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Relational queries in a domain based DBMS | 15,589,315 | This paper addresses the problem of relational queries processing in the domain based database machine DBMAC. A brief description of the storage organisation of the domain based DBMS is first given. Then the operating principles of the domain based data-model, called D-model, is described through some examples. The central part of the paper deals with the translation of relational queries into operations on objects of the D-model. Objects of the D-model and a set of operations on these objects are first defined : this set S of operations is shown to be complete in that any relational query can be translated into D-model operations belonging to S.Finally we give a method for processing relation queries using D-model operations.The basic advantages to be expected from a domain based physical organization of data are :1. fast equi-join execution,2. a compact representation of intermediate results.The latter should lead to efficient processing of complex queries, provided a powerful parallel physical architecture is chosen for implementation. | [
{
"first": "M.",
"middle": [],
"last": "Missikoff",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Scholl",
"suffix": ""
}
] | 1,983 | 10.1145/582192.582227 | SIGMOD '83 | 1965659121 | [
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Gamification in Science: A Study of Requirements in the Context of Reproducible Research | 70,349,995 | The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science. | [
{
"first": "Sebastian",
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"S."
],
"last": "Feger",
"suffix": ""
},
{
"first": "Sunje",
"middle": [],
"last": "Dallmeier-Tiessen",
"suffix": ""
},
{
"first": "Pawel",
"middle": [
"W."
],
"last": "Wo'zniak",
"suffix": ""
},
{
"first": "Albrecht",
"middle": [],
"last": "Schmidt",
"suffix": ""
}
] | 2,019 | 1903.02446 | 10.1145/3290605.3300690 | CHI '19 | 2924589649 | [
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Time-dependent event hierarchy construction | 18,854,895 | In this paper, an algorithm called Time Driven Documents-partition (TDD) is proposed to construct an event hierarchy in a text corpus based on a given query. Specifically, assume that a query contains only one feature - Election. Election is directly related to the events such as 2006 US Midterm Elections Campaign, 2004 US Presidential Election Campaign and 2004 Taiwan Presidential Election Campaign, where these events may further be divided into several smaller events (e.g. the 2006 US Midterm Elections Campaign can be broken down into events such as campaign for vote, election results and the resignation of Donald H. Rumsfeld). As such, an event hierarchy is resulted. Our proposed algorithm, TDD, tackles the problem by three major steps: (1)Identify the features that are related to the query according to both the timestamps and the contents of the documents. The features identified are regarded as bursty features; (2) Extract the documents that are highly related to the bursty features based on time; (3) Partition the extracted documents to form events and organize them in a hierarchicalstructure. To the best of our knowledge, there is little works targeting for constructing a feature-based event hierarchy for a text corpus. Practically, event hierarchies can assist us to efficiently locate our target information in a text corpus easily. Again, assume that Election is used for a query. Without an event hierarchy, it is very difficult to identify what are the major events related to it, when do these events happened, as well as the features and the news articles that are related to each of these events. We have archived two-year news articles to evaluate the feasibility of TDD. The encouraging results indicated that TDD is practically sound and highly effective. | [
{
"first": "Gabriel",
"middle": [
"Pui",
"Cheong"
],
"last": "Fung",
"suffix": ""
},
{
"first": "Jeffrey",
"middle": [
"Xu"
],
"last": "Yu",
"suffix": ""
},
{
"first": "Huan",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Philip",
"middle": [
"S."
],
"last": "Yu",
"suffix": ""
}
] | 2,007 | 10.1145/1281192.1281227 | KDD '07 | 2054917960 | [
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Sorting out sorting through concretization with robotics | 33,946,314 | We describe a novel approach to algorithms concretization that extends the current mode of software visualization from computer screens to the real world. The method combines hands-on robotics and traditional algorithm visualization techniques to help diverse learners comprehend the basic idea of the given algorithm. From this point of view the robots interpret an algorithm while their internal program and external appearance determine the role they have in it. This gives us the possibility to bring algorithms into the real physical world where students can even touch the data structures during the execution. In the first version, we have concentrated on a few sorting algorithms as a proof-of-concept. Moreover, we have carried out an evaluation with 13-to-15-year-old students who used the concretization for gaining insight into one sorting algorithm. The preliminary results indicate that the tool can enhance learning. Now, our aim is to build an environment that supports both visualizations and robotics based concretizations of algorithms at the same time. | [
{
"first": "Javier",
"middle": [],
"last": "Lopez",
"suffix": ""
},
{
"first": "Niko",
"middle": [],
"last": "Myller",
"suffix": ""
},
{
"first": "Erkki",
"middle": [],
"last": "Sutinen",
"suffix": ""
}
] | 2,004 | 10.1145/989863.989929 | AVI | 2077350270 | [] | [
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Driver drowsiness in automated and manual driving: insights from a test track study | 212,114,212 | Driver drowsiness is a major cause of traffic accidents. Automated driving might counteract this problem, but in the lower automation levels, the driver is still responsible as a fallback. The impact of driver drowsiness on automated driving under realistic conditions is, however, currently unknown. This work contributes to risk and hazard assessment with a field study comparing manual to level-2 automated driving. The experiment was conducted on a test track using an instrumented vehicle. Results (N=30) show that in automated driving, driver drowsiness (self-rated with the Karolinska Sleepiness Scale) is significantly higher as compared to manual driving. Age group (20--25, 65--70 years) and driving time have a strong impact on the self-ratings. Additionally, to subjective measures, a correlation was also identified between drowsiness and heart rate data. The gained knowledge can be useful for the development of drowsiness detection systems and dynamic configuration of driver-vehicle interfaces based on user state. | [
{
"first": "Thomas",
"middle": [],
"last": "Kundinger",
"suffix": ""
},
{
"first": "Andreas",
"middle": [],
"last": "Riener",
"suffix": ""
},
{
"first": "Nikoletta",
"middle": [],
"last": "Sofra",
"suffix": ""
},
{
"first": "Klemens",
"middle": [],
"last": "Weigl",
"suffix": ""
}
] | 2,020 | 10.1145/3377325.3377506 | Proceedings of the 25th International Conference on Intelligent User Interfaces | 3009672000 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:212114212 | null | null | null | null | null |
|||||
Erratum to: Editorial | 7,483,378 | [
{
"first": "Hans",
"middle": [
"L."
],
"last": "Bodlaender",
"suffix": ""
},
{
"first": "Mohammad",
"middle": [
"Taghi"
],
"last": "Hajiaghayi",
"suffix": ""
},
{
"first": "Giuseppe",
"middle": [
"F."
],
"last": "Italiano",
"suffix": ""
}
] | 2,015 | 10.1007/s00453-015-0091-x | Algorithmica | Algorithmica | 2284433213 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:7483378 | 0 | 0 | 0 | 0 | 0 |
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Inexact field learning: an approach to induce high quality rules from low quality data | 8,918,399 | To avoid low quality problems caused by low quality data, the paper introduces an inexact field learning approach which derives rules by working on the fields of attributes with respect to classes, rather than on individual point values of attributes. The experimental results show that field learning achieved a higher prediction accuracy rate on new unseen test cases which is particularly true when the learning is performed on large low quality data. | [
{
"first": "Honghua",
"middle": [],
"last": "Dai",
"suffix": ""
},
{
"first": "Xiaoshu",
"middle": [],
"last": "Hang",
"suffix": ""
},
{
"first": "Gang",
"middle": [],
"last": "Li",
"suffix": ""
}
] | 2,001 | 10.1109/ICDM.2001.989571 | Proceedings 2001 IEEE International Conference on Data Mining | Proceedings 2001 IEEE International Conference on Data Mining | 2140870161 | [
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Searchable Objects: Search in Everyday Conversation | 32,660,425 | This paper examines mobile internet search, presenting search not as a process of information retrieval, but as part of conversation and talk. Through video extracts of mobile search we explore how mobile phones are interwoven into talk, and how searchers manage the participation of other conversationalists alongside the search itself. We introduce the notion of a 'searchable object' -- an object that arises in conversation that can be searched for online -- and document how such an object occasions a search. In turn we discuss the differing roles of the device 'driver' and 'passenger', and how participation is managed through questions and narration. Rather than search being solely about getting correct information, conversations around search may be just as important. We conclude by critiquing some of the pessimistic views of interaction around mobile phones and their use in ordinary life and talk. | [
{
"first": "Barry",
"middle": [],
"last": "Brown",
"suffix": ""
},
{
"first": "Moira",
"middle": [],
"last": "McGregor",
"suffix": ""
},
{
"first": "Donald",
"middle": [],
"last": "McMillan",
"suffix": ""
}
] | 2,015 | 10.1145/2675133.2675206 | CSCW '15 | 2157740698 | [
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Continuous Query Processing in Data Streams Using Duality of Data and Queries | 64,084,045 | In this paper, we deal with a method of efficiently processing continuous queries in a data stream environment. We classify previous query processing methods into two dual categories - data-initiative and query-initiative - depending on whether query processing is initiated by selecting a data element or a query. This classification stems from the fact that data and queries have been treated asymmetrically. For processing continuous queries, only data-initiative methods have traditionally been employed, and thus, the performance gain that could be obtained by query-initiative methods has been overlooked. To solve this problem, we focus on an observation that data and queries can be treated symmetrically. In this paper, we propose the duality model of data and queries and, based on this model, present a new viewpoint of transforming the continuous query processing problem to a multi-dimensional spatial join problem. We also present a continuous query processing algorithm based on spatial join, named Spatial Join CQ. Spatial Join CQ processes continuous queries by finding the pairs of overlapping regions from a set of data elements and a set of queries defined as regions in the multi-dimensional space. The algorithm achieves the effects of both of the two dual methods by using the spatial join, which is a symmetric operation. Experimental results show that the proposed algorithm outperforms earlier methods by up to 36 times for simple selection continuous queries and by up to 7 times for sliding window join continuous queries. | [
{
"first": "Lim",
"middle": [],
"last": "Hyo-Sang",
"suffix": ""
},
{
"first": "Lee",
"middle": [],
"last": "Jae-Gil",
"suffix": ""
},
{
"first": "Lee",
"middle": [],
"last": "Min-Jae",
"suffix": ""
},
{
"first": "Whang",
"middle": [],
"last": "Kyu-Young",
"suffix": ""
}
] | 2,006 | Journal of KIISE:Databases | 2397349972 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:64084045 | null | null | null | null | null |
||||||
Effects of Induced Affective States on Decisions under Risk with Mixed Domain Problems. | 203,619,597 | [
{
"first": "Rui",
"middle": [],
"last": "Gong",
"suffix": ""
},
{
"first": "James",
"middle": [
"E."
],
"last": "Corter",
"suffix": ""
}
] | 2,019 | CogSci | 2977438743 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:203619597 | null | null | null | null | null |
|||||||
Debugging user interface descriptions of knowledge-based recommender applications | 14,153,616 | The complexity of product assortments offered by e-Commerce platforms requires intelligent sales assistance systems alleviating the retrieval of solutions fitting to the wishes and needs of a customer. Knowledge-based recommender applications meet these requirements by allowing the calculation of personalized solutions based on an explicit representation of product, marketing and sales knowledge stored in an underlying recommender knowledge base. Unfortunately, in many cases faulty models of recommender user interfaces are defined by knowledge engineers and no automated support for debugging such process designs is available. This paper presents an approach to automated debugging of faulty process designs of knowledge-based recommenders which increases the productivity of user interface development and maintenance. The approach has been implemented for a knowledge-based recommender environment within the scope of the Koba4MS project. | [
{
"first": "Alexander",
"middle": [],
"last": "Felfernig",
"suffix": ""
},
{
"first": "Kostyantyn",
"middle": [],
"last": "Shchekotykhin",
"suffix": ""
}
] | 2,006 | 10.1145/1111449.1111499 | IUI '06 | 1978154443 | [
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Measuring Abstract Mindsets through Syntax: Improvements in Automating the Linguistic Category Model. | 31,832,284 | [
{
"first": "Kate",
"middle": [
"M."
],
"last": "Johnson",
"suffix": ""
},
{
"first": "Reihane",
"middle": [],
"last": "Boghrati",
"suffix": ""
},
{
"first": "Cheryl",
"middle": [
"J."
],
"last": "Wakslak",
"suffix": ""
},
{
"first": "Morteza",
"middle": [],
"last": "Dehghani",
"suffix": ""
}
] | 2,017 | CogSci | 2787693322 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:31832284 | 0 | 0 | 0 | 0 | 0 |
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Frame Rate vs Resolution: A Subjective Evaluation of Spatiotemporal Perceived Quality Under Varying Computational Budgets | 13,833,622 | Maximizing performance for rendered content requires making compromises on quality parameters depending on the computational resources available . Yet, it is currently unclear which parameters best maximize perceived quality. This work investigates perceived quality across computational budgets for the primary spatiotemporal parameters of resolution and frame rate. Three experiments are conducted. Experiment 1 (n = 26) shows that participants prefer fixed frame rates of 60 frames per second (fps) at lower resolutions over 30 fps at higher resolutions. Experiment 2 (n = 24) explores the relationship further with more budgets and quality settings and again finds 60 fps is generally preferred even when more resources are available. Experiment 3 (n = 25) permits the use of adaptive frame rates, and analyses the resource allocation across seven budgets. Results show that while participants allocate more resources to frame rate at lower budgets the situation reverses once higher budgets are available and a frame rate of around 40 fps is achieved. In the overall, the results demonstrate a complex relationship between frame rate and resolution's effects on perceived quality. This relationship can be harnessed, via the results and models presented, to obtain more cost-effective virtual experiences. | [
{
"first": "Kurt",
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"last": "Debattista",
"suffix": ""
},
{
"first": "Keith",
"middle": [],
"last": "Bugeja",
"suffix": ""
},
{
"first": "Sandro",
"middle": [],
"last": "Spina",
"suffix": ""
},
{
"first": "Thomas",
"middle": [],
"last": "Bashford-Rogers",
"suffix": ""
},
{
"first": "Vedad",
"middle": [],
"last": "Hulusic",
"suffix": ""
}
] | 2,018 | 10.1111/cgf.13302 | Comput. Graph. Forum | Comput. Graph. Forum | 2759001622 | [
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When a little knowledge isn't a dangerous thing | 16,784,797 | In this paper we compare two departments of a public administration body carrying out similar work. In one department two sections, telephony and processing, are collocated whereas in the other they are not. We demonstrate the costs of distribution, in particular how the strictly enforced division of labour and limited visibility onto the workflow of the other section causes problems when dealing with normal, natural exceptions. The setting is one of seemingly routine bureaucratic work rather than high-skilled cooperative work, thus the impact of distribution might be considered rather surprising. We argue that a key requirement for any solution is to enable practitioners on the 'shop floor' the freedom to find elegant solutions to problems. | [
{
"first": "Jacki",
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"last": "O'Neill",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Martin",
"suffix": ""
},
{
"first": "Tommaso",
"middle": [],
"last": "Colombino",
"suffix": ""
},
{
"first": "Antonietta",
"middle": [],
"last": "Grasso",
"suffix": ""
}
] | 2,011 | 10.1145/1978942.1979186 | CHI | 2072324196 | [
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Designers' models of the human-computer interface | 14,139,365 | An experiment investigated the organization of declarative knowledge about the human computer interface (HCI). Two groups of experts in user interface design (human factors experts and software experts), and a control group sorted HCI concepts into categories. The data were transformed into measures of dissimilarity and analyzed using (1) hierarchical cluster analysis and (2) Pathfinder, a program that generates network representations of the data. Both expert groups had greater numbers of clusters, more elaborate clusters, and better organized networks than did the controls. The two expert groups differed with respect to the clustering of concepts related to display coding and software. The Pathfinder networks for the two expert groups differed in organization, with human factors experts' networks consisting of highly interrelated subnetworks and software experts networks consisting of central nodes and fewer, less interconnected subnetworks. The networks also differed in the number of concepts linked with such concepts as graphics, natural language, function keys, and speech recognition. The discussion focuses on (1) specific differences in cognitive models between HCI experts and novices and between different types of experts, and (2) the role of cognitive models in HCI design and in communications within a multidisciplinary design team. | [
{
"first": "Douglas",
"middle": [
"J."
