 256 processors.  david m. nicol philip heidelberger
metamodel estimation using integrated correlation methods  this paper develops a generalized approach for combining the use of the schruben-margolin correlation induction strategy and control variates in a simulation experiment designed to estimate a metamodel that is linear in the unknown parameters relating the response variable of interest to selected exogenous decision variables. this generalized approach is based on standard techniques of regression analysis. under certain broad assumptions, the combined use of the schruben-margolin correlation induction strategy and control variates is shown to give a more efficient estimator of the metamodel coefficients than each of the following conventional correlation-based variance reduction techniques: independent streams, common random numbers, control variates, and the schruben-margolin strategy.  jeffrey d. tew james r. wilson
closed loop methodology applied to simulation  by using modern system theory to model physical systems, questions concerning the design, analysis, test, and evaluation of such systems can be answered. this tutorial will compare the traditional open loop methodology of simulation to the modern closed loop methodology. advantages and disadvantages of each methodology will be discussed. systems will be typed as being deterministic or stochastic. the use of partial differential equations, ordinary differential equations, and algebraic equations to describe the system will be discussed. in order to solve system questions, the need to solve the estimation, identi- fication, and control (eic) problems will be motivated. the use of the eic solutions with respect to the traditional open loop methodology (olm) and the modern control loop methods (clm) will be examined.  al fermelia
feature-based cellular texturing for architectural models  cellular patterns are all around us, in masonry, tiling, shingles, and many other materials. such patterns, especially in architectural settings, are influenced by geometric features of the underlying shape. bricks turn corners, stones frame windows and doorways, and patterns on disconnected portions of a building align to achieve a particular aesthetic goal. we present a strategy for feature-based cellular texturing, where the resulting texture is derived from both patterns of cells and the geometry to which they are applied. as part of this strategy, we perform texturing operations on features in a well- defined order that simplifies the interdependence between cells of adjacent patterns. _occupancy maps_ are used to indicate which regions of a feature are already occupied by cells of its neighbors, and which regions remain to be textured. we also introduce the notion of a _pattern generator_ \\--- the cellular texturing analogy of a shader used in local illumination --- and show how several can be used together to build complex textures. we present results obtained with an implementation of this strategy and discuss details of some example pattern generators.  justin legakis julie dorsey steven gortler
latent semantic space: iterative scaling improves precision of inter-document similarity measurement  we present a novel algorithm that creates document vectors with reduced dimensionality. this work was motivated by an application characterizing relationships among documents in a collection. our algorithm yielded inter- document similarities with an _average precision_ up to 17.8% higher than that of singular value decomposition (svd) used for latent semantic indexing. the best performance was achieved with dimensional reduction rates that were 43% higher than svd on average. our algorithm creates basis vectors for a reduced space by iteratively "scaling" vectors and computing eigenvectors. unlike svd, it breaks the symmetry of documents and terms to capture information more evenly across documents. we also discuss correlation with a probabilistic model and evaluate a method for selecting the dimensionality using log- likelihood estimation.  rie kubota ando
the role of simulation in machine learning research  this paper discusses the role of simulation in machine learning studies and presents a view of simulation-based machine learning. based on the concept of the intelligent agent, it is shown how each of a variety of learning subsystems interacts with a simulated performance engine and how they may interact with each other. in particular, in the context of ongoing research into the coordination of various approaches to learning into an integrated facility called the learning testbed, the centrality of the simulation performance engine netsim to the development of the learning testbed is discussed.  netsim is a fine-grained simulation of the call placement process in a circuit-switched telecommunications network which allows observation of the effectiveness of various traffic control strategies on network performance when time-varying traffic patterns are encountered. the users of the netsim program are three learning programs, which embody three different approaches to how a specialized domain, such as network traffic control, might be learned.  william j. frawlley
