query: Data-Driven Networking : Harnessing the “ Unreasonable Effectiveness of Data ” in Network Design

positive: Achieving high utilization with software-driven WAN We present SWAN, a system that boosts the utilization of inter-datacenter networks by centrally controlling when and how much traffic each service sends and frequently re-configuring the network's data plane to match current traffic demand. But done simplistically, these re-configurations can also cause severe, transient congestion because different switches may apply updates at different times. We develop a novel technique that leverages a small amount of scratch capacity on links to apply updates in a provably congestion-free manner, without making any assumptions about the order and timing of updates at individual switches. Further, to scale to large networks in the face of limited forwarding table capacity, SWAN greedily selects a small set of entries that can best satisfy current demand. It updates this set without disrupting traffic by leveraging a small amount of scratch capacity in forwarding tables. Experiments using a testbed prototype and data-driven simulations of two production networks show that SWAN carries 60% more traffic than the current practice.

positive:
B4: experience with a globally-deployed software defined wan We present the design, implementation, and evaluation of B4, a private WAN connecting Google's data centers across the planet. B4 has a number of unique characteristics: i) massive bandwidth requirements deployed to a modest number of sites, ii) elastic traffic demand that seeks to maximize average bandwidth, and iii) full control over the edge servers and network, which enables rate limiting and demand measurement at the edge.
 These characteristics led to a Software Defined Networking architecture using OpenFlow to control relatively simple switches built from merchant silicon. B4's centralized traffic engineering service drives links to near 100% utilization, while splitting application flows among multiple paths to balance capacity against application priority/demands. We describe experience with three years of B4 production deployment, lessons learned, and areas for future work.

positive: PCC: Re-architecting Congestion Control for Consistent High Performance TCP and its variants have suffered from surprisingly poor performance for decades. We argue the TCP family has little hope to achieve consistent high performance due to a fundamental architectural deficiency: hardwiring packet-level events to control responses without understanding the real performance result of its actions. We propose Performance-oriented Congestion Control (PCC), a new congestion control architecture in which each sender continuously observes the connection between its actions and empirically experienced performance, enabling it to consistently adopt actions that result in high performance. We prove that PCC converges to a stable and fair equilibrium. Across many real-world and challenging environments, PCC shows consistent and often 10× performance improvement, with better fairness and stability than TCP. PCC requires no router hardware support or new packet format.

positive:
TCP ex machina: computer-generated congestion control This paper describes a new approach to end-to-end congestion control on a multi-user network. Rather than manually formulate each endpoint's reaction to congestion signals, as in traditional protocols, we developed a program called Remy that generates congestion-control algorithms to run at the endpoints.
 In this approach, the protocol designer specifies their prior knowledge or assumptions about the network and an objective that the algorithm will try to achieve, e.g., high throughput and low queueing delay. Remy then produces a distributed algorithm---the control rules for the independent endpoints---that tries to achieve this objective.
 In simulations with ns-2, Remy-generated algorithms outperformed human-designed end-to-end techniques, including TCP Cubic, Compound, and Vegas. In many cases, Remy's algorithms also outperformed methods that require intrusive in-network changes, including XCP and Cubic-over-sfqCoDel (stochastic fair queueing with CoDel for active queue management).
 Remy can generate algorithms both for networks where some parameters are known tightly a priori, e.g. datacenters, and for networks where prior knowledge is less precise, such as cellular networks. We characterize the sensitivity of the resulting performance to the specificity of the prior knowledge, and the consequences when real-world conditions contradict the assumptions supplied at design-time.