],
"last": "Gillan",
"suffix": ""
},
{
"first": "Sarah",
"middle": [
"D."
],
"last": "Breedin",
"suffix": ""
}
] | 1,990 | 10.1145/97243.97315 | CHI '90 | 1991300113 | [
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Online Active Learning with Imbalanced Classes | 9,235,473 | This paper proposes an online algorithm for active learning that switches between different candidate instance selection strategies (ISS) for classification in imbalanced data sets. This is important for two reasons: 1) many real-world problems have imbalanced class distributions and 2) there is no ISS that always outperforms all the other techniques. We first empirically compare the performance of existing techniques on imbalanced data sets and show that different strategies work better on different data sets and some techniques even hurt compared to random selection. We then propose an unsupervised score to track and predict the performance of individual instance selection techniques, allowing us to select an effective technique without using a holdout set and wasting valuable labeled data. This score is used in a simple online learning approach that switches between different ISS at each iteration. The proposed approach performs better than the best individual strategy available to the online algorithm over data sets in this paper and provides a way to build practical and effective active learning system for imbalanced data sets. | [
{
"first": "Zahra",
"middle": [],
"last": "Ferdowsi",
"suffix": ""
},
{
"first": "Rayid",
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},
{
"first": "Raffaella",
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"last": "Settimi",
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] | 2,013 | 10.1109/ICDM.2013.12 | 2013 IEEE 13th International Conference on Data Mining | 2013 IEEE 13th International Conference on Data Mining | 2086184281 | [
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The Effects of Changing Projection Geometry on Perception of 3D Objects on and Around Tabletops | 1,669,116 | Displaying 3D objects on horizontal displays can cause problems in the way that the virtual scene is presented on the 2D surface; inappropriate choices in how 3D is represented can lead to distorted images and incorrect object interpretations. We present four experiments that test 3D perception. We varied projection geometry in three ways: type of projection (perspective/parallel), separation between the observer's point of view and the projection's center (discrepancy), and the presence of motion parallax (with/without parallax). Projection geometry had strong effects different for each task. Reducing discrepancy is desirable for orientation judgments, but not for object recognition or internal angle judgments. Using a fixed center of projection above the table reduces error and improves accuracy in most tasks. The results have far-reaching implications for the design of 3D views on tables, in particular, for multi-user applications where projections that appear correct for one person will not be perceived correctly by another. | [
{
"first": "Miguel",
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"A."
],
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{
"first": "Mark",
"middle": [],
"last": "Hancock",
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},
{
"first": "Carl",
"middle": [],
"last": "Gutwin",
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},
{
"first": "Sheelagh",
"middle": [],
"last": "Carpendale",
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}
] | 2,016 | 10.1145/2845081 | TCHI | 2396014525 | [] | [
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Making Sense out of Food | 14,407,989 | Making Sense out of Food Brent Kievit-Kylar ([email protected]) Cognitive Science Program, IU Bloomington, IN 47405 USA Yong-Yeol Ahn ([email protected]) School of Informatics and Computing, IU Bloomington, IN 47405 USA Peter M. Todd ([email protected]) Cognitive Science Program, IU Bloomington, IN 47405 USA information (e.g., so-called McRae features that people generate to describe objects—McRae 2005). Similarly, multi-modal information from objective measures of the visual, gustatory, and olfactory modalities along with subjective semantic and featural representations has been shown to have significant cross-modal predictive power (Kievit-Kylar & Jones 2012a,b): Information about an object in one sensory modality can provide significant information on what that object’s representation is in another modality. By combining information about an object across multiple modalities, the prediction of the unknown modality improves further. Unfortunately, collecting objective similarity measures based on physical features in various sensory domains is a difficult and expensive task, requiring specialized equipment for smell, taste, and touch information. Also, the resulting measures computed by collecting this information do not necessarily reflect the same sort of information available to and used by humans when they make their own similarity judgments (e.g., due to nonlinearities of senses as well as potential mismatch between the features that can be detected by humans versus machines). Here we use a novel technique based on a fluency and grouping task to collect subjective similarity information across multiple sensory domains. This data is used to test the hypothesis that, overall, different sensory modalities tend to conserve the same similarity relations among a set of objects, coding overlapping information. At the same time, the unique variance contained in the details of those sensory modalities is critical to understanding the relationships of these objects. To show this, we use cross-modal data we collected about different types of food. The category of food is useful for this exploration because foods are fundamental objects for humans, and people have rich multi-sensory conceptions of various foods in terms of modalities including visual, olfactory, taste, and tactile (we did not include aural). We then compare the subjective representations obtained from people between sensory domains as well as to existing objective data within domains (e.g., comparing how similar people judge the smell between two objects with how much their composition of volatile chemicals overlaps) to assess the extent of shared information across sensory domains for foods. Abstract In this paper we explore the application of a novel data collection scheme for multi-sensory information to the question of whether different sensory domains tend to show similar relations between objects (along with some unique variance). Our analyses—hierarchical clustering, MDS mapping, and other comparisons between sensory domains— support the existence of common representational schemes for food items in the olfactory, taste, visual, and tactile domains. We further show that the similarity within different sensory domains is a predictor for Rosch (1975) typicality measures. We also use the relative importance of sensory domains to predict the overall similarity between pairs of words, and compare subjective similarities to objective similarities based on physical sensory properties of the foods, showing a reasonable match. Keywords: Multi-sensory; data collection; typicality. Introduction While humans are primarily visual creatures (Barton 1998, 1995) we rely on all of our senses to function in the real world. If early humans judged whether food had gone bad only from sight without use of smell, they would have had a lower survival rate. The use of multisensory information is ingrained in our world representations so deeply that it is often encountered in pre-conscious tasks such as priming (Pecher 1998). But how much distinctive information do the different sensory domains provide about objects? Are exceptional objects in one sensory domain unexceptional in others, or do the different senses tend to provide largely overlapping information about objects? Addressing these questions and understanding the structure of multimodal sensory representations may provide critical insights for building better semantic space models, understanding language acquisition, and modeling memory phenomena including priming. Here we take an initial step by introducing a crowdsourcing framework for collecting multi-sensory object information, and ways of analyzing it. In previous work, Kievit-Kylar & Jones (2011) showed that carefully collected visual information could be used as a successful predictor for people’s judgments of overall similarity between objects, and that this predictor captured variance different from that supplied by semantic models based on text corpora analysis (e.g., Dumais et al, 1997, Jones et al 2006, Lund and Burgess 1996) and featural | [
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MoodLight: Exploring Personal and Social Implications of Ambient Display of Biosensor Data | 17,314,942 | MoodLight is an interactive ambient lighting system that responds to biosensor input related to an individual's current level of arousal. Changes in levels of arousal correspond to fluctuations in the color of light provided by the system, altering the immediate environment in ways intimately related to the user's private internal state. We use this intervention to explore personal and social implications of the ambient display of biosensor data. A design probe study conducted with university students provided the opportunity to observe MoodLight being used by individuals and dyads. Discussion of findings highlights key tensions associated with the dialectics of technology-mediated self-awareness and automated disclosure of personal information, addressing issues of agency, skepticism and uncertainty. This study provides greater understanding of the ways in which the representations of personal informatics, with a focus on ambient feedback, influence our perceptions of ourselves and those around us. | [
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Upvoting hurricane Sandy: event-based news production processes on a social news site | 2,734,929 | This paper uses the case of Hurricane Sandy and reddit's topical community (subreddit) /r/sandy to examine the production and curation of news content around events on a social news site. Through qualitative analysis, we provide a coded topology of produced content and describe how types of networked gatekeeping impact the framing of a crisis situation. This study also examines, through quantitative modeling, what kind of information becomes negotiated and voted as relevant. We suggest that highly scored content shared in a social news setting focused more on human-interest media and perspective-based citizen journalism than professional news reports. We conclude by discussing how the mechanisms of social news sites conflict with the social norms and culture of reddit to produce differing expectations around news. | [
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},
{
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"middle": [
"A."
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Accelerating XPath location steps | 207,706,114 | This work is a proposal for a database index structure that has been specifically designed to support the evaluation of XPath queries. As such, the index is capable to support all XPath axes (including ancestor, following, preceding-sibling, descendant-or-self, etc.). This feature lets the index stand out among related work on XML indexing structures which had a focus on regular path expressions (which correspond to the XPath axes children and descendant-or-self plus name tests). Its ability to start traversals from arbitrary context nodes in an XML document additionally enables the index to support the evaluation of path traversals embedded in XQuery expressions. Despite its flexibility, the new index can be implemented and queried using purely relational techniques, but it performs especially well if the underlying database host provides support for R-trees. A performance assessment which shows quite promising results completes this proposal. | [
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Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual Reality | 17,105,096 | We present "Level-Ups", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike traditional solutions that are integrated with locomotion devices, Level-Ups allow users to walk around freely ("real-walking"). We present Level-Ups in a demo environment based on a head-mounted display, optical motion capture, and integrated with two different game engines. In a user study, participants rated the realism of stepping onto objects 6.0 out of 7.0 when wearing Level-Ups compared to 3.5 without. | [
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{
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},
{
"first": "Patrick",
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] | 2,015 | 10.1145/2702123.2702253 | Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems | 2012607755 | [
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Modeling Cognition: How Fiction Relates to Fact | 18,036,720 | Modeling Cognition: How Fiction Relates to Fact Anna-Mari Rusanen ([email protected]) Philosophy of Science Group/ Department of Philosophy, History, Art and Culture Studies, PO BOX 24 00014 University of Helsinki, FINLAND Otto Lappi ([email protected]) Cognitive Science Institute of Behavioural Sciences, PO BOX 9 00014 University of Helsinki, FINLAND properties and their causal relations - gives rise to or produces the phenomenon. Constructing an explanatory mechanistic model involves mapping elements of a mechanistic model to the system of interest, so that the elements of the model correspond to identifiable constituent parts with the appropriate organization and causal powers to sustain that organization. The mechanistic account of explanation is a typical example of the realist interpretation of scientific models. According to realism, a model explains the behavior of a target system, if and only if it is a correct account of the target’s behavior underlying observed phenomena – i.e. the model must correspond to, depict or represent the target system in a sufficiently correct way. In addition, many current realist accounts require that the target systems are actual or real – i.e. have causal power to generate observable phenomena and data. However, models are always more or less abstract, simplified and idealized descriptions of their real world target systems. Target systems are just too complicated to be studied in a full fidelity, and thus all kinds of assumptions are made to reduce the complexity of a model. Thus most (if not all) models used in science are unrealistic. Often models are nevertheless considered useful, even if they are known to be false, and they are known to contain assumptions that are not even approximately true, but highly idealized. For this reason, it has been argued that this feature of modeling seriously undermines the realist interpretation of models. If all models involve unrealistic elements, how is it possible that they could correspond, depict or describe the real world target system in a correct or truthful way? If they do not, where does their explanatory force come from? Sometimes models involve assumptions about fictional entities and processes that are known not to exist in the real world. These fictional models describe systems that (i) do not exist in the real world or (ii) have elements that do not exist in the real world. Obvious examples of fictional models in cognitive science are for instance the models of Abstract The increasing use of computational modeling and simulation methods offers interesting epistemic and theoretical challenges for the philosophy of science. One of the main questions discussed in the philosophical literature relates to the explanatory role of false, unrealistic and sometimes even fictional models. In this paper we argue that (i) some fictional models can offer explanations known as structural model explanations, and (ii) at least some variants of realism, such as the information semantic account of scientific models, can consistently hold that this subset of fictional models are explanatory. Keywords: Models; information semantics fictional models; explanation; Introduction For a philosopher of science interested in the philosophical issues of modeling, cognitive science is a wonderful source of case studies. Cognitive science utilizes modeling in a unique way, both methodologically and theoretically. The increasing use of computational modeling and simulation methods offers interesting methodological challenges for scientists, but also philosophers of science find many things of interest in the theoretical and epistemic status of modeling methods. One of the main questions discussed in the philosophical literature relates to the explanatory role of models. A growing number of philosophers have proposed that explanation of the behavior and capacities of complex systems (such as those found in the cognitive, biological and neurosciences) does not typically involve natural laws, but specific models of particular mechanisms (Bechtel and Richardson, 1993; Craver, 2006, 2007; Machamer, Darden, and Craver, 2000). It has also been argued that this mechanistic account of explanation could be extended to cover explanations in cognitive science (Kaplan & Craver, 2011, Sun, 2008) and computer sciences, as well as computational neuroscience (for instance, Piccinini, 2007). According to this account, to explain a phenomenon is to construct a model of how a causal mechanism - a hierarchical system composed of component parts, their | [
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}
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Enhancing the Comprehension of Science Text through Visual Analogies | 13,911,262 | Enhancing the Comprehension of Science Text through Visual Analogies Bryan J. Matlen ([email protected]) Carnegie Mellon University, Department of Psychology 5000 Forbes Avenue, Pittsburgh, PA 15213 USA Stella Vosniadou ([email protected]) National and Kapodistrian University of Athens, Department of Philosophy and History of Science University Town, Athens 161 21, Greece Benjamin D. Jee ([email protected]) College of the Holy Cross, Department of Psychology 1 College Street, Worcester, MA 01610 USA Maria Ptouchkina ([email protected]) Northwestern University, Department of Psychology 2029 Sheridan Road, Evanston, IL 60208 USA Abstract Instructional analogies are commonly used in science and mathematics text, yet students may have difficulty understanding analogies in the absence of adequate instructional support. In spatially rich domains like geoscience, visual depictions of both the base and target concepts of text analogies (i.e. visual analogies) may provide crucial support for students. To test whether visual analogies would be beneficial for learning, 72 fourth- and fifth-grade students were provided a short analogy-enhanced instructional text on plate tectonics that included either pictures of both the base and target concepts (Visual Analogy condition) or the pictures of the target concept only (Target Picture condition). Results indicated that children in the Visual Analogy condition outperformed children in the Target Picture condition on both near and far transfer measures. These results are consistent with recent research suggesting that factors that promote comparison – such as side-by-side presentation of examples – facilitate learning from text. Keywords: Analogy. Instruction. Science Cognitive Development. Geoscience Education. Education. Introduction Analogies pervade thought, thus, they are often used as scaffolds for student learning. Many studies have documented the effectiveness of analogies in math and science learning (Braasch & Goldman, 2010; Clement, 1993; Glynn & Takahashi, 1998; Iding, 1997; McDaniel & Donnely, 1996; Thompson & Opfer, 2010; Vosniadou & Schommer, 1988) and a review on the topic concluded that 12 of 15 studies showed positive effects for analogies in science education (Dagher, 1995). However, while there is general consensus that analogies support learning, substantially fewer studies have addressed how to optimize learning from analogies. Without adequate instructional support – such as guidance during the mapping process (Richland, Holyoak, & Stigler, 2004) or indications of “where the analogy breaks down” (Glynn, 1991) – students may fail to benefit from analogical comparisons (Richland, Zur, & Holyoak, 2007). The present study addresses what design characteristics lead to optimal learning outcomes from analogies. In particular, we assess how visual representations may be used to enhance analogical learning in elementary science education. Analogical comparison involves aligning two or more representations on the basis of their common relational structure (Gentner, 1983, 2010). When one of the analogs is better understood than the other – as is often the case in analogies used for instruction – information from the familiar case (by convention, termed the base) can be projected to the unfamiliar case (by convention, termed the target). These analogical inferences provide a powerful way to acquire new knowledge from prior experience. Research on analogy has revealed that factors that promote analogical comparison also facilitate relational learning (Brown, Kane, & Long, 1989; Christie & Gentner, 2010; Gentner & Namy 1999; Gick & Holyoak, 1983; Kotovsky & Gentner, 1986). For example, Camtrambone & Holyoak (1989) found that when college undergrads were prompted to compare two semantically dissimilar problems that shared a common solution, students were more likely to transfer the solution to a distant analog than students who received the same base examples without prompts to compare them. Recent research has demonstrated that comparison is effective for promoting learning in topics as diverse as mathematics (Rittle-Johnson & Star, 2009), biology (Gadgil, Chi, & Nokes, submitted), architecture (Gentner, Levine, Dhillon, & Poltermann, 2009), and business negotiation (Gentner, Loewenstein, & Thompson, 2001), and that even relatively mild manipulations that promote comparison – such as side-by-side presentation of examples – can facilitate relational learning (Christie & Gentner, 2010; Gentner, Loewenstein, & Hung, 2007; Loewenstein & Gentner, 2002; Oakes & Ribar, 2005). Although comparison in general has been found to promote learning across a diverse range of topics, the quality of the comparison can be an important factor in | [
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},
{
"first": "Maria",
"middle": [],
"last": "Ptouchkina",
"suffix": ""
}
] | 2,011 | CogSci | 2575301687 | [
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Speedup Clustering with Hierarchical Ranking | 11,805,179 | Many clustering algorithms in particular hierarchical clustering algorithms do not scale-up well for large data-sets especially when using an expensive distance function. In this paper, we propose a novel approach to perform approximate clustering with high accuracy. We introduce the concept of a pairwise hierarchical ranking to efficiently determine close neighbors for every data object. Empirical results on synthetic and real-life data show a speedup of up to two orders of magnitude over OPTICS while maintaining a high accuracy and up to one order of magnitude over the previously proposed DATA BUBBLES method, which also tries to speedup OPTICS by trading accuracy for speed. | [
{
"first": "Jianjun",
"middle": [],
"last": "Zhou",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Sander",
"suffix": ""
}
] | 2,006 | 10.1109/ICDM.2006.151 | Sixth International Conference on Data Mining (ICDM'06) | Sixth International Conference on Data Mining (ICDM'06) | 2097507414 | [
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Ad hoc creature: Lost and added in translation from description to depiction. | 42,692,300 | [
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{
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},
{
"first": "Eiji",
"middle": [],
"last": "Aramaki",
"suffix": ""
}
] | 2,012 | CogSci | 2399763250 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:42692300 | null | null | null | null | null |
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Investigating the Visual/Analytic Shift in Students' Knowledge in Chemistry. | 30,619,784 | We argue that the acquisition of chemistry expertise requires considerable conceptual changes, which among other things involve a change from reliance on visual-spatial thinking to the employment of analytic strategies. We also argue that this shift in chemistry and specifically in knowledge about molecular structure is related to the acquisition of expertise and not to individual differences in visual-spatial thinking. In this presentation we will present an experiment designed to investigate the visual-analytic shift in knowledge about molecular structure in 132 11th graders. The results showed that the students, who were novices in chemistry, could solve the items requiring visual strategies but not those requiring analytic strategies, suggesting that they had not achieved the visual/analytic shift. Additional studies are needed to compare novices and experts in order to further test our hypothesis regarding the visual-analytic shift in chemistry. | [
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{
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"middle": [],
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{
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{
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{
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{
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"P."