put that where? voice and gesture at the graphics interface _a person stands in front of a large projection screen on which is shown a checked floor. they say, "make a table," and a wooden table appears in the middle of the floor."on the table, place a vase," they gesture using a fist relative to palm of their other hand to show the relative location of the vase on the table. a vase appears at the correct location."next to the table place a chair." a chair appears to the right of the table."rotate it like this," while rotating their hand causes the chair to turn towards the table."view the scene from this direction," they say while pointing one hand towards the palm of the other. the scene rotates to match their hand orientation._in a matter of moments, a simple scene has been created using natural speech and gesture. the interface of the future? not at all; koons, thorisson and bolt demonstrated this work in 1992 [23]. although research such as this has shown the value of combining speech and gesture at the interface, most computer graphics are still being developed with tools no more intuitive than a mouse and keyboard. this need not be the case. current speech and gesture technologies make multimodal interfaces with combined voice and gesture input easily achievable. there are several commercial versions of continuous dictation software currently available, while tablets and pens are widely supported in graphics applications. however, having this capability doesn't mean that voice and gesture should be added to every modeling package in a haphazard manner. there are numerous issues that must be addressed in order to develop an intuitive interface that uses the strengths of both input modalities.in this article we describe motivations for adding voice and gesture to graphical applications, review previous work showing different ways these modalities may be used and outline some general interface guidelines. finally, we give an overview of promising areas for future research. our motivation for writing this is to spur developers to build compelling interfaces that will make speech and gesture as common on the desktop as the keyboard and mouse. mark billinghurst
micro-simpas: a microprocessor based simulation language  simpas [1] is a discrete system simulation language based on pascal. ucsd pascal [6] is a pascal-based operating system designed for microcomputer use. micro-simpas is a version of simpas which runs under ucsd pascal. this paper discusses the conversion of an existing simpas implementation into micro- simpas, and discusses our experience in using micro-simpas for the construction of some simple simulations. we also discuss new features of micro-simpas for the interactive display of simulation output. our experience with such routines has been favorable; we provide samples of their use in the paper.  raymond m. bryant
building virtual structures with physical blocks  we describe a tangible interface for building virtual structures using physical building blocks. we demonstrate two applications of our system. in one version, the blocks are used to construct geometric models of objects and structures for a popular game, quake ii . in another version, buildings created with our blocks are rendered in different styles, using intelligent decoration of the building model.  david anderson james l. frankel joe marks darren leigh eddie sullivan jonathan yedidia kathy ryall
two methods for display of high contrast images  high contrast images are common in night scenes and other scenes that include dark shadows and bright light sources. these scenes are difficult to display because their contrasts greatly exceed the range of most display devices for images. as a result, the image constrasts are compressed or truncated, obscuring subtle textures and details. humans view and understand high contrast scenes easily, "adapting" their visual response to avoid compression or truncation with no apparent loss of detail. by imitating some of these visual adaptation processes, we developed methods for the improved display of high- contrast images. the first builds a display image from several layers of lighting and surface properties. only the lighting layers are compressed, drastically reducing contrast while preserving much of the image detail. this method is practical only for synthetic images where the layers can be retained from the rendering process. the second method interactively adjusts the displayed image to preserve local contrasts in a small "foveal" neighborhood. unlike the first method, this technique is usable on any image and includes a new tone reproduction operator. both methods use a sigmoid function for contrast compression. this function has no effect when applied to small signals but compresses large signals to fit within an asymptotic limit. we demonstrate the effectiveness of these approaches by comparing processed and unprocessed images.  jack tumblin jessica k. hodgins brian k. guenter
constraint-driven generation of model structures  this article presents a framework for generating model structures with respect to a set of constraints and modelling requirements. the framework is based on multifacetted modelling and artificial intelligence concepts. two knowledge representations, the system entity structure and the production rule formalism are incorporated into an automatic procedure for generating model configurations. the procedure is implemented in the turbo prolog environment. a simple case study based on a local area network (lan) modelling problem is discussed to illustrate the conceptual framework.  jerzy w. rozenblit yueh-min huang