positive: Algorithms for multi-armed bandit problems The stochastic multi-armed bandit problem is an important model for studying the explorationexploitation tradeoff in reinforcement learning. Although many algorithms for the problem are well-understood theoretically, empirical confirmation of their effectiveness is generally scarce. This paper presents a thorough empirical study of the most popular multi-armed bandit algorithms. Three important observations can be made from our results. Firstly, simple heuristics such as -greedy and Boltzmann exploration outperform theoretically sound algorithms on most settings by a significant margin. Secondly, the performance of most algorithms varies dramatically with the parameters of the bandit problem. Our study identifies for each algorithm the settings where it performs well, and the settings where it performs poorly. These properties are not described by current theory, even though they can be exploited in practice in the design of heuristics. Thirdly, the algorithms’ performance relative each to other is affected only by the number of bandit arms and the variance of the rewards. This finding may guide the design of subsequent empirical evaluations. In the second part of the paper, we turn our attention to an important area of application of bandit algorithms: clinical trials. Although the design of clinical trials has been one of the principal practical problems motivating research on multi-armed bandits, bandit algorithms have never been evaluated as potential treatment allocation strategies. Using data from a real study, we simulate the outcome that a 2001-2002 clinical trial would have had if bandit algorithms had been used to allocate patients to treatments. We find that an adaptive trial would have successfully treated at least 50% more patients, while significantly reducing the number of adverse effects and increasing patient retention. At the end of the trial, the best treatment could have still been identified with a high level of statistical confidence. Our findings demonstrate that bandit algorithms are attractive alternatives to current adaptive treatment allocation strategies.

negative: Dynamic simulation of die pickup from wafer tape by a multi-disc ejector using peel-energy to peel-velocity coupling A 2D simulation of thin die peeling from wafer tape is presented for a Multi Disc ejection system. The simulation models the dynamics of peeling, and visualizes time-dependency of peel front propagation and target die stress. It is based on a series of static snapshots, stringed together like a movie. A coupling of peel energy and peel velocity is defined. This allows to calculate the geometry of the actual snapshot by the peel energy of the preceding one. As a result, experimental data of a peel process can be verified. It is shown, why an increase in disc velocity leads to a slow-down of peel front propagation, and thus to a pickup failure.

negative: Historical Document Layout Analysis Competition This paper presents an objective comparative evaluation of layout analysis methods for scanned historical documents. It describes the competition (modus operandi, dataset and evaluation methodology) held in the context of ICDAR2011 and the International Workshop on Historical Document Imaging and Processing (HIP2011), presenting the results of the evaluation of four submitted methods. A commercial state-of-the-art system is also evaluated for comparison. Two scenarios are reported in this paper, one evaluating the ability of methods to accurately segment regions and the other evaluating the whole pipeline of segmentation and region classification (with a text extraction goal). The results indicate that there is a convergence to a certain methodology with some variations in the approach. However, there is still a considerable need to develop robust methods that deal with the idiosyncrasies of historical documents.

negative: A compact branch-line coupler using folded microstrip lines This paper presents a compact 3 dB Quadrature branch-line coupler using folded microstrip line geometry. Commercially available IE3D software has been used to design and simulate the structure. The proposed structure is simple and takes lesser optimization time. It has been shown that the structure provides about 43.63% compactness compared to the conventional branch line coupler. The structure, therefore, can be incorporated in the microwave circuit design where medium level compactness and faster design are preferred.

negative: Top Rank Supervised Binary Coding for Visual Search In recent years, binary coding techniques are becoming increasingly popular because of their high efficiency in handling large-scale computer vision applications. It has been demonstrated that supervised binary coding techniques that leverage supervised information can significantly enhance the coding quality, and hence greatly benefit visual search tasks. Typically, a modern binary coding method seeks to learn a group of coding functions which compress data samples into binary codes. However, few methods pursued the coding functions such that the precision at the top of a ranking list according to Hamming distances of the generated binary codes is optimized. In this paper, we propose a novel supervised binary coding approach, namely Top Rank Supervised Binary Coding (Top-RSBC), which explicitly focuses on optimizing the precision of top positions in a Hamming-distance ranking list towards preserving the supervision information. The core idea is to train the disciplined coding functions, by which the mistakes at the top of a Hamming-distance ranking list are penalized more than those at the bottom. To solve such coding functions, we relax the original discrete optimization objective with a continuous surrogate, and derive a stochastic gradient descent to optimize the surrogate objective. To further reduce the training time cost, we also design an online learning algorithm to optimize the surrogate objective more efficiently. Empirical studies based upon three benchmark image datasets demonstrate that the proposed binary coding approach achieves superior image search accuracy over the state-of-the-arts.