],
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},
{
"first": "Chrysa",
"middle": [],
"last": "Tsougraki",
"suffix": ""
}
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The integration of frequency and phonetic variation in the perception of accented speech | 45,298,518 | The interaction of lexical frequency and phonetic variation in the perception of accented speech Marie-Catherine de Marneffe ([email protected]) Department of Linguistics, Bldg. 460 Stanford University Stanford, CA 94305-2150 John Tomlinson, Jr. ([email protected]) School of Psychology, Cardiff University Cardiff, CF10 3AT Marisa Tice ([email protected]) Department of Linguistics, Bldg. 460, Stanford University Stanford, CA 94305-2150 Meghan Sumner ([email protected]) Department of Linguistics, Bldg. 460, Stanford University Stanford, CA 94305-2150 Abstract How listeners understand spoken words despite massive varia- tion in the speech signal is a central issue for linguistic theory. A recent focus on lexical frequency and specificity has proved fruitful in accounting for this phenomenon. Speech percep- tion, though, is a multi-faceted process and likely incorporates a number of mechanisms to map a variable signal to meaning. We examine a well-established language use factor — lexical frequency — and how this factor is integrated with phonetic variability during the perception of accented speech. We show that an integrated perspective highlights a low-level perceptual mechanism that accounts for the perception of accented speech absent native contrasts, while shedding light on the use of in- teractive language factors in the perception of spoken words. Keywords: speech perception, cross-accent perception, lexi- cal frequency, phonetic variation. Introduction A single word is produced differently each time it is ut- tered by one speaker. A single speaker naturally produces a wide array of sound tokens that differ greatly in any number of acoustic values — amplitude, F 0 , duration, for- mant transitions, and so on. Each of these acoustically distinct tokens must be understood sometimes as a single sound (within-category), and other times as different sounds (across-category). A central issue is how listeners, oftentimes with no prior experience with a speaker, learn to navigate through this variation to perceive two variants of a token as instances of the same word or two different words. This is particularly challenging considering that minimal differences between words are oftentimes meaningful. Theories of speech perception that are sensitive to vari- ation, both phonetic and phonological, have typically fo- cused on language use factors to explain how listeners ac- complish the task of mapping a variable signal onto mean- ing (Goldinger, 1996; Johnson, 1997; Newman, Clouse, & Burnham, 2001; Pierrehumbert, 2002). One factor that plays an important role in this mapping task is frequency, or how often a linguistic unit is produced (or experienced by a lis- tener). We know that frequently produced units come with perceptual benefits, e.g., in recognition time, (Dahan, Mag- nuson, & Tanenhaus, 2001; Forster, 1976; Fox, 1984; Gros- jean, 1980; McClelland & Rumelhart, 1981). For example, Fox (1984) found that listeners made more b responses to words in a bad–dad continuum than to syllables in a ba– da continuum when asked to identify the initial sound in the word. He attributed this to a categorization bias toward fre- quent lexical items, showing that we can get Ganong-like (lexical bias) effects with lexical frequency over and above categorical word/non-word effects. Similar effects have been shown for units smaller than a word (e.g., frequent phono- logical variants, Connine, 2004; Deelman & Connine, 2001) and units larger than a word (e.g., chunks of commonly co- occurring words, Arnon & Snider, 2010). Lexical frequency is also a factor shown to influence both the production and perception of spoken words. For example, Jurafsky, Bell, Gregory, and Raymond (2001) showed that frequent words are shorter in duration than infrequent words. Examining the perception of lexically-specific phonological variants, LoCasto and Connine (2002) found that frequent words that typically occur with a reduced vowel in the first syllable (e.g., police) are recognized faster and more accu- rately with a reduced vowel than with a full initial vowel. On the other hand an infrequent word, like obese, that is most often produced with a full vowel, is recognized faster and more accurately with a full vowel. Their study thus shows that listeners are sensitive to phonological variant frequency differences across words of a similar phonological shape. These behavioral patterns are the result of years of expe- rience and exposure with a native language (English). As listeners, we must also map variable speech with less famil- iar speech patterns, and these speech patterns oftentimes use contrasts that are novel to listeners. To circumvent this issue, a number of studies have examined the perception of regional | [
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"de"
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"suffix": ""
},
{
"first": "John",
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"M."
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"last": "Tomlinson",
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{
"first": "Marisa",
"middle": [],
"last": "Tice",
"suffix": ""
},
{
"first": "Meghan",
"middle": [],
"last": "Sumner",
"suffix": ""
}
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Preface | 211,724,493 | [
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},
{
"first": "Matthias S.",
"middle": [],
"last": "Muller",
"suffix": ""
}
] | 2,010 | 10.1002/cpe.1678 | Concurr. Comput. Pract. Exp. | Concurr. Comput. Pract. Exp. | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:211724493 | 0 | 0 | 0 | 0 | 0 |
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From Margins to Seams: Imbrication, Inclusion, and Torque in the Aadhaar Identification Project | 2,333,607 | Problems of marginalization and inclusion are central to HCI scholarship and impact in the world, but are badly named in the binary models of access that currently dominate the field. Building on prior work in ICTD and infrastructure studies, this paper explores the problem of inclusion through historical and ethnographic study of Aadhaar, India's biometrics-based national identification project. We illustrate tensions between Aadhaar users' ability to register, authenticate and successfully deploy their registered identity to participate in the Public Distribution System (PDS), a government scheme that provides subsidized food grains to the Indian poor. We argue that rather than an all-or-nothing state, inclusion in ICTD infrastructures is an ongoing and fragile process, achieved (unevenly) at the seams of multiple interconnected systems. Finally, we show that questions of (effective) inclusion are determined not just at margins of a system (who is in and who is out) but also through the artful and often challenging negotiation of the seams that run through and connect complex distributed infrastructures. | [
{
"first": "Ranjit",
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"last": "Singh",
"suffix": ""
},
{
"first": "Steven",
"middle": [
"J."
],
"last": "Jackson",
"suffix": ""
}
] | 2,017 | 10.1145/3025453.3025910 | Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems | 2611173295 | [
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Wavelet encoding of BRDFs for real-time rendering | 2,537,105 | Acquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones. | [
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},
{
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"last": "Barthe",
"suffix": ""
},
{
"first": "Mathias",
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"last": "Paulin",
"suffix": ""
}
] | 2,007 | 10.1145/1268517.1268546 | GI '07 | 2004761635 | [
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Query processing in main memory database management systems | 16,894,136 | Most previous work in the area of main memory database systems has focused on the problem of developing query processing techniques that work well with a very large buffer pool. In this paper, we address query processing issues for memory resident relational databases, an environment with a very different set of costs and priorities. We present an architecture for a main memory DBMS, discussing the ways in which a memory resident database differs from a disk-based database. We then address the problem of processing relational queries in this architecture, considering alternative algorithms for selection, projection, and join operations and studying their performance. We show that a new index structure, the T Tree, works well for selection and join processing in memory resident databases. We also show that hashing methods work well for processing projections and joins, and that an old join method, sort-merge, still has a place in main memory. | [
{
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"J."
],
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"suffix": ""
},
{
"first": "Michael",
"middle": [
"J."
],
"last": "Carey",
"suffix": ""
}
] | 1,986 | 10.1145/16894.16878 | SIGMOD '86 | 2020646533 | [] | [
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Dynamic Comics for Hierarchical Abstraction of 3D Animation Data | 1,150,202 | (b) (c) Figure 1: T hree comic sequences which are automatically generated based on the snapshot tree of Figure 2. They describe th e same locomotion animation in different perspectives. The left image describes the global traveling path of the subject. The middle comic sequence shows the transition of the locomotion style. The right comic sequence presents the detailed body poses and the number steps in both styles. Abstract I mage storyboards of films and videos are useful for quick browsing and automatic video processing. A common approach for producing image storyboards is to display a set of selected key-frames in temporal order, which has been widely used for 2D video data. However, such an approach cannot be applied for 3D animation data because different information is revealed by changing parameters such as the viewing angle and the duration of the animation. Also, the interests of the viewer may be different from person to person. As a result, it is difficult to draw a single image that perfectly abstracts the entire 3D animation data. In this paper, we propose a system that allows users to interactively browse an animation and produce a comic sequence out of it. Each snapshot in the comic optimally visualizes a duration of the original animation, taking into account the geometry and motion of the characters and objects in the scene. This is achieved by a novel algorithm that automatically produces a hierarchy of snapshots from the input animation. Our user interface allows users to arrange the snapshots according to the complexity of the movements by the characters and objects, the duration of the animation and the page area to visualize the comic sequence. Our system is useful for quickly browsing through a large amount of animation data and semi-automatically synthesizing a storyboard from a long sequence of animation. | [
{
"first": "Myung Geol",
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"last": "Choi",
"suffix": ""
},
{
"first": "Seung-Tak",
"middle": [],
"last": "Noh",
"suffix": ""
},
{
"first": "Taku",
"middle": [],
"last": "Komura",
"suffix": ""
},
{
"first": "Takeo",
"middle": [],
"last": "Igarashi",
"suffix": ""
}
] | 2,013 | 10.1111/cgf.12206 | Comput. Graph. Forum | Comput. Graph. Forum | 2143538992 | [
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ORION: Online Regularized Multi-task Regression and Its Application to Ensemble Forecasting | 17,186,821 | Ensemble forecasting is a well-known numerical prediction technique for modeling the evolution of nonlinear dynamic systems. The ensemble member forecasts are generated from multiple runs of a computer model, where each run is obtained by perturbing the starting condition or using a different model representation of the dynamic system. The ensemble mean or median is typically chosen as the consensus point estimate of the aggregated forecasts for decision making purposes. These approaches are limited in that they assume each ensemble member is equally skill ful and do not consider their inherent correlations. In this paper, we cast the ensemble forecasting task as an online, multi-task regression problem and present a framework called ORION to estimate the optimal weights for combining the ensemble members. The weights are updated using a novel online learning with restart strategy as new observation data become available. Experimental results on seasonal soil moisture predictions from 12 major river basins in North America demonstrate the superiority of the proposed approach compared to the ensemble median and other baseline methods. | [
{
"first": "Jianpeng",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Pang-Ning",
"middle": [],
"last": "Tan",
"suffix": ""
},
{
"first": "Lifeng",
"middle": [],
"last": "Luo",
"suffix": ""
}
] | 2,014 | 10.1109/ICDM.2014.90 | 2014 IEEE International Conference on Data Mining | 2014 IEEE International Conference on Data Mining | 1994916152 | [
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Shake'n'sense: reducing interference for overlapping structured light depth cameras | 11,854,367 | We present a novel yet simple technique that mitigates the interference caused when multiple structured light depth cameras point at the same part of a scene. The technique is particularly useful for Kinect, where the structured light source is not modulated. Our technique requires only mechanical augmentation of the Kinect, without any need to modify the internal electronics, firmware or associated host software. It is therefore simple to replicate. We show qualitative and quantitative results highlighting the improvements made to interfering Kinect depth signals. The camera frame rate is not compromised, which is a problem in approaches that modulate the structured light source. Our technique is non-destructive and does not impact depth values or geometry. We discuss uses for our technique, in particular within instrumented rooms that require simultaneous use of multiple overlapping fixed Kinect cameras to support whole room interactions. | [
{
"first": "D.",
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{
"first": "Shahram",
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{
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},
{
"first": "David",
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] | 2,012 | 10.1145/2207676.2208335 | CHI '12 | 2096521559 | [
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Selecting a comprehensive set of reviews | 14,247,919 | Online user reviews play a central role in the decision-making process of users for a variety of tasks, ranging from entertainment and shopping to medical services. As user-generated reviews proliferate, it becomes critical to have a mechanism for helping the users (information consumers) deal with the information overload, and presenting them with a small comprehensive set of reviews that satisfies their information need. This is particularly important for mobile phone users, who need to make decisions quickly, and have a device with limited screen real-estate for displaying the reviews. Previous approaches have addressed the problem by ranking reviews according to their (estimated) helpfulness. However, such approaches do not account for the fact that the top few high-quality reviews may be highly redundant, repeating the same information, or presenting the same positive (or negative) perspective. In this work, we focus on the problem of selecting a comprehensive set of few high-quality reviews that cover many different aspects of the reviewed item. We formulate the problem as a maximum coverage problem, and we present a generic formalism that can model the different variants of review-set selection. We describe algorithms for the different variants we consider, and, whenever possible, we provide approximation guarantees with respect to the optimal solution. We also perform an experimental evaluation on real data in order to understand the value of coverage for users. | [
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{
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}
] | 2,011 | 10.1145/2020408.2020440 | KDD | 2104456647 | [
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From information visualization to direct manipulation: extending a generic visualization framework for the interactive editing of large datasets | 14,732,879 | Today's generic data management applications such as accounting, CRM or logging and tracking software, rely on form and menu based interfaces. These applications take only marginal advantage of current graphical user interfaces. This is because the data they handle does not have intrinsic visual representations upon which direct manipulation principles can be used. This article presents how we have extended an Information Visualization framework with generic data manipulation functions. These new data editing capabilities are tuned to take advantage of the characteristics of each view. They enable us to generalize the direct manipulation mechanisms to address many abstract data manipulation needs. In this article we present five uses of the features we have implemented and deduce a general workflow applicable to a variety of contexts. The workflow comprises three steps and five editing actions. The steps are: adjust view, select, and edit. The editing actions are: edit a value or group of values, clone objects, remove objects, add attributes, and remove attributes. The workflow provides complete editing access to table and hierarchical data structures using particularly terse interaction methods. It defines a general data editing model that enables powerful data manipulation tasks without requiring end-user programming or scripting. | [
{
"first": "Thomas",
"middle": [],
"last": "Baudel",
"suffix": ""
}
] | 2,006 | 10.1145/1166253.1166265 | UIST | 1979145590 | [
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Linking Data to Action: Designing for Amateur Energy Management | 27,930,908 | Design of eco-feedback has primarily aimed at persuading individuals to change behaviours into more environmentally sustainable ones. However, it has been questioned how effective such feedback is in supporting long-term change. As an alternative focus for energy feedback, we present a case study of amateur energy management work in apartment buildings owned by housing cooperatives, and the design of an app that aims to stimulate and support cooperatives in taking energy actions that significantly reduce the cooperative's collective energy use. By linking energy data to energy actions, the users can see how actions taken in their own and other cooperatives affected the energy use, learn from each other's experiences and become motivated as energy amateurs. Based on our housing cooperative case, we reflect on design aspects to consider when designing for energy management in amateur settings. | [
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"first": "Hanna",
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"last": "Hasselqvist",
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},
{
"first": "Cristian",
"middle": [],
"last": "Bogdan",
"suffix": ""
},
{
"first": "Filip",
"middle": [],
"last": "Kis",
"suffix": ""
}
] | 2,016 | 10.1145/2901790.2901837 | DIS '16 | 2417704431 | [
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Characteristics of shared health reflections in a local community | 14,420,542 | We performed a content analysis of the information shared in a locally and culturally focused health application, EatWell. In EatWell, information is shared via the creation of audio recordings. Our results highlight the reflective nature of these recordings, in particular, 1) the topics discussed in these reflections as well as their tone, 2) how these reflections were contextualized (locally and culturally) and 3) how system users addressed one another in their reflections. We compare our findings with the dominant technological approach to supporting health information exchange amongst lay people: online support groups. In particular, we reflect upon why, though many of the community-building features of online support groups did not translate into EatWell, our users felt a sense of community empowerment. Based on our results, we discuss implications for designing locally and culturally focused health applications that leverage reflection as a contribution method. | [
{
"first": "Andrea",
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"last": "Grimes",
"suffix": ""
},
{
"first": "Brian",
"middle": [
"M."