intelligent software technology for the new decade  our collective has been working in the al domain for more than 15 years. during most of that period our research focused on two "classical" subjects: 1\. natural language interfaces and 2. knowledge representation and processing. from the early 1980s, in addition to working on the conceptual aspects of al, we have been increasingly involved in developing advanced technology of intelligent systems. participating in the start project [1] stimulated our research and development [r&amp;d;] in this direction. our task in the project was to design a more elaborate version of an industrial-type technology based on pilot software "factories." these would allow a multiple ---10-fold and more---increase in the efficiency  alexander s. narin'yani
a distributed graphics system for large tiled displays  recent interest in large displays has led to renewed development of tiled displays, which are comprised of several individual displays arranged in an array and used as one large logical display. stanford's "interactive mural" is an example of such a display, using an overlapping four by two array of projectors that back-project onto a diffuse screen to form a 6' by 2' display area with a resolution of over 60 dpi. writing software to make effective use of the large display space is a challenge because normal window system interaction metaphors break down. one promising approach is to switch to immersive applications; another approach, the one we are investigating, is to emulate office, conference room or studio environments which use the space to display a collection of visual material to support group activities.  in this paper we describe a virtual graphics system that is designed to support multiple simultaneous rendering streams from both local and remote sites. the system abstracts the physical number of computers, graphics subsystems and projectors used to create the display. we provide performance measurements to show that the system scales well and thus supports a variety of different hardware configurations. the system is also interesting because it uses transparent "layers," instead of windows, to manage the screen.  greg humphreys pat hanrahan
procedure based help desk system  in this paper, we describe an outline of "procedure based help desk system".  preparing enough amounts of contents for help desk system is important for constructing an efficient help desk system. however, the preparation of contents is a hard job for contents-creators (usually, who is an expert of the work.).  to support making help desk contents, we developed "procedure based help desk system". primary functions of this system are to easily generate help desk contents about software usage (they will be called as "procedure data".). then the system classifies procedure data and constructs procedure database. also the system provides useful functions to refer accumulated procedure data.  akira takano yuko yurugi atsushi kanaegami
modeling the interaction of light between diffuse surfaces  a method is described which models the interaction of light between diffusely reflecting surfaces. current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. the new procedure, based on methods used in thermal engineering, includes the effects of diffuse light sources of finite area, as well as the "color- bleeding" effects which are caused by the diffuse reflections. a simple environment is used to illustrate these simulated effects and is presented with photographs of a physical model. the procedure is applicable to environments composed of ideal diffuse reflectors and can account for direct illumination from a variety of light sources. the resultant surface intensities are independent of observer position, and thus environments can be preprocessed for dynamic sequences.  cindy m. goral kenneth e. torrance donald p. greenberg bennett battaile
dimension-based analysis of hypotheticals from supreme court oral argument  in this paper we examine a sequence of hypotheticals taken from a supreme court oral argument. we use the idea of a "dimension," developed previously in our case-based reasoning system hypo, to analyze the hypotheticals and to speculate on how the justices might have arrived at them. the case we consider is taken from the area of fourth amendment law concerning warrantless search and seizure.  e. l. rissland
towards knowledge-based robotics systems  a spatial planning technique is examined whereby the robot system plans in a general space which greatly enhances the flexibility of manipulator operation by leaving resolution of trajectory and placement minutae to "motion execution time". this permits the robot planning system to deal with elements in the working environment which are in continuous or semi-continuous motion, as well as those normally considered to be at rest. a multi-modal representation and knowledge-base (kb) are used.  david r. dodds
fundamentals of digital simulation modeling  this paper and the tutorial session with which it is associated treat the fundamental concepts of digital simulation. the topics discussed include system modeling, simulation models and their advantages and disadvantages relative to mathematical models, the development of simulation and current applications, the role of simulation modeling in systems analysis and simulation languages. the paper and the tutorial are presented at a level which requires no previous exposure to digital simulation. however, familiarity with the fundamentals of probability, probability distributions and inferential statistics will facilitate the participant's understanding of the material presented.  j. w. schmidt