negative: Joint Optimization of Service Function Chaining and Resource Allocation in Network Function Virtualization Network function virtualization (NFV) has already been a new paradigm for network architectures. By migrating NFs from dedicated hardware to virtualization platform, NFV can effectively improve the flexibility to deploy and manage service function chains (SFCs). However, resource allocation for requested SFC in NFV-based infrastructures is not trivial as it mainly consists of three phases: virtual network functions (VNFs) chain composition, VNFs forwarding graph embedding, and VNFs scheduling. The decision of these three phases can be mutually dependent, which also makes it a tough task. Therefore, a coordinated approach is studied in this paper to jointly optimize NFV resource allocation in these three phases. We apply a general cost model to consider both network costs and service performance. The coordinate NFV-RA is formulated as a mixed-integer linear programming, and a heuristic-based algorithm (JoraNFV) is proposed to get the near optimal solution. To make the coordinated NFV-RA more tractable, JoraNFV is divided into two sub-algorithms, one-hop optimal traffic scheduling and a multi-path greedy algorithm for VNF chain composition and VNF forwarding graph embedding. Last, extensive simulations are performed to evaluate the performance of JoraNFV, and results have shown that JoraNFV can get a solution within 1.25 times of the optimal solution with reasonable execution time, which indicates that JoraNFV can be used for online NFV planning.

negative: Using Three Machine Learning Techniques for Predicting Breast Cancer Recurrence Introduction Breast cancer (BC) is the most common cancer in women, affecting about 10% of all women at some stages of their life. In recent years, the incidence rate keeps increasing and data show that the survival rate is 88% after five years from diagnosis and 80% after 10 years from diagnosis [1]. Early prediction of breast cancer is one of the most crucial works in the follow-up process. Data mining methods can help to reduce the number of false positive and false negative decisions [2,3]. Consequently, new methods such as knowledge discovery in databases (KDD) has become a popular research tool for medical researchers who try to identify and exploit patterns and relationships among large number of variables, and predict the outcome of a disease using historical cases stored in datasets [4].

negative: Usability evaluation for history educational games The potential for integration of digital games and learning becomes ever more significant recently. One of the goals in educational game design is to create engaging and immersive learning experiences for delivering specified learning goals, outcomes and experiences. However, there is limited number of research done on game usability or quality of game user interface. Failure to design usable game interfaces can interfere with the larger goal of creating a compelling experience for users and can have a negative effect on the overall quality and success of a game. In this paper, we review usability problems identified by previous researchers and propose a history educational game design which includes pedagogical and game design component. Some snapshots of our game module are also presented. Finally we present a usability evaluation method for history educational game design. From our critical literature reviews, we also proposed six constructs which are interface, mechanics, gameplay, playability, feedback and immersion for usability evaluation.

negative: Characterizing Task Completion Latencies in Fog Computing Fog computing, which distributes computing resources to multiple locations between the Internet of Things (IoT) devices and the cloud, is attracting considerable attention from academia and industry. Yet, despite the excitement about the potential of fog computing, few comprehensive quantitative characteristics of the properties of fog computing architectures have been conducted. In this paper we examine the properties of task completion latencies in fog computing. First, we present the results of our empirical benchmarking-based study of task completion latencies. The study covered a range of settings, and uniquely considered both traditional and serverless fog computing execution points. It demonstrated the range of execution point characteristics in different locations and the relative stability of latency characteristics for a given location. It also highlighted properties of serverless execution that are not incorporated in existing fog computing algorithms. Second, we present a framework we developed for co-optimizing task completion quality and latency, which was inspired by the insights of our empirical study. We describe fog computing task assignment problems we formulated under this framework, and present the algorithms we developed for solving them.