],
"last": "Landry",
"suffix": ""
},
{
"first": "Rebecca",
"middle": [
"E."
],
"last": "Grinter",
"suffix": ""
}
] | 2,010 | 10.1145/1718918.1718992 | CSCW '10 | 2120335942 | [
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TouchCounters: designing interactive electronic labels for physical containers | 53,244,751 | [
{
"first": "Paul",
"middle": [],
"last": "Yarin",
"suffix": ""
},
{
"first": "Hiroshi",
"middle": [],
"last": "Ishii",
"suffix": ""
}
] | 2,000 | 10.1145/633292.633305 | CHI Extended Abstracts | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:53244751 | null | null | null | null | null |
|||||||
BxDF material acquisition, representation, and rendering for VR and design | 207,997,917 | Photorealistic and physically-based rendering of real-world environments with high fidelity materials is important to a range of applications, including special effects, architectural modelling, cultural heritage, computer games, automotive design, and virtual reality (VR). Our perception of the world depends on lighting and surface material characteristics, which determine how the light is reflected, scattered, and absorbed. In order to reproduce appearance, we must therefore understand all the ways objects interact with light, and the acquisition and representation of materials has thus been an important part of computer graphics from early days. Nevertheless, no material model nor acquisition setup is without limitations in terms of the variety of materials represented, and different approaches vary widely in terms of compatibility and ease of use. In this course, we describe the state of the art in material appearance acquisition and modelling, ranging from mathematical BSDFs to data-driven capture and representation of anisotropic materials, and volumetric/thread models for patterned fabrics. We further address the problem of material appearance constancy across different rendering platforms. We present two case studies in architectural and interior design. The first study demonstrates Yulio, a new platform for the creation, delivery, and visualization of acquired material models and reverse engineered cloth models in immersive VR experiences. The second study shows an end-to-end process of capture and data-driven BSDF representation using the physically-based Radiance system for lighting simulation and rendering. | [
{
"first": "Giuseppe",
"middle": [
"Claudio"
],
"last": "Guarnera",
"suffix": ""
},
{
"first": "Dar'ya",
"middle": [],
"last": "Guarnera",
"suffix": ""
},
{
"first": "Gregory",
"middle": [
"John"
],
"last": "Ward",
"suffix": ""
},
{
"first": "Mashhuda",
"middle": [],
"last": "Glencross",
"suffix": ""
},
{
"first": "Ian",
"middle": [],
"last": "Hall",
"suffix": ""
}
] | 2,019 | 10.1145/3355047.3362092 | SA '19 | 2987827271 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:207997917 | null | null | null | null | null |
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Benchmark Generator for Dynamic Overlapping Communities in Networks | 6,592,339 | We describe a dynamic graph generator with overlapping communities that is capable of simulating community scale events while at the same time maintaining crucial graph properties. Such a benchmark generator is useful to measure and compare the responsiveness and efficiency of dynamic community detection algorithms. Since the generator allows the user to tune multiple parameters, it can also be used to test the robustness of a community detection algorithm across a spectrum of inputs. In an experimental evaluation, we demonstrate the generator's performance and show that graph properties are indeed maintained over time. Further, we show that standard community detection algorithms are able to find the generated community structure. To the best of our knowledge, this is the first time that all of the above have been combined into one benchmark generator, and this work constitutes an important building block for the development of efficient and reliable dynamic, overlapping community detection algorithms. | [
{
"first": "Neha",
"middle": [],
"last": "Sengupta",
"suffix": ""
},
{
"first": "Michael",
"middle": [],
"last": "Hamann",
"suffix": ""
},
{
"first": "Dorothea",
"middle": [],
"last": "Wagner",
"suffix": ""
}
] | 2,017 | 10.1109/ICDM.2017.51 | 2017 IEEE International Conference on Data Mining (ICDM) | 2017 IEEE International Conference on Data Mining (ICDM) | 2771834142 | [
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BagMinHash - Minwise Hashing Algorithm for Weighted Sets | 3,614,073 | Minwise hashing has become a standard tool to calculate signatures which allow direct estimation of Jaccard similarities. While very efficient algorithms already exist for the unweighted case, the calculation of signatures for weighted sets is still a time consuming task. BagMinHash is a new algorithm that can be orders of magnitude faster than current state of the art without any particular restrictions or assumptions on weights or data dimensionality. Applied to the special case of unweighted sets, it represents the first efficient algorithm producing independent signature components. A series of tests finally verifies the new algorithm and also reveals limitations of other approaches published in the recent past. | [
{
"first": "Otmar",
"middle": [],
"last": "Ertl",
"suffix": ""
}
] | 2,018 | 1802.03914 | 10.1145/3219819.3220089 | Proceedings of the 24th ACM SIGKDD International Conference on Knowledge Discovery & Data Mining | 2785764160 | [
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Topic shift in efficient discourse production | 16,293,118 | Topic Shift in Efficient Discourse Production Ting Qian ([email protected]) T. Florian Jaeger ([email protected]) Department of Brain and Cognitive Sciences, University of Rochester Rochester, NY 14627 USA Abstract Speakers have been hypothesized to organize discourse con- tent so as to achieve communicative efficiency. Previous work has focused on indirect tests of the hypothesis that speakers aim to keep per-word entropy constant across discourses to achieve communicative efficiency (Genzel & Charniak, 2002). We present novel and more direct evidence by examining the role of topic shift in discourse planning. If speakers aim for constant per-word entropy, they should encode less uncondi- tional per-word entropy (as estimated based on only sentence- internal cues) following topic shifts, as there is less relevant context to condition on. Applying latent topic modeling to a large set of English texts, we find that speakers are indeed sen- sitive to the recent topic structure in the predicted way. Keywords: discourse production; topic shift; communicative efficiency Introduction Recent years have seen a surge in accounts motivated by in- formation theory that consider language production to be par- tially driven by a preference for communicative efficiency (Aylett & Turk, 2004; Ferrer i Cancho & D´iaz-Guilera, 2007; Genzel & Charniak, 2002; Jaeger, 2010; Levy & Jaeger, 2007). Here we focus on evidence from discourse produc- tion that speakers distribute information across sentence so as to hold the conditional entropy associated with a word constant, which would facilitate efficient information transfer (Genzel & Charniak, 2002). As language production unfolds over time, information needs to be computed with reference to conditional (contextualized) probabilities. This raises the question as to what cues are integrated into contextualized probabilities, and how they are integrated. This issue so far has received little to no attention. We investigate whether shifts in the latent topics of a discourse influence the amount of information encoded in each sentence. Previous research on efficiency in discourse production has revealed an interesting relation between the information con- tent of a sentence and its position in a discourse: on average, sentences that occur later in a discourse tend to contain more unconditional information per word than earlier ones (Genzel & Charniak, 2002, 2003; Keller, 2004; Piantadosi & Gib- son, 2008; Qian & Jaeger, 2009). Unconditional information refers to the information a word (or sentence) carries if only sentence-internal cues are considered (i.e. without consider- ation of preceding discourse context). Why would speakers distribute discourse information in such a way? Information theoretic considerations about efficient communication pro- vide a possible explanation. Shannon’s noisy channel theo- rem implies that an efficient communication system should transmit information at a constant rate close to the channel capacity (Shannon, 1948). The information of a sentence is defined as the negative log-probability of a sentence. The dif- ference between unconditional and conditional information relates to whether sentence information reflects the effect of discourse context. These considerations led Genzel and Char- niak (2002) to propose the Constant Entropy Rate hypothesis, according to which unconditional sentence information is ex- pected to increase over time if conditional sentence informa- tion stays more or less uniform (for more detail, see Qian and Jaeger (submitted)). Thus, the finding of a positive cor- relation between unconditional information and sentence po- sition can be taken as evidence for communicative efficiency of language. However, the observed positive correlation is a rather weak confirmation of communicative efficiency, primarily because it is only a necessary, but not sufficient, condition of the hy- pothesized uniform distribution of conditional information in discourses. One way of obtaining stronger results is to esti- mate the conditional information of sentences and then tests whether those estimates indeed form a uniform distribution. This would require one to obtain a discourse-sensitive lan- guage model, from which conditional information estimates can be derived. One can also work with unconditional in- formation estimates and try to identify variables that max- imally correlate with discourse context. The effect of sen- tence position on unconditional information is expected to be subsumed by such predictors, since they have essentially compensated for the lack of discourse context in the uncon- ditional estimates of information. Here we present a series of studies that apply both methods through the use of topic modeling. We derived two partially conditioned estimators of sentence information by estimating the topics in the pre- ceding discourse (a fully conditioned estimator would at least incorporate world knowledge that is relevant to the discourse, which is almost implausible). At the same time, topic mod- eling also allowed us to measure topic shifts in a discourse. When a discourse undergoes a large topic shift, the previously mentioned materials are less predictive of the upcoming ma- terials, leading to higher information in those sentences. This intuitively suggests that topic shift will be a good predictor of sentence information. We test this hypothesis in both studies. We begin with a review of previous work that motivates the approach taken here. Estimating Sentence Information Previous studies mostly used ngram to estimate how much in- formation a sentence contains independent of discourse con- text. Under those models, the probability of a word is con- ditioned on certain within-sentence elements (e.g. the n-1 | [
{
"first": "Ting",
"middle": [],
"last": "Qian",
"suffix": ""
},
{
"first": "T.",
"middle": [
"Florian"
],
"last": "Jaeger",
"suffix": ""
}
] | 2,011 | in The 33rd Annual Meeting of the Cognitive Science Society, CogSci11 | 2579087420 | [
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||||||
Storage Technology: RAID and Beyond. | 209,398,291 | [
{
"first": "Garth",
"middle": [
"A."
],
"last": "Gibson",
"suffix": ""
}
] | 1,995 | SIGMOD 1995 | 137248555 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:209398291 | null | null | null | null | null |
|||||||
Arithmetic Sense Predicts Children's Mathematical Achievement Better Than Arithmetic Fluency. | 51,993,300 | [
{
"first": "Soo-hyun",
"middle": [],
"last": "Im",
"suffix": ""
},
{
"first": "Sashank",
"middle": [],
"last": "Varma",
"suffix": ""
}
] | 2,018 | CogSci | 2941041298 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:51993300 | 0 | 0 | 0 | 0 | 0 |
|||||||
Crowdsourcing effective educational interventions. | 203,620,008 | [
{
"first": "John",
"middle": [],
"last": "Priniski",
"suffix": ""
},
{
"first": "Zachary",
"middle": [],
"last": "Horne",
"suffix": ""
}
] | 2,019 | CogSci | 2977738970 | [
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|||||||
Why do echo chambers form? The role of trust, population heterogeneity, and objective truth. | 203,620,116 | [
{
"first": "Amy",
"middle": [],
"last": "Perfors",
"suffix": ""
},
{
"first": "Danielle",
"middle": [
"J."
],
"last": "Navarro",
"suffix": ""
}
] | 2,019 | CogSci | 2977968798 | [
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Social Learning and Decisional Constraints in Uncertain Environments. | 203,620,315 | [
{
"first": "Marius",
"middle": [
"C."
],
"last": "Vollberg",
"suffix": ""
},
{
"first": "Matthias",
"middle": [],
"last": "Hofer",
"suffix": ""
},
{
"first": "Mina",
"middle": [],
"last": "Cikara",
"suffix": ""
}
] | 2,019 | CogSci | 2977767916 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:203620315 | null | null | null | null | null |
|||||||
Investigating the Role of Future-orientated Feedback in Self-Monitoring Devices. | 203,620,328 | [
{
"first": "Milena",
"middle": [],
"last": "Nikolic",
"suffix": ""
},
{
"first": "Magda",
"middle": [],
"last": "Osman",
"suffix": ""
}
] | 2,019 | CogSci | 2978065445 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:203620328 | null | null | null | null | null |
|||||||
Word frequency affects binding probability not memory precision. | 203,620,570 | [
{
"first": "Vencislav",
"middle": [],
"last": "Popov",
"suffix": ""
},
{
"first": "Matt",
"middle": [],
"last": "So",
"suffix": ""
},
{
"first": "Lynne",
"middle": [
"M."
],
"last": "Reder",
"suffix": ""
}
] | 2,019 | 10.31234/osf.io/deyjm | CogSci | 2977851238 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:203620570 | null | null | null | null | null |
||||||
An Accurate Implicit Field Representation for Meshes and Its Adapted Triangulation Algorithms | 43,395,302 | [
{
"first": "Marc",
"middle": [],
"last": "Fournier",
"suffix": ""
},
{
"first": "Jean-Michel",
"middle": [],
"last": "Dischler",
"suffix": ""
},
{
"first": "Dominique",
"middle": [],
"last": "Bechmann",
"suffix": ""
}
] | 2,007 | 10.2312/egs.20071020 | Eurographics | 2286677879 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:43395302 | null | null | null | null | null |
||||||
3D Triangulations for Industrial Applications | 12,886,912 | This paper presents a methodology for creating 3D non-structured meshes for industrial applications, which honor all the boundaries of the domain. The input for the system is a multi-region 3D non-manifold model, possibly containing dangling faces, which poses a number of difficulties for standard 3D triangulation frameworks. The main contribution of this work consists of a detailed description of how these difficulties were overcome in a real implementation. | [
{
"first": "P.",
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"R."
],
"last": "Cavalcanti",
"suffix": ""
},
{
"first": "Y.",
"middle": [
"P."
],
"last": "Atencio",
"suffix": ""
},
{
"first": "C.",
"middle": [],
"last": "Esperanca",
"suffix": ""
},
{
"first": "F.",
"middle": [
"P."
],
"last": "Nascimento",
"suffix": ""
}
] | 2,012 | 10.1109/SIBGRAPI.2012.23 | 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images | 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images | 1995199298 | [
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A thin stretchable interface for tangential force measurement | 15,009,346 | We have developed a simple skin-like user interface that can be easily attached to curved as well as flat surfaces and used to measure tangential force generated by pinching and dragging interactions. The interface consists of several photoreflectors that consist of an IR LED and a phototransistor and elastic fabric such as stocking and rubber membrane. The sensing method used is based on our observation that photoreflectors can be used to measure the ratio of expansion and contraction of a stocking using the changes in transmissivity of IR light passing through the stocking. Since a stocking is thin, stretchable, and nearly transparent, it can be easily attached to various types of objects such as mobile devices, robots, and different parts of the body as well as to various types of conventional pressure sensors without altering the original shape of the object. It can also present natural haptic feedback in accordance with the amount of force exerted. A system using several such sensors can determine the direction of a two-dimensional force. A variety of example applications illustrated the utility of this sensing system. | [
{
"first": "Yuta",
"middle": [],
"last": "Sugiura",
"suffix": ""
},
{
"first": "Masahiko",
"middle": [],
"last": "Inami",
"suffix": ""
},
{
"first": "Takeo",
"middle": [],
"last": "Igarashi",
"suffix": ""
}
] | 2,012 | 10.1145/2380116.2380182 | UIST '12 | 2133656144 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:15009346 | 0 | 0 | 0 | 1 | 0 |
|||||
Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation | 207,222,964 | Although different types of touch surfaces have gained extensive attention in HCI, this is the first work to directly compare them for two critical factors: performance and ergonomics. Our data come from a pointing task (N=40) carried out on five common touch surface types: public display (large, vertical, standing), tabletop (large, horizontal, seated), laptop (medium, adjustably tilted, seated), tablet (seated, in hand), and smartphone (single- and two-handed input). Ergonomics indices were calculated from biomechanical simulations of motion capture data combined with recordings of external forces. We provide an extensive dataset for researchers and report the first analyses of similarities and differences that are attributable to the different postures and movement ranges. | [
{
"first": "Myroslav",
"middle": [],
"last": "Bachynskyi",
"suffix": ""
},
{
"first": "Gregorio",
"middle": [],
"last": "Palmas",
"suffix": ""
},
{
"first": "Antti",
"middle": [],
"last": "Oulasvirta",
"suffix": ""
},
{
"first": "Jürgen",
"middle": [],
"last": "Steimle",
"suffix": ""
},
{
"first": "Tino",
"middle": [],
"last": "Weinkauf",
"suffix": ""
}
] | 2,015 | 10.1145/2702123.2702607 | Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems | 2121819635 | [
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|||||
Using Webcams for Product Presentations in HTML5 | 42,712,577 | [
{
"first": "Mathias",
"middle": [],
"last": "Borg",
"suffix": ""
},
{
"first": "Martin",
"middle": [],
"last": "Kraus",
"suffix": ""
}
] | 2,013 | 10.2312/conf/EG2013/posters/021-022 | Eurographics | 2209738982 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:42712577 | null | null | null | null | null |
||||||
Co-ordinating Conventions in Graphical Dialogue: Effects of Repetition and Interaction | 32,559,852 | In recent studies of graphical dialogue, the level of communicative interaction has been identified as an important influence on the form of graphical representations. Here, we report the results of a ‘Pictionary-like’ concept drawing experiment which compares the contribution of repetition and level of interaction to changes in the form of graphical representations. In one version of the task, participants repeatedly produce drawings of the same set of items. In the other participants produce drawings of different items. In both cases, when the level of communicative interaction between the participants varies, the form of the representation produced by the pair also varies. These results suggest that three different processes are contributing to changes in graphical form in these tasks: practise, reduction and mutual-modification. We propose that the last of these, mutual-modifiability is important for the evolution of new conventions. | [
{
"first": "Patrick",
"middle": [
"G.",
"T."
],
"last": "Healey",
"suffix": ""
},
{
"first": "James",
"middle": [],
"last": "King",
"suffix": ""
},
{
"first": "Nik",
"middle": [],
"last": "Swoboda",
"suffix": ""
}
] | 2,004 | 10.1007/978-3-540-25931-2_28 | Diagrams | 2133996690 | [] | [
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"1986278"
] | false | true | false | https://api.semanticscholar.org/CorpusID:32559852 | null | null | null | null | null |
|||||
Semantic Processing in the Context of the PRP Paradigm: Structurally or Strategically Bottlenecked? | 20,029,519 | It is widely believed that semantic activation from print is not capacity limited (i.e., that it does not need attentional resources). Prior research has tested this assumption by examining the Stroop effect in the context of the psychological refractory period (PRP) paradigm. These studies yielded additivity of the Stroop effect and SOA on RT, consistent with the hypothesis that semantic activation is itself capacity limited (given demonstrations that prior processes are not capacity limited). There is, however, an alternative explanation for such additivity: performance optimization (Miller and colleagues, 2009). Given that participants in PRP experiments are told to respond as quickly as possible, they may opt to process serially to improve performance. We investigated whether additivity of the Stroop effect (standard and semantic) and SOA in the context of PRP is best explained in terms of a structural bottleneck or performance optimization. | [
{
"first": "Darcy",
"middle": [],
"last": "White",
"suffix": ""
},
{
"first": "Derek",
"middle": [],
"last": "Besner",
"suffix": ""
}
] | 2,015 | CogSci | 2396837051 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:20029519 | 0 | 0 | 0 | 0 | 0 |
||||||
Are User Interface Pattern Languages Usable? A Report from the Trenches | 18,492,603 | Patterns languages pattern languages for interaction design have been an active research field in the area of Human-Computer Interaction. However, only few researchers have explored the impact of pattern languages in real application domains. This work reports a field study on acceptance and adoption of pattern languages by development teams in industry. Our results show that pattern languages should take into account the idiosyncrasies of the application domain and results show that pattern languages can be a great leverage to improve usability culture in industry. | [
{
"first": "Regina",
"middle": [],
"last": "Bernhaupt",
"suffix": ""
},
{
"first": "Marco",
"middle": [],
"last": "Winckler",
"suffix": ""
},
{
"first": "Florence",
"middle": [],
"last": "Pontico",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-03658-3_58 | INTERACT | 1551467195 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:18492603 | 1 | 1 | 1 | 1 | 1 |
|||||
Precision CrowdSourcing: Closing the Loop to Turn Information Consumers into Information Contributors | 14,605,132 | We introduce a theoretical framework called precision crowdsourcing whose goal is to help turn online information consumers into information contributors. The framework looks at the timing and nature of the requests made of users and the feedback provided to users with the goal of increasing long-term contribution and engagement in the site or system. We present the results of a field experiment in which almost 3000 users were asked to tag movies (plus a null control group) as we varied the selection of task (popular/obscure), timing of requests (immediate or varying delays), and relational rhetoric (neutral, system reciprocal, other users reciprocal) of the requests. We found that asking increases tags provided overall, though asking generally decreases the provision of unprompted tags. Users were more likely to comply with our request when we asked them to tag obscure movies and when we used reciprocal request rhetoric. | [
{
"first": "Qian",
"middle": [],
"last": "Zhao",
"suffix": ""
},
{
"first": "Zihong",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "F.",
"middle": [
"Maxwell"
],
"last": "Harper",
"suffix": ""
},
{
"first": "Loren",
"middle": [],
"last": "Terveen",
"suffix": ""
},
{
"first": "Joseph",
"middle": [
"A."
],
"last": "Konstan",
"suffix": ""
}
] | 2,016 | 10.1145/2818048.2819957 | CSCW '16 | 2292412967 | [
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Anonymizing transaction databases for publication | 2,860,130 | This paper considers the problem of publishing "transaction data" for research purposes. Each transaction is an arbitrary set of items chosen from a large universe. Detailed transaction data provides an electronic image of one's life. This has two implications. One, transaction data are excellent candidates for data mining research. Two, use of transaction data would raise serious concerns over individual privacy. Therefore, before transaction data is released for data mining, it must be made anonymous so that data subjects cannot be re-identified. The challenge is that transaction data has no structure and can be extremely high dimensional. Traditional anonymization methods lose too much information on such data. To date, there has been no satisfactory privacy notion and solution proposed for anonymizing transaction data. This paper proposes one way to address this issue. | [
{
"first": "Yabo",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Ke",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Ada",
"middle": [
"Wai-Chee"
],
"last": "Fu",
"suffix": ""
},
{
"first": "Philip",
"middle": [
"S."
],
"last": "Yu",
"suffix": ""
}
] | 2,008 | 10.1145/1401890.1401982 | KDD | 2000646855 | [
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A web-based annotation tool supporting e-learning | 18,597,714 | A typical user, when learning, annotates text, figures and other contents, so as to better highlight, memorize, and retrieve relevant information. A few annotation programs exist but either change the contents of the document, or do not support distance learning through the web. We report work-in-progress on a u ser- c entered a nnotation t ool (UCAT) which allows students to annotate, following their personal styles, (using different icons, colors and signed versions) any document belonging to authorware within a course. We have chosen Amaya as the working environment since, belonging to the World Wide Web Consortium (W3C), it complies with the semantic web specifications on document formats, like RDF. An example of the deployment of UCAT will be shown in the paper. | [
{
"first": "F.",
"middle": [],
"last": "Bonifazi",
"suffix": ""
},
{
"first": "S.",
"middle": [],
"last": "Levialdi",
"suffix": ""
},
{
"first": "P.",
"middle": [],
"last": "Rizzo",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Trinchese",
"suffix": ""
}
] | 2,002 | 10.1145/1556262.1556281 | AVI '02 | 2032751077 | [
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|||||
Skippy: a new snapshot indexing method for time travel in the storage manager | 14,963,881 | The storage manager of a general-purpose database system can retain consistent disk page level snapshots and run application programs "back-in-time" against long-lived past states, virtualized to look like the current state. This opens the possibility that functions, such as on-line trend analysis and audit, formerly available in specialized temporal databases, can become available to general applications in general-purpose databases. Up to now, in-place updating database systems had no satisfactory way to run programs on-line over long-lived, disk page level, copy-on-write snapshots, because there was no efficient indexing method for such snapshots. We describe Skippy, a new indexing approach that solves this problem. Using Skippy, database application code can run against an arbitrarily old snapshot, and iterate over snapshot ranges, as efficiently it can access recent snapshots, for all update workloads. Performance evaluation of Skippy, based on theoretical analysis and experimental measurements, indicates that the new approach provides efficient access to snapshots at low cost. | [
{
"first": "Ross",
"middle": [],
"last": "Shaull",
"suffix": ""
},
{
"first": "Liuba",
"middle": [],
"last": "Shrira",
"suffix": ""
},
{
"first": "Hao",
"middle": [],
"last": "Xu",
"suffix": ""
}
] | 2,008 | 10.1145/1376616.1376681 | SIGMOD Conference | 2107994169 | [
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|||||
Can You Teach the Elephant to Dance? AKA: Culture Eats Data Science for Breakfast | 9,495,600 | In the past 20 years, the practical examples of KDD/data mining have become so ubiquitous that it's almost impossible to imagine a new venture that isn't based on data science. Uber, Facebook, 23andMe, Tesla -- they aren't just technology companies; they are data companies. And yet the reality is that these companies are still anomalies. Large, successful companies usually still treat KDD as either an afterthought or as an experiment. It's not core to how they run the business. As practitioners we compound this problem by concentrating our efforts on valuable business problems; but ones which are usually on the periphery of the business. We do this because changing the heart of how a company operates requires more than just process or technology changes. It requires cultural changes. And these cultural changes usually trigger corporate antibodies adverse to anything new. This talk will review some practical realities of instituting data-driven decisions in a very large multi-national company. | [
{
"first": "Jonathan",
"middle": [],
"last": "Becher",
"suffix": ""
}
] | 2,016 | 10.1145/2939672.2945364 | KDD '16 | 2518591564 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:9495600 | 0 | 0 | 0 | 0 | 0 |
|||||
MobileMiner: mining your frequent patterns on your phone | 16,090,982 | Smartphones can collect considerable context data about the user, ranging from apps used to places visited. Frequent user patterns discovered from longitudinal, multi-modal context data could help personalize and improve overall user experience. Our long term goal is to develop novel middleware and algorithms to efficiently mine user behavior patterns entirely on the phone by utilizing idle processor cycles. Mining patterns on the mobile device provides better privacy guarantees to users, and reduces dependency on cloud connectivity. As an important step in this direction, we develop a novel general-purpose service called MobileMiner that runs on the phone and discovers frequent co-occurrence patterns indicating which context events frequently occur together. Using longitudinal context data collected from 106 users over 1--3 months, we show that MobileMiner efficiently generates patterns using limited phone resources. Further, we find interesting behavior patterns for individual users and across users, ranging from calling patterns to place visitation patterns. Finally, we show how our co-occurrence patterns can be used by developers to improve the phone UI for launching apps or calling contacts. | [
{
"first": "Vijay",
"middle": [],
"last": "Srinivasan",
"suffix": ""
},
{
"first": "Saeed",
"middle": [],
"last": "Moghaddam",
"suffix": ""
},
{
"first": "Abhishek",
"middle": [],
"last": "Mukherji",
"suffix": ""
},
{
"first": "Kiran",
"middle": [
"K."
],
"last": "Rachuri",
"suffix": ""
},
{
"first": "Chenren",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Emmanuel",
"middle": [
"Munguia"
],
"last": "Tapia",
"suffix": ""
}
] | 2,014 | 10.1145/2632048.2632052 | Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing | 2154298720 | [
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Scalable Top-n Local Outlier Detection | 9,101,445 | Local Outlier Factor (LOF) method that labels all points with their respective LOF scores to indicate their status is known to be very effective for identifying outliers in datasets with a skewed distribution. Since outliers by definition are the absolute minority in a dataset, the concept of Top-N local outlier was proposed to discover the n points with the largest LOF scores. The detection of the Top-N local outliers is prohibitively expensive, since it requires huge number of high complexity k-nearest neighbor (kNN) searches. In this work, we present the first scalable Top-N local outlier detection approach called TOLF. The key innovation of TOLF is a multi-granularity pruning strategy that quickly prunes most points from the set of potential outlier candidates without computing their exact LOF scores or even without conducting any kNN search for them. Our customized density-aware indexing structure not only effectively supports the pruning strategy, but also accelerates the $k$NN search. Our extensive experimental evaluation on OpenStreetMap, SDSS, and TIGER datasets demonstrates the effectiveness of TOLF - up to 35 times faster than the state-of-the-art methods. | [
{
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},
{
"first": "Lei",
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"last": "Cao",
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},
{
"first": "Elke",
"middle": [
"A."