negative: Weighting Finite-State Transductions With Neural Context How should one apply deep learning to tasks such as morphological reinflection, which stochastically edit one string to get another? A recent approach to such sequence-to-sequence tasks is to compress the input string into a vector that is then used to generate the output string, using recurrent neural networks. In contrast, we propose to keep the traditional architecture, which uses a finite-state transducer to score all possible output strings, but to augment the scoring function with the help of recurrent networks. A stack of bidirectional LSTMs reads the input string from leftto-right and right-to-left, in order to summarize the input context in which a transducer arc is applied. We combine these learned features with the transducer to define a probability distribution over aligned output strings, in the form of a weighted finite-state automaton. This reduces hand-engineering of features, allows learned features to examine unbounded context in the input string, and still permits exact inference through dynamic programming. We illustrate our method on the tasks of morphological reinflection and lemmatization.

negative: Consciousness and anesthesia. When we are anesthetized, we expect consciousness to vanish. But does it always? Although anesthesia undoubtedly induces unresponsiveness and amnesia, the extent to which it causes unconsciousness is harder to establish. For instance, certain anesthetics act on areas of the brain's cortex near the midline and abolish behavioral responsiveness, but not necessarily consciousness. Unconsciousness is likely to ensue when a complex of brain regions in the posterior parietal area is inactivated. Consciousness vanishes when anesthetics produce functional disconnection in this posterior complex, interrupting cortical communication and causing a loss of integration; or when they lead to bistable, stereotypic responses, causing a loss of information capacity. Thus, anesthetics seem to cause unconsciousness when they block the brain's ability to integrate information.

negative: Lightweight eye capture using a parametric model Facial scanning has become ubiquitous in digital media, but so far most efforts have focused on reconstructing the skin. Eye reconstruction, on the other hand, has received only little attention, and the current state-of-the-art method is cumbersome for the actor, time-consuming, and requires carefully setup and calibrated hardware. These constraints currently make eye capture impractical for general use. We present the first approach for high-quality lightweight eye capture, which leverages a database of pre-captured eyes to guide the reconstruction of new eyes from much less constrained inputs, such as traditional single-shot face scanners or even a single photo from the internet. This is accomplished with a new parametric model of the eye built from the database, and a novel image-based model fitting algorithm. Our method provides both automatic reconstructions of real eyes, as well as artistic control over the parameters to generate user-specific eyes.

negative: OntoVPA - An Ontology-Based Dialogue Management System for Virtual Personal Assistants Dialogue management (DM) is a difficult problem. We present OntoVPA, an Ontology-Based Dialogue Management System (DMS) for Virtual Personal Assistants (VPA’s). The features of OntoVPA are offered as potential solutions to core DM problems. We illustrate OntoVPA’s solutions to these problems by means of a running VPA example domain. To the best of our knowledge, OntoVPA is the first commercially available, fully implemented DMS that employs ontologies, reasoning, and ontology-based rules for a) domain model representation and reasoning, b) dialogue representation and state tracking, and c) response generation. OntoVPA is a declarative, knowledge-based system which, consequently, can be customized to a new VPA domain by swapping in and out ontologies and rule bases, with very little to no conventional programming required. OntoVPA relies on its domainindependent (generic), but dialogue-specific upper-level ontologies and DM rules, which are implementing typical, re-occurring (and usually expensive to address) dialogue system core capabilities, such as anaphora (coreference) resolution, slotfilling, inquiring about missing slot values, and so on. We argue that ontologies and ontology-based rules provide a flexible and expressive framework for realizing DMS’s for VPA’s, with a potential to significantly reduce development time.