],
"last": "Rundensteiner",
"suffix": ""
}
] | 2,017 | 10.1145/3097983.3098191 | KDD '17 | 2744680121 | [
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Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills | 14,633,364 | In this study we evaluated a novel approach for examining the link between gaming expertise and cognitive skills, and the value of recruiting and running participants at a MOBA gaming tournament. Participants completed a set of cognitive tasks that measured spatial working and long term (location) memory, basic cognitive processing, and gaming experience. Comparable reliability on the working memory task and results in line with previous research on the location memory task indicated the data collected was valid and reliable. We observed a significant relation between gaming experience and response time on the location memory task. We discuss that conducting gaming research at a tournament is a valid way of collecting data for a gaming expertise study while providing a range of gaming expertise that may not be available when recruiting at college campuses. Furthermore, our results extend previous gaming research that suggests that individual differences in gaming experience are correlated with the speed of recalling spatial information from long term memory. | [
{
"first": "Justin",
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"W."
],
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{
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"M."
],
"last": "Castaneda",
"suffix": ""
},
{
"first": "Tom",
"middle": [],
"last": "Swanson",
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}
] | 2,016 | 10.1145/2858036.2858190 | Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems | 2400846192 | [
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Image representations using Miranda laws | 3,410,728 | The applicative language Miranda is used to define various image representations. One particular feature of this language, an algebraic data type with laws, is shown to be very powerful in giving and automatically maintaining properties of these image structures. This enables simple definitions of graphical ideas such as the following: quadtrees which are always fully condensed, self-dividing line lists which produce fractal images, and primitives restricted to certain areas of the screen or to certain orientations. | [
{
"first": "M.",
"middle": [
"S."
],
"last": "Parsons",
"suffix": ""
}
] | 1,989 | 10.1111/j.1467-8659.1989.tb00462.x | Comput. Graph. Forum | Comput. Graph. Forum | 2045463613 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:3410728 | null | null | null | null | null |
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Structural Neighborhood Based Classification of Nodes in a Network | 8,976,798 | Classification of entities based on the underlying network structure is an important problem. Networks encountered in practice are sparse and have many missing and noisy links. Statistical learning techniques have been used in intra-network classification; however, they typically exploit only the local neighborhood, so may not perform well. In this paper, we propose a novel structural neighborhood-based classifier learning using a random walk. For classifying a node, we take a random walk from the node and make a decision based on how nodes in the respective k^th-level neighborhood are labeled. We observe that random walks of short length are helpful in classification. Emphasizing role of longer random walks may cause the underlying Markov chain to converge to a stationary distribution. Considering this, we take a lazy random walk based approach with variable termination probability for each node, based on the node's structural properties including its degree. Our experimental study on real world datasets demonstrates the superiority of the proposed approach over the existing state-of-the-art approaches. | [
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"last": "Nandanwar",
"suffix": ""
},
{
"first": "M.",
"middle": [
"N."
],
"last": "Murty",
"suffix": ""
}
] | 2,016 | 10.1145/2939672.2939782 | KDD '16 | 2380769351 | [
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Transparent 2-D markers on an LCD tabletop system | 15,175,360 | Tabletop systems are currently being focused on and many applications using these systems are being developed. In such tabletop systems, how to recognize real objects on the table is an essential and important issue. In existing tabletop systems, 2-D markers have been often used. However, their black-and-white pattern, which means nothing to humans, spoils the appearance of the object. We developed transparent markers on a liquid crystal display (LCD) tabletop system by using the polarization features of the LCD and optical lms. In particular, through experiments with various kinds of optical films, we found that two halfwave plates make the markers rotation invariant. By using the transparent markers, tangible transparent Magic Lenses(TM) applications were developed. | [
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{
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"last": "Nishikawa",
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},
{
"first": "Kentaro",
"middle": [],
"last": "Fukuchi",
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}
] | 2,009 | 10.1145/1518701.1518728 | CHI | 1983438051 | [
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Selective Information Sampling and the In-Group Heterogeneity Effect. | 31,627,705 | [
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"last": "Konovalova",
"suffix": ""
},
{
"first": "Gaël",
"middle": [
"Le"
],
"last": "Mens",
"suffix": ""
}
] | 2,017 | CogSci | 2786447055 | [
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A Contrast Pattern Based Clustering Quality Index for Categorical Data | 3,119,894 | Since clustering is unsupervised and highly explorative, clustering validation (i.e. assessing the quality of clustering solutions) has been an important and long standing research problem. Existing validity measures have significant shortcomings. This paper proposes a novel Contrast Pattern based Clustering Quality index (CPCQ) for categorical data, by utilizing the quality and diversity of the contrast patterns (CPs) which contrast the clusters in clusterings. High quality CPs can characterize clusters and discriminate them against each other. Experiments show that the CPCQ index (1) can recognize that expert-determined classes are the best clusters for many datasets from the UCI repository; (2) does not give inappropriate preference to larger number of clusters; (3) does not require a user to provide a distance function. | [
{
"first": "Qingbao",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Guozhu",
"middle": [],
"last": "Dong",
"suffix": ""
}
] | 2,009 | 10.1109/ICDM.2009.105 | 2009 Ninth IEEE International Conference on Data Mining | 2009 Ninth IEEE International Conference on Data Mining | 2098421138 | [
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A Multiscale Approach to Integrated Volume Segmentation and Rendering | 13,605,233 | A number of techniques have been proposed for rendering volumetric scalar data sets. Techniques have also been proposed for analyzing the three dimensional information contents of the underlying domain, but traditionally the data analysis part is left as a post-processing step which only involves the rendered two dimensional images. In this paper, we describe a visualization method for scalar volume data which integrates explicit knowledge of the underlying domain into the rendering process. The key of this approach lies in a hierarchical description of the discrete signal, which is decomposed into a sequence of multiscale representations. We describe a technique for the analysis of structures within the data. This allows for the segmentation and classification of the relevant features and can be used to improve their visual sensation. We also address the problem of accelerating the final rendering pass by integrating the extracted object space information into the ray traversal process. | [
{
"first": "Rudiger",
"middle": [],
"last": "Westermann",
"suffix": ""
},
{
"first": "Thomas",
"middle": [],
"last": "Ertl",
"suffix": ""
}
] | 1,998 | 10.1111/1467-8659.00148 | EUROGRAPHICS ’98 | 2166125750 | [
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Using Signposts for Navigation in Large Graphs | 26,597,658 | In this paper we present a new Focus & Context technique for the exploration of large, abstract graphs. Most Focus & Context techniques present context in a visual way. In contrast, our technique uses a symbolic representation: while the focus is a set of visible nodes, labelled signposts provide cues for the context — off-screen regions of the graph — and indicate the direction of the shortest path linking the visible nodes to these regions. We show how the regions are defined and how they are selected dynamically, depending on the visible nodes. To define the set of visible nodes we use an approach developed by van Ham and Perer that dynamically extracts a subgraph based on an initial focal node and a degree-of-interest function. This approach is extended to support multiple focal nodes. With the symbolic visualization, potentially interesting regions of a graph may be represented with a very small visual footprint. We conclude the paper with an initial user study to evaluate the effectiveness of the signposts for navigation tasks. © 2012 Wiley Periodicals, Inc. | [
{
"first": "Thorsten",
"middle": [],
"last": "May",
"suffix": ""
},
{
"first": "Martin",
"middle": [],
"last": "Steiger",
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},
{
"first": "James",
"middle": [],
"last": "Davey",
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},
{
"first": "Jörn",
"middle": [],
"last": "Kohlhammer",
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}
] | 2,012 | 10.1111/j.1467-8659.2012.03091.x | Comput. Graph. Forum | Comput. Graph. Forum | 2168579301 | [] | [
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Designing Socially Acceptable Hand-to-Face Input | 52,978,786 | Wearable head-mounted displays combine rich graphical output with an impoverished input space. Hand-to-face gestures have been proposed as a way to add input expressivity while keeping control movements unobtrusive. To better understand how to design such techniques, we describe an elicitation study conducted in a busy public space in which pairs of users were asked to generate unobtrusive, socially acceptable hand-to-face input actions. Based on the results, we describe five design strategies: miniaturizing, obfuscating, screening, camouflaging and re-purposing. We instantiate these strategies in two hand-to-face input prototypes, one based on touches to the ear and the other based on touches of the thumbnail to the chin or cheek. Performance assessments characterize time and error rates with these devices. The paper closes with a validation study in which pairs of users experience the prototypes in a public setting and we gather data on the social acceptability of the designs and reflect on the effectiveness of the different strategies. | [
{
"first": "DoYoung",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Youryang",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Yonghwan",
"middle": [],
"last": "Shin",
"suffix": ""
},
{
"first": "Ian",
"middle": [],
"last": "Oakley",
"suffix": ""
}
] | 2,018 | 10.1145/3242587.3242642 | UIST '18 | 2896584177 | [
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Using inverse planning and theory of mind for social goal inference | 8,114,729 | Using Inverse Planning and Theory of Mind for Social Goal Inference Sean Tauber ([email protected]) Mark Steyvers ([email protected]) Department of Cognitive Sciences, University of California, Irvine Irvine, CA 92697 USA Abstract Previous research shows that people assign latent goals or intentions to simple animated agents based on the motion behavior of these agents. We propose that human observers can infer that an animated agent has a partial state of belief about its environment and that observers use this information – in combination with the agent's observable behavior – to infer its goals. We conducted an experiment that showed that observers used line-of-sight cues – an agent's orientation relative to various objects in the environment, and the presence or absence of visual obstructions – to determine the content of an agent's state of belief about the location of objects. Our results are consistent with the hypothesis that human observers use line-of-sight cues to assign belief states to agents and that these belief states can be used to interpret agent behavior. We found that observer models that incorporated inferences about agents’ beliefs outperformed an all-knowing observer model in describing human responses. Additionally, we found that human responses were most consistent with the behavior of a model that incorporates information about both orientation and line-of-sight obstructions. Keywords: Theory of Mind; ToM; belief states; states of belief; goal inference; social goal inference; inverse planning; perceived animacy. Introduction Imagine that you are standing across the street from a bank right before closing time. Suddenly, a car pulls up and four bank robbers get out of the car and charge into the bank. A minute later, another car pulls up and a man jumps out of the car and runs towards the bank entrance. What is he doing? Maybe he is trying to stop the robbery or help the hostages; or maybe he is rushing to cash a paycheck before the bank closes. As it stands, we are missing a key piece of information that would help us understand the man’s intentions – whether or not he knows that the robbers are in the bank. We are often able to make inferences about the intentions of others based on the context of the situation and their behavior but, as our example shows, sometimes we also need to know something about a person’s state of belief about the world in order to interpret their actions with any amount of certainty. Theory of Mind Much research on Theory of Mind (ToM) has focused on the ability (or inability) of animals and human children to represent others as having states of belief about the environment that are different from their own. The general assumption is that most human adults have this ability (Premack & Woodroof, 1978; Doherty, 2008). ToM can play an interesting role in our ability to engage in social interaction. For instance, we have to keep track of the information that individuals know or do not know and combine this with contextual information in order to understand the intentions of others. Others have argued that ToM is much too complex to understand in terms of simply having or lacking the ability to represent other's beliefs and that evidence about the limitations in adult's ToM abilities may provide insight about the cognitive process(es) involved in ToM (Samson & Apperly, 2010). These limitations in adults are only beginning to be explored and may lead us to a better understanding of the process or processes that underlie the phenomenon that has been referred to broadly as ToM. The perception of animacy Studying ToM and social goal inference in realistic social contexts is a difficult undertaking with many uncontrollable variables. It is therefore useful to develop controlled experiments that allow us to simulate social interactions that are tractable. Heider and Simmel (1944) were the first to demonstrate that humans perceived simple two-dimensional shapes that were animated on a screen as having latent motives, goals and intentions. The motion of these shapes was designed by an animator – the shapes were not real agents and did not have real latent intentions. Nevertheless, human observers perceive these shapes as agents with ―minds.‖ This phenomenon is sometimes referred to as the perception of animacy (for a technical description see Feldman and Tremoulet, 2008) Modern research that employed the perceived animacy phenomenon showed that not only did human observers perceive that the agents had goals; they also appeared to perceive that the agents made inferences about the goals of other agents (Baker, Goodman, & Tenenbaum, 2008; Baker, Saxe, & Tenenbaum, 2009; Ullman et al., 2010). These studies showed that not only can people perceive these shapes as agents with minds, but they can also perceive them as agents who can reason about the minds of other agents. Inverse planning Baker, et al. (2008, 2009) showed that a Bayesian inverse planning process provided inferences about the latent goals of animated agents that were more similar to human inferences than a simple cue-based model. In general, the idea of an inverse planning process is that humans have access to a generative process in which an agent's behaviors can be generated rationally based on the state of the | [
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"suffix": ""
},
{
"first": "Mark",
"middle": [],
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}
] | 2,011 | In Proceedings of the 33rd Annual Conference of the Cognitive Science Society | 2766081184,2572797343 | [
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Gaze-Assisted Typing for Smart Glasses | 204,812,041 | Text entry is expected to be a common task for smart glass users, which is generally performed using a touchpad on the temple or by a promising approach using eye tracking. However, each approach has its own limitations. For more efficient text entry, we present the concept of gaze-assisted typing (GAT), which uses both a touchpad and eye tracking. We initially examined GAT with a minimal eye input load, and demonstrated that the GAT technology was 51% faster than a two-step touch input typing method (i.e.,M-SwipeBoard: 5.85 words per minute (wpm) and GAT: 8.87 wpm). We also compared GAT methods with varying numbers of touch gestures. The results showed that a GAT requiring five different touch gestures was the most preferred, although all GAT techniques were equally efficient. Finally, we compared GAT with touch-only typing (SwipeZone) and eye-only typing (adjustable dwell) using an eye-trackable head-worn display. The results demonstrate that the most preferred technique, GAT, was 25.4% faster than the eye-only typing and 29.4% faster than the touch-only typing (GAT: 11.04 wpm, eye-only typing: 8.81 wpm, and touch-only typing: 8.53 wpm). | [
{
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"middle": [],
"last": "Ahn",
"suffix": ""
},
{
"first": "Geehyuk",
"middle": [],
"last": "Lee",
"suffix": ""
}
] | 2,019 | 10.1145/3332165.3347883 | Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology | 2980635391 | [
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Investigating the Locus of the Word Frequency Effect in Spoken Word Recognition | 13,325,824 | Investigating the Locus of the Word Frequency Effect in Spoken Word Recognition Cynthia S. Q. Siew ([email protected]) Melvin J. Yap ([email protected]) Winston D. Goh ([email protected]) Department of Psychology, National University of Singapore, 9 Arts Link, Singapore 117570, Singapore word recognition. With overwhelming evidence supporting both sides of the debate, the question as to whether word frequency affects spoken word recognition at an early or late stage continues. The present study aims to isolate the locus of the frequency effect in spoken word recognition by making use of the additive factors logic to investigate this particular research question. The additive factors logic (Sternberg, 1969) is widely used by cognitive psychologists to interpret RT data in factorial experiments and study the stages of processing in a number of research topics (e.g., Stanovich & Pachella, 1977), as the logic can be easily applied in the study a wide array of research topics, including psycholinguistics (e.g., Yap & Balota, 2007). Abstract The present study aims to isolate the locus of the frequency effect within the spoken word recognition architecture. By applying the additive factors logic (Sternberg, 1969) to an auditory lexical decision task where both word frequency and stimulus quality were factorially manipulated, the reaction time data can be analyzed to study processing stages along the time course of spoken word recognition, and determine if frequency has an early or late locus. A significant underadditive interaction of frequency and stimulus quality was obtained. Surprisingly, the typically robust frequency effect was not reliable for words of low stimulus quality. This finding suggests that word frequency influences a relatively late stage in the spoken word recognition process. Implications for extant models of spoken word recognition are discussed. Additive Factors Logic Keywords: Spoken word recognition; word frequency effects; stimulus quality effects; additive factors logic; auditory lexical decision. According to the additive factors logic (Sternberg, 1969), when two factors affect theoretically determined independent stages in the information processing stream, it should result in additivity in mean RTs (i.e., two main effects for each factor, but no interaction). This is represented in the top part of Figure 1, where Factor A affects processing at only Stage 1 and Factor B affects processing at only Stage 2. On the other hand, if the two factors affect the same stage in the information processing stream, this results in a statistical interaction (more precisely, an overadditive interaction where the effect of one factor is larger on the “slower” level of the second factor). This is depicted in the bottom part of Figure 1, where both Factor A and Factor B affect processing at a common Stage X. How can the incorporation of an additional variable, stimulus quality within the auditory lexical decision task, allow us to isolate the locus of the word frequency effect? How can the additive factors logic be used to help us make specific hypotheses about the pattern of results for RT data? In contrast to the lack of consensus with regards to the locus of the frequency effect, few would question the notion that stimulus quality has an early locus of influence in the word recognition process. In fact, a major assumption of most SWR models (e.g., TRACE) involves a process which converts physical, acoustic input into phonemic information (McClelland & Elman, 1986). This necessarily implies that degraded input must be normalized at a relatively early point in the word recognition process. Hence, if we assume that stimulus quality affects an early stage in the word recognition process, then Factor A corresponds to stimulus quality and Factor B corresponds to Introduction Determining whether word frequency has an early or late locus has profound theoretical implications for models of spoken word recognition (SWR). While it is well established that frequently occurring words are recognized faster than less frequently occurring words (Goldinger, 1996), what is less obvious is where the locus of the frequency effect lies within the word recognition process. Specifically, does frequency influence word recognition at an early stage, as the speech signal begins to unfold, or does frequency influence word recognition at a later stage in the form of a bias? Models of SWR can easily account for the frequency effect, but they do not necessarily agree on the locus of the frequency effect due to varying assumptions and architectures. Hence one way to test the validity of these models is to isolate the locus of the frequency effect. Several researchers have investigated this issue by employing a variety of experimental techniques and methodologies. Generally, studies which used traditional behavioral experiments (e.g., lexical decision and word identification) have demonstrated that word frequency has a late locus that occurs after lexical processes are complete (Broadbent, 1967; Connine, Mullennix, Shernoff & Yelen, 1990); Luce & Pisoni, 1998). On the other hand, recent studies employing eyetracking technology (e.g., Dahan, Magnuson & Tanenhaus, 2001) and novel behavioral applications of the parallel refractory period paradigm (Cleland, Gaskell, Quinlan & Tamminen, 2006) concluded that word frequency exerts early and facilitatory effects on | [
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{
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"suffix": ""
},
{
"first": "Winston",
"middle": [
"D."
],
"last": "Goh",
"suffix": ""
}
] | 2,012 | CogSci | 2402996294 | [
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A heterogeneous field matching method for record linkage | 13,327,105 | Record linkage is the process of determining that two records refer to the same entity. A key subprocess is evaluating how well the individual fields, or attributes, of the records match each other. One approach to matching fields is to use hand-written domain-specific rules. This "expert systems" approach may result in good performance for specific applications, but it is not scalable. This paper describes a new machine learning approach that creates expert-like rules for field matching. In our approach, the relationship between two field values is described by a set of heterogeneous transformations. Previous machine learning methods used simple models to evaluate the distance between two fields. However, our approach enables more sophisticated relationships to be modeled, which better capture the complex domain specific, common-sense phenomena that humans use to judge similarity. We compare our approach to methods that rely on simpler homogeneous models in several domains. By modeling more complex relationships we produce more accurate results. | [
{
"first": "S.N.",
"middle": [],
"last": "Minton",
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},
{
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"last": "Nanjo",
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},
{
"first": "C.A.",
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"last": "Knoblock",
"suffix": ""
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{
"first": "M.",
"middle": [],
"last": "Michalowski",
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},
{
"first": "M.",
"middle": [],
"last": "Michelson",
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}
] | 2,005 | 10.1109/ICDM.2005.7 | Fifth IEEE International Conference on Data Mining (ICDM'05) | Fifth IEEE International Conference on Data Mining (ICDM'05) | 2150546140 | [
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SPC: Fast and Efficient Scalable Predictive Coding of Animated Meshes | 2,171,141 | Animated meshes are often represented by a sequence of static meshes with constant connectivity. Due to their frame-based representation they usually occupy a vast amount of bandwidth or disk space. We present a fast and efficient scalable predictive coding (SPC) scheme for frame-based representations of animated meshes. SPC decomposes animated meshes in spatial and temporal layers which are efficiently encoded in one pass through the animation. Coding is performed in a streamable and scalable fashion. Dependencies between neighbouring spatial and temporal layers are predictively exploited using the already encoded spatio-temporal neighbourhood. Prediction is performed in the space of rotation-invariant coordinates compensating local rigid motion. SPC supports spatial and temporal scalability, and it enables efficient compression as well as fast encoding and decoding. Parts of SPC were adopted in the MPEG-4 FAMC standard. However, SPC significantly outperforms the streaming mode of FAMC with coding gains of over 33%, while in comparison to the scalable FAMC, SPC achieves coding gains of up to 15%. SPC has the additional advantage over FAMC of achieving real-time encoding and decoding rates while having only low memory requirements. Compared to some other non-scalable state-of-the-art approaches, SPC shows superior compression performance with gains of over 16% in bit-rate. | [
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"middle": [],
"last": "Stefanoski",
"suffix": ""
},
{
"first": "Jörn",
"middle": [],
"last": "Ostermann",
"suffix": ""
}
] | 2,010 | 10.1111/j.1467-8659.2009.01547.x | Comput. Graph. Forum | Comput. Graph. Forum | 2121301003 | [] | [
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Top-k generation of integrated schemas based on directed and weighted correspondences | 16,363,486 | Schema integration is the problem of creating a unified target schema based on a set of existing source schemas and based on a set of correspondences that are the result of matching the source schemas. Previous methods for schema integration rely on the exploration, implicit or explicit, of the multiple design choices that are possible for the integrated schema. Such exploration relies heavily on user interaction; thus, it is time consuming and labor intensive. Furthermore, previous methods have ignored the additional information that typically results from the schema matching process, that is, the weights and in some cases the directions that are associated with the correspondences. In this paper, we propose a more automatic approach to schema integration that is based on the use of directed and weighted correspondences between the concepts that appear in the source schemas. A key component of our approach is a novel top-k ranking algorithm for the automatic generation of the best candidate schemas. The algorithm gives more weight to schemas that combine the concepts with higher similarity or coverage. Thus, the algorithm makes certain decisions that otherwise would likely be taken by a human expert. We show that the algorithm runs in polynomial time and moreover has good performance in practice. | [
{
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},
{
"first": "Lucian",
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},
{
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"R."
],
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{
"first": "Akmal",
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}
] | 2,009 | 10.1145/1559845.1559913 | SIGMOD Conference | 1969411444 | [
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Scalar Language is Shaped by the Statistical Properties of the Environment. | 117,731,897 | [
{
"first": "Dariusz",
"middle": [],
"last": "Kalocinski",
"suffix": ""
}
] | 2,018 | CogSci | 2941615470 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:117731897 | null | null | null | null | null |
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Lagrangian-Eulerian advection of noise and dye textures for unsteady flow visualization | 11,496,199 | A new hybrid scheme, called Lagrangian-Eulerian advection (LEA), that combines the advantages of the Eulerian and Lagrangian frameworks is applied to the visualization of dense representations of time-dependent vector fields. The algorithm encodes the particles into a texture that is then advected. By treating every particle equally, we can handle texture advection and dye advection within a single framework. High temporal and spatial correlation is achieved through the blending of successive frames. A combination of particle and dye advection enables the simultaneous visualization of streamlines, particle paths and streak-lines. We demonstrate various experimental techniques on several physical flow fields. The simplicity of both the resulting data structures and the implementation suggest that LEA could become a useful component of any scientific visualization toolkit concerned with the display of unsteady flows. | [
{
"first": "Bruno",
"middle": [],
"last": "Jobard",
"suffix": ""
},
{
"first": "Gordon",
"middle": [],
"last": "Erlebacher",
"suffix": ""
},
{
"first": "M.",
"middle": [
"Y."
],
"last": "Hussaini",
"suffix": ""
}
] | 2,002 | 10.1109/TVCG.2002.1021575 | IEEE Trans. Vis. Comput. Graph. | IEEE Trans. Vis. Comput. Graph. | 14473290,2131520349 | [
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Invariance for Single Curved Manifold | 17,205,468 | Recently, it has been shown that, for Lambert illumination model, solely scenes composed by developable objects with a very particular albedo distribution produce an (2D) image with isolines that are (almost) invariant to light direction change. In this work, we provide and investigate a more general framework, and we show that, in general, the requirement for such in variances is quite strong, and is related to the differential geometry of the objects. More precisely, it is proved that single curved manifolds, i.e., manifolds such that at each point there is at most one principal curvature direction, produce invariant is surfaces for a certain relevant family of energy functions. In the three-dimensional case, the associated energy function corresponds to the classical Lambert illumination model with albedo. This result is also extended for finite-dimensional scenes composed by single curved objects. | [
{
"first": "P.",
"middle": [
"M.",
"M.",
"D."
],
"last": "Castro",
"suffix": ""
}
] | 2,012 | 10.1109/SIBGRAPI.2012.30 | 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images | 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images | 2108503269 | [
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Entity-relationship approach to the conceptual schema design | 18,067,775 | The purpose of this paper is to present a systematic approach to the conceptual schema design. The entity-relationship model is used as the conceptual schema model. The entity-relationship schema, a formal description of the model, is defined to explicitly state the dependency structures such as the functional dependencies, the transitive dependencies, and the hierarchical decompositions. Based upon the analysis of these structural properties, the schema is iteratively transformed into the refined form. The notion of the access weight matrix is also introduced as a measure to evaluate the schemas. | [
{
"first": "Hirotaka",
"middle": [],
"last": "Sakai",
"suffix": ""
}
] | 1,980 | 10.1145/582250.582252 | SIGMOD '80 | 2094439713 | [
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The Importance of Object-Based Seed Sampling for Superpixel Segmentation | 208,883,279 | Superpixel segmentation can be defined as an image partition into connected regions, such that image objects may be represented by the union of their superpixels. In this context, multiple iterations of superpixel segmentation from improved seed sets is a strategy exploited by several algorithms. The Iterative Spanning Forest (ISF) framework divides this strategy into three independent components: a seed sampling method, a superpixel delineation algorithm based on strength of connectedness between seeds and pixels, and a seed recomputation procedure. A recent work shows that object information can be added to each component of ISF such that the user can control the number of seeds inside the objects and so improve superpixel segmentation. However, it is uncertain how the added information impacts each component of the pipeline. Therefore, in this work, a study is conducted to evaluate such inclusion in the seed sampling procedure, partially elucidating its benefits. Additionally, we introduce a novel object-based sampling approach, named Object Saliency Map sampling by Ordered Extraction (OSMOX), and demonstrate the results for supervised and unsupervised object information. The experiments show considerable improvements in under-segmentation error, specially with a low number of superpixels. | [
{
"first": "Felipe",
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"last": "Belém",
"suffix": ""
},
{
"first": "Leonardo",
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},
{
"first": "Silvio",
"middle": [],
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},
{
"first": "Alexandre",
"middle": [],
"last": "Falcão",
"suffix": ""
}
] | 2,019 | 10.1109/SIBGRAPI.2019.00023 | 2019 32nd SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI) | 2019 32nd SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI) | 2991955602 | [
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The Role of Category Structure in Category Learning | 16,373,086 | The Role of Category Structure in Category Learning Hyungwook Yim ([email protected]) Department of Psychology, The Ohio State University 267 Psychology Building, 1835 Neil Avenue Columbus, OH 43210, USA Vladimir M. Sloutsky ([email protected]) Department of Psychology, The Ohio State University 239 Psychology Building, 1835 Neil Avenue Columbus, OH 43210, USA Abstract Two category-learning experiments were conducted to examine the role of category structure and learning regime in category learning. We particularly focused on effects of these factors on selective attention, which was measured by eye- tracking methods. Results show that even though supervision was weaker than in previous studies, attention optimization and cost of attention were observed during category learning (Experiment 1). Moreover, there were faster learning and stronger attention optimization when statistically denser categories were learned (Experiment 2). At the same time, there were weaker costs of selective attention when learning denser categories than when learning sparser categories. Results are discussed in relation to theories of category learning. Keywords: category learning, cost of selective attention, category structure, eye tracking Introduction Selective attention is one of the key components in category learning (Kruschke, 1992; Nosofsky, 1986; Shepard, Hovland, & Jenkins, 1961). The ability to selectively attend to category-relevant dimensions aids the learner to ignore category-irrelevant information and makes learning more efficient. For example, when learning how to distinguish Siberian Huskies from Alaskan Malamutes, which look very similar, the color of the eyes is one of the relevant features one should look for (most Huskies have blue eyes and Malamutes have brown eyes). Therefore, learning to focus on the color of the eyes while ignoring other irrelevant features (e.g. color of the fur or markings) would aid learning the two categories. Selective attention could be captured in category learning tasks that involve eye-tracking as attention optimization, where looking to category- relevant information increases and looking to irrelevant information decreases (Hoffman & Rehder, 2010). However, optimizing one’s attention to the current category-relevant dimension may result in learning to ignore the category-irrelevant dimension, which results in learned inattention to the irrelevant dimension (Kruschke & Blair, 2000). Therefore, if a new to-be-learned category has a category-relevant dimension that was previously irrelevant, learning may become more difficult, which represents a cost of selective attention. For example, when learning to distinguish meerkats from prairie dogs, which again look very similar, the shape of the ears is one of the good dimensions to look. However, if one has previously learned how to distinguish Huskies from Malamutes, where eyes were attended and ears were ignored, learning to attend to the once-ignored ears would be hindered. The close link between attention optimization and the cost of selective attention has been demonstrated in previous research (e.g., Hoffman & Rehder, 2010). In their study, participants were given either a supervised classification task (e.g. classifying a stimulus into category A or B) or a supervised inference task (e.g. inferring the missing feature of a stimulus that belongs to a certain category) and their eye movements were recorded. Since the classification task (e.g. focusing on the color of the eyes to classify Huskies and Malamutes) required attention optimization to the relevant dimension, results showed cost of selective attention when learning a new category. On the other hand, since the inference task (e.g. figuring out whether a Malamute has blue eyes or brown eyes) does not require attention optimization, the cost did not occur when learning the next category. Therefore, the study showed that (a) the characteristics of the task affect allocation of attention and (b) when attention optimization occurred, the cost of selective attention also followed. Although attention may be affected by the characteristics of the task (i.e., classification vs. inference) it can also be affected by category structure. Categories that have multiple correlated dimensions (or statistically dense categories) may be learned without selective attention, whereas categories that have few relevant dimensions (or statistically sparse categories) may require selective attention (Kloos & Sloutsky, 2008; Sloutsky, 2010). For example, when learning the category dog, many dimensions are relevant (e.g. nose, fur, four-legs, etc.) and therefore it is relatively easy to learn. However, when learning abstract concepts such as friction, very few dimensions are relevant among many irrelevant dimensions (e.g. a car trying to stop at the red light and a person trying to open a jar both shows friction). Therefore, to learn a sparse category one has to “selectively attend” to the relevant dimension among many other irrelevant dimensions. Finally, the deployment of selective attention may be also affected by learning regime. Since supervised learning provides information about the relevant dimension, it is more likely to recruit selective attention than unsupervised | [
{
"first": "Hyungwook",
"middle": [],
"last": "Yim",
"suffix": ""
},
{
"first": "Vladimir",
"middle": [
"M."