negative: Deconfounded Lexicon Induction for Interpretable Social Science NLP algorithms are increasingly used in computational social science to take linguistic observations and predict outcomes like human preferences or actions. Making these social models transparent and interpretable often requires identifying features in the input that predict outcomes while also controlling for potential confounds. We formalize this need as a new task: inducing a lexicon that is predictive of a set of target variables yet uncorrelated to a set of confounding variables. We introduce two deep learning algorithms for the task. The first uses a bifurcated architecture to separate the explanatory power of the text and confounds. The second uses an adversarial discriminator to force confound-invariant text encodings. Both elicit lexicons from learned weights and attentional scores. We use them to induce lexicons that are predictive of timely responses to consumer complaints (controlling for product), enrollment from course descriptions (controlling for subject), and sales from product descriptions (controlling for seller). In each domain our algorithms pick words that are associated with narrative persuasion; more predictive and less confound-related than those of standard feature weighting and lexicon induction techniques like regression and log odds.

negative: Additively Manufactured Scaffolds for Bone Tissue Engineering and the Prediction of their Mechanical Behavior: A Review Additive manufacturing (AM), nowadays commonly known as 3D printing, is a revolutionary materials processing technology, particularly suitable for the production of low-volume parts with high shape complexities and often with multiple functions. As such, it holds great promise for the fabrication of patient-specific implants. In recent years, remarkable progress has been made in implementing AM in the bio-fabrication field. This paper presents an overview on the state-of-the-art AM technology for bone tissue engineering (BTE) scaffolds, with a particular focus on the AM scaffolds made of metallic biomaterials. It starts with a brief description of architecture design strategies to meet the biological and mechanical property requirements of scaffolds. Then, it summarizes the working principles, advantages and limitations of each of AM methods suitable for creating porous structures and manufacturing scaffolds from powdered materials. It elaborates on the finite-element (FE) analysis applied to predict the mechanical behavior of AM scaffolds, as well as the effect of the architectural design of porous structure on its mechanical properties. The review ends up with the authors' view on the current challenges and further research directions.

negative: Discovering evolutionary theme patterns from text: an exploration of temporal text mining Temporal Text Mining (TTM) is concerned with discovering temporal patterns in text information collected over time. Since most text information bears some time stamps, TTM has many applications in multiple domains, such as summarizing events in news articles and revealing research trends in scientific literature. In this paper, we study a particular TTM task -- discovering and summarizing the evolutionary patterns of themes in a text stream. We define this new text mining problem and present general probabilistic methods for solving this problem through (1) discovering latent themes from text; (2) constructing an evolution graph of themes; and (3) analyzing life cycles of themes. Evaluation of the proposed methods on two different domains (i.e., news articles and literature) shows that the proposed methods can discover interesting evolutionary theme patterns effectively.

negative: SeeNav: Seamless and Energy-Efficient Indoor Navigation using Augmented Reality Augmented Reality (AR) based navigation has emerged as an impressive, yet seamless way of guiding users in unknown environments. Its quality of experience depends on many factors, including the accuracy of camera pose estimation, response delay, and energy consumption. In this paper, we present SeeNav - a seamless and energy-efficient AR navigation system for indoor environments. SeeNav combines image-based localization and inertial tracking to provide an accurate and robust camera pose estimation. As vision processing is much more compute intensive than the processing of inertial sensor data, SeeNav offloads the former one from resource-constrained mobile devices to a cloud to improve tracking performance and reduce power consumption. More than that, SeeNav implements a context-aware task scheduling algorithm that further minimizes energy consumption while maintaining the accuracy of camera pose estimation. Our experimental results, including a user study, show that SeeNav provides seamless navigation experience and reduces the overall energy consumption by 21.56% with context-aware task scheduling.

negative: Alleviation of Interest flooding attacks using Token bucket with per interface fairness and Countermeasures in Named Data Networking Distributed Denial of Service (DDoS) attacks are an ongoing problem in today's Internet. In this paper we focus on DDoS attacks in Named Data Networking (NDN). NDN is a specific candidate for next-generation Internet architecture designs. In NDN locations are named instead of data, So NDN transforms data into a first-class entity and makes itself an attractive and practical approach to meet the needs for many applications. In a Named Data Networking (NDN), end users request data by sending Interest packets, and the network delivers Data packets upon request only, effectively eliminating many existing DDoS attacks. However, an NDN network faces a new type of DDoS attack, namely Interest packet flooding. In this paper we try to alleviate the Interest flooding using token bucket with per interface fairness algorithm and also we try to find countermeasures for Interest flooding attacks

negative: Metasurfaces for general transformations of electromagnetic fields. In this review paper I discuss electrically thin composite layers, designed to perform desired operations on applied electromagnetic fields. Starting from a historical overview and based on a general classification of metasurfaces, I give an overview of possible functionalities of the most general linear metasurfaces. The review is concluded with a short research outlook discussion.