],
"last": "Sloutsky",
"suffix": ""
}
] | 2,013 | CogSci | 2394627132 | [
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Automatic Generation of Multiresolution Boundary Representations | 35,307,595 | The paper focuses on automatic simplification algorithms for the generation of a multiresolution family of solid models from an initial boundary representation of a polyhedral solid. An algorithm for general polyhedra based on an intermediate octree representation is proposed. Simplified elements of the multiresolution family approximate the initial solid within increasing tolerances. A discussion among different octree-based simplification methods and the standard marching cubes algorithm is presented. | [
{
"first": "C.",
"middle": [],
"last": "Andujar",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Ayala",
"suffix": ""
},
{
"first": "P.",
"middle": [],
"last": "Brunet",
"suffix": ""
},
{
"first": "R. Joan",
"middle": [],
"last": "Arinyo",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Sole",
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] | 1,996 | 10.1111/1467-8659.1530087 | Comput. Graph. Forum | Comput. Graph. Forum | 2067876135 | [] | [
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The Messaging Kettle: Prototyping Connection over a Distance between Adult Children and Older Parents | 9,648,157 | A prototype "messaging kettle" is described. The connected kettle aims to foster communication and engagement with an older friend or relative who lives remotely, during the routine of boiling the kettle. We describe preliminary encounters and findings from demonstrating a working prototype in morning tea gatherings of people in their 50s-late 70s and from introducing it into the homes of two people in their 80s who live on another continent. Key findings are that: The concept of keeping in touch around a "habituated object" such as a kettle was well received; Simple and varied interaction modalities that allow asymmetric forms of communication are needed; Designing for use across different time zones requires attention; And, that even when augmenting a habituated object, the process of introduction, appropriation and habituation still needs significant attention and investigation. | [
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"last": "Vaisutis",
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},
{
"first": "Paul",
"middle": [],
"last": "Roe",
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}
] | 2,015 | 10.1145/2702123.2702462 | Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems | 1998107731 | [
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Leveraging the asymmetric sensitivity of eye contact for videoconference | 14,030,461 | Eye contact is a natural and often essential element in the language of visual communication. Unfortunately, perceiving eye contact is difficult in most video-conferencing systems and hence limits their effectiveness. We conducted experiments to determine how accurately people perceive eye contact. We discovered that the sensitivity to eye contact is asymmetric, in that we are an order of magnitude less sensitive to eye contact when people look below our eyes than when they look to the left, right, or above our eyes. Additional experiments support a theory that people are prone to perceive eye contact, that is, we will think that someone is making eye contact with us unless we are certain that the person is not looking into our eyes. These experimental results suggest parameters for the design of videoconferencing systems. As a demonstration, we were able to construct from commodity components a simple dyadic videoconferencing prototype that supports eye contact | [
{
"first": "Milton",
"middle": [],
"last": "Chen",
"suffix": ""
}
] | 2,002 | 10.1145/503376.503386 | CHI '02 | 2156834844 | [
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Globally distributed system developers: their trust expectations and processes | 16,463,909 | Trust remains a challenge in globally distributed development teams. In order to investigate how trust plays out in this context, we conducted a qualitative study of 5 multi-national IT organizations. We interviewed 58 individuals across 10 countries and made two principal findings. First, study participants described trust in terms of their expectations of their colleagues. These expectations fell into one of three dimensions: that socially correct behavior will persist, that team members possess technical competency, and that individuals will demonstrate concern for others. Second, our study participants described trust as a dynamic process, with phases including formation, dissolution, adjustment and restoration. We provide new insights into these dimensions and phases of trust within distributed teams which extend existing literature. Our study also provides guidelines on effective practices within distributed teams in addition to providing implications for the extension of software engineering and collaboration tools. | [
{
"first": "Ban",
"middle": [],
"last": "Al-Ani",
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},
{
"first": "Matthew",
"middle": [
"J."
],
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"suffix": ""
},
{
"first": "Yi",
"middle": [],
"last": "Wang",
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},
{
"first": "Erik",
"middle": [],
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},
{
"first": "Benjamin",
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"last": "Koehne",
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},
{
"first": "Sabrina",
"middle": [],
"last": "Marczak",
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},
{
"first": "David",
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"last": "Redmiles",
"suffix": ""
},
{
"first": "Rafael",
"middle": [],
"last": "Prikladnicki",
"suffix": ""
}
] | 2,013 | 10.1145/2441776.2441840 | CSCW '13 | 2117967456 | [
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Message in a Bottle: Stylized Rendering of Sand Movies | 195,707,958 | Stylized rendering, usually referred as non-photorealistic rendering, aims to reproduce artistic techniques in renderings, trying to express feelings and moods on the rendered scenes, as opposed to realistic rendering techniques, that aim to produce realistic renderings of artificial scenes. In this paper, we present a stylized rendering technique that aims to create synthetic sand-filled bottles, simulating a typical art craft from the northeastern region of Brazil, that usually depicts landscape images. A method for generating 2D procedural sand textures is presented, and two new techniques that mimic effects created by the artists using their tools are introduced. The technique is also used to generate stylized videos, something close to impossible in real life with this technique. The temporal coherence within these stylized videos can be enforced on individual objects with the aid of a video segmentation algorithm. The techniques were used on synthetic and real videos, and several snapshots from these videos are shown here. | [
{
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"last": "Neto",
"suffix": ""
},
{
"first": "B.",
"middle": [
"M."
],
"last": "Carvalho",
"suffix": ""
}
] | 2,007 | 10.1109/SIBGRAPI.2007.29 | 2106375779 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:195707958 | null | null | null | null | null |
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Experimental study of discovering essential information from customer inquiry | 15,204,101 | This paper reports the result of our experimental study on a new method of applying an association rule miner to discover useful information from customer inquiry database in a call center of a company. It has been claimed that association rule mining is not suited for text mining. To overcome this problem, we propose (1) to generate sequential data set of words with dependency structure from the Japanese text database, and (2) to employ a new method for extracting meaningful association rules by applying a new rule selection criterion. Each inquiry in the sequential data was represented as a list of word pairs, each of which consists of a verb and its dependent noun. The association rules were induced regarding each pair of words as an item. The rule selection criterion comes from our principle that we put heavier weights to co-occurrence of multiple items more than single item occurrence. We regarded a rule important if the existence of the items in the rule body significantly affects the occurrence of the item in the rule head. The selected rules were then categorized to form meaningful information classes. With this method, we succeeded in extracting useful information classes from the text database, which were not acquired by only simple keyword retrieval. Also, inquiries with multiple aspects were properly classified into corresponding multiple categories. | [
{
"first": "Keiko",
"middle": [],
"last": "Shimazu",
"suffix": ""
},
{
"first": "Atsuhito",
"middle": [],
"last": "Momma",
"suffix": ""
},
{
"first": "Koichi",
"middle": [],
"last": "Furukawa",
"suffix": ""
}
] | 2,003 | 10.1145/956750.956850 | KDD '03 | 2054247401 | [
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Detecting abnormal patterns in call graphs based on the aggregation of relevant vertex measures | 12,709,557 | Graphs are a very important abstraction to model complex structures and respective interactions, with a broad range of applications including web analysis, telecommunications, chemical informatics and bioinformatics. In this work we are interested in the application of graph mining to identify abnormal behavior patterns from telecom Call Detail Records (CDRs). Such behaviors could also be used to model essential business tasks in telecom, for example churning, fraud, or marketing strategies, where the number of customers is typically quite large. Therefore, it is important to rank the most interesting patterns for further analysis. We propose a vertex relevant ranking score as a unified measure for focusing the search of abnormal patterns in weighted call graphs based on CDRs. Classical graph-vertex measures usually expose a quantitative perspective of vertices in telecom call graphs. We aggregate wellknown vertex measures for handling attribute-based information usually provided by CDRs. Experimental evaluation carried out with real data streams, from a local mobile telecom company, showed us the feasibility of the proposed strategy. | [
{
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},
{
"first": "Pedro",
"middle": [],
"last": "Ferreira",
"suffix": ""
},
{
"first": "Joel",
"middle": [],
"last": "Ribeiro",
"suffix": ""
},
{
"first": "Orlando",
"middle": [],
"last": "Belo",
"suffix": ""
}
] | 2,012 | 10.1007/978-3-642-31488-9_8 | ICDM | 2150844520 | [
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|||||
Joint optimization of bid and budget allocation in sponsored search | 156,941 | This paper is concerned with the joint allocation of bid price and campaign budget in sponsored search. In this application, an advertiser can create a number of campaigns and set a budget for each of them. In a campaign, he/she can further create several ad groups with bid keywords and bid prices. Data analysis shows that many advertisers are dealing with a very large number of campaigns, bid keywords, and bid prices at the same time, which poses a great challenge to the optimality of their campaign management. As a result, the budgets of some campaigns might be too low to achieve the desired performance goals while those of some other campaigns might be wasted; the bid prices for some keywords may be too low to win competitive auctions while those of some other keywords may be unnecessarily high. In this paper, we propose a novel algorithm to automatically address this issue. In particular, we model the problem as a constrained optimization problem, which maximizes the expected advertiser revenue subject to the constraints of the total budget of the advertiser and the ranges of bid price change. By solving this optimization problem, we can obtain an optimal budget allocation plan as well as an optimal bid price setting. Our simulation results based on the sponsored search log of a commercial search engine have shown that by employing the proposed method, we can effectively improve the performances of the advertisers while at the same time we also see an increase in the revenue of the search engine. In addition, the results indicate that this method is robust to the second-order effects caused by the bid fluctuations from other advertisers. | [
{
"first": "Weinan",
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"last": "Zhang",
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},
{
"first": "Ying",
"middle": [],
"last": "Zhang",
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},
{
"first": "Bin",
"middle": [],
"last": "Gao",
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},
{
"first": "Yong",
"middle": [],
"last": "Yu",
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},
{
"first": "Xiaojie",
"middle": [],
"last": "Yuan",
"suffix": ""
},
{
"first": "Tie-Yan",
"middle": [],
"last": "Liu",
"suffix": ""
}
] | 2,012 | 10.1145/2339530.2339716 | KDD | 2160085520 | [
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Statistical entity-topic models | 3,142,925 | The primary purpose of news articles is to convey information about who, what, when and where. But learning and summarizing these relationships for collections of thousands to millions of articles is difficult. While statistical topic models have been highly successful at topically summarizing huge collections of text documents, they do not explicitly address the textual interactions between who/where, i.e. named entities (persons, organizations, locations) and what, i.e. the topics. We present new graphical models that directly learn the relationship between topics discussed in news articles and entities mentioned in each article. We show how these entity-topic models, through a better understanding of the entity-topic relationships, are better at making predictions about entities. | [
{
"first": "David",
"middle": [],
"last": "Newman",
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},
{
"first": "Chaitanya",
"middle": [],
"last": "Chemudugunta",
"suffix": ""
},
{
"first": "Padhraic",
"middle": [],
"last": "Smyth",
"suffix": ""
}
] | 2,006 | 10.1145/1150402.1150487 | KDD '06 | 2098401485 | [
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Arches: a Framework for Modeling Complex Terrains | 14,937,864 | In this paper, we present a framework for representing complex terrains with such features as overhangs, arches and caves and including different materials such as sand and rocks. Our hybrid model combines a volumetric discrete data structure that stores the different materials and an implicit representation for sculpting and reconstructing the surface of the terrain. Complex scenes can be edited and sculpted interactively with high level tools. We also propose an original rock generation technique that enables us to automatically generate complex rocky sceneries with piles of rocks without any computationally demanding physically-based simulation. | [
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{
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{
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},
{
"first": "Stéphane",
"middle": [],
"last": "Mérillou",
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}
] | 2,009 | 10.1111/j.1467-8659.2009.01385.x | Comput. Graph. Forum | Comput. Graph. Forum | 2109385470 | [
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Fast Sparse Coding Inference with Historical Information | 210,991,884 | Recently, time-unfolded recurrent neural network (RNN) based algorithms are successfully applied for fast sparse coding (SC) inference, such as LISTA and SLSTM. However, these methods do not properly exploit the historical information which is proved to speed up the convergence. In this paper, we propose a novel RNN-based SC inference framework with attention mechanism to efficiently incorporate the related historical information. The proposed framework consists of an attention network and a time-unfolded RNN, where the RNN generates the historical information and the attention network automatically determines the importance of these historical values for the current updating. The final sparse code is obtained by passing the context vectors generated from the attention network to a soft shrinkage function. Extensive experiments on convergence analysis and image classification tasks demonstrate that our network achieves impressive improvements on SC inference in terms of the quality of estimated sparse codes and the inference time. Moreover, the proposed network can be easily extended into a supervised version to further improve the classification accuracy. | [
{
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},
{
"first": "Fei",
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"last": "Jiang",
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},
{
"first": "Ruimin",
"middle": [],
"last": "Shen",
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}
] | 2,019 | 10.1109/ICDM.2019.00191 | 2019 IEEE International Conference on Data Mining (ICDM) | 2019 IEEE International Conference on Data Mining (ICDM) | 3003338975 | [
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Learning Attentional Temporal Cues of Brainwaves with Spatial Embedding for Motion Intent Detection | 210,995,780 | As brain dynamics fluctuate considerably across different subjects, it is challenging to design effective handcrafted features based on prior knowledge. Regarding this gap, this paper proposes a Graph-based Convolutional Recurrent Attention Model (G-CRAM) to explore EEG features across different subjects for movement intention recognition. A graph structure is first developed to embed the positioning information of EEG nodes, and then a convolutional recurrent attention model learns EEG features from both spatial and temporal dimensions and adaptively emphasizes on the most distinguishable temporal periods. The proposed approach is validated on two public movement intention EEG datasets. The results show that the GCRAM achieves superior performance to state-of-the-art methods regarding recognition accuracy and ROC-AUC. Furthermore, model interpreting studies reveal the learning process of different neural network components and demonstrate that the proposed model can extract detailed features efficiently. | [
{
"first": "Dalin",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Kaixuan",
"middle": [],
"last": "Chen",
"suffix": ""
},
{
"first": "Debao",
"middle": [],
"last": "Jian",
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},
{
"first": "Lina",
"middle": [],
"last": "Yao",
"suffix": ""
},
{
"first": "Sen",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Po",
"middle": [],
"last": "Li",
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}
] | 2,019 | 10.1109/ICDM.2019.00189 | 2019 IEEE International Conference on Data Mining (ICDM) | 2019 IEEE International Conference on Data Mining (ICDM) | 3004288096 | [
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Filtering Edges by Pixel Integration | 5,529,380 | An algorithm is presented which evaluates the area of the triangles formed by the intersection of a straight-line boundary with pixel elements, yet involves only tests and additions. | [
{
"first": "M.L.V.",
"middle": [],
"last": "Pitteway",
"suffix": ""
},
{
"first": "P.M.",
"middle": [],
"last": "Olive",
"suffix": ""
}
] | 1,985 | 10.1111/j.1467-8659.1985.tb00200.x | Comput. Graph. Forum | Comput. Graph. Forum | 2036235153 | [] | [
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