negative: Thompson Sampling for Dynamic Pricing In this paper we apply active learning algorithms for dynamic pricing in a prominent e-commerce website. Dynamic pricing involves changing the price of items on a regular basis, and uses the feedback from the pricing decisions to update prices of the items. Most popular approaches to dynamic pricing use a passive learning approach, where the algorithm uses historical data to learn various parameters of the pricing problem, and uses the updated parameters to generate a new set of prices. We show that one can use active learning algorithms such as Thompson sampling to more efficiently learn the underlying parameters in a pricing problem. We apply our algorithms to a real e-commerce system and show that the algorithms indeed improve revenue compared to pricing algorithms that use passive learning.

negative: Structured Receptive Fields in CNNs Learning powerful feature representations with CNNs is hard when training data are limited. Pre-training is one way to overcome this, but it requires large datasets sufficiently similar to the target domain. Another option is to design priors into the model, which can range from tuned hyperparameters to fully engineered representations like Scattering Networks. We combine these ideas into structured receptive field networks, a model which has a fixed filter basis and yet retains the flexibility of CNNs. This flexibility is achieved by expressing receptive fields in CNNs as a weighted sum over a fixed basis which is similar in spirit to Scattering Networks. The key difference is that we learn arbitrary effective filter sets from the basis rather than modeling the filters. This approach explicitly connects classical multiscale image analysis with general CNNs. With structured receptive field networks, we improve considerably over unstructured CNNs for small and medium dataset scenarios as well as over Scattering for large datasets. We validate our findings on ILSVRC2012, Cifar-10, Cifar-100 and MNIST. As a realistic small dataset example, we show state-of-the-art classification results on popular 3D MRI brain-disease datasets where pre-training is difficult due to a lack of large public datasets in a similar domain.

negative: Net!works European Technology Platform Expert Working Group on Smart Cities Applications and Requirements Executive Summary List of Contributors Contributors Company/institute Emcanta, Es Alcatel-lucent/bell Labs, De Gowex, Es List of Acronyms 3d Three Dimensional Api Application Programming Interfa Smart Cities gained importance as a means of making ICT enabled services and applications available to the citizens, companies and authorities that are part of a city's system. It aims at increasing citizens' quality of life, and improving the efficiency and quality of the services provided by governing entities and businesses. This perspective requires an integrated vision of a city and of its infrastructures, in all its components. A Smart City can be taken according to six characteristics: All these domains raise new challenges in security and privacy, since users implicitly expect systems to be secure and privacy-preserving. One of the critical elements is which role(s) the city will take up as an actor within an increasingly complex value network. New players enter the market, actors shift their business strategies, roles change, different types of platforms emerge and vie for market dominance, technological developments create new threats and opportunities, etc. An element related to the trend of platformisation is cloud computing, which is increasingly helping the private sector to reduce cost, increase efficiency, and work smarter. One particular challenge relates to open data business models. Activities necessary for Public Sector Information provision can be identified. The development of efficient and effective e-government is a prerequisite. Transnational authentication systems for citizens and businesses, agreed frameworks for data privacy, and the sharing and collection of individual and business data, are key. Smart Cities need to be able to integrate themselves into national, regional and international infrastructures. Although the implementation aspects depend strongly on the authorities of these infrastructures, European wide recommendations and directives will definitely contribute to accelerate the deployment of Smart Cities. Health, inclusion and assisted living will play an essential role, since the demand for related services is rising, because ageing is changing disease composition. Requirements address a number of technologies, beyond the ones related to mobile and fixed networks. An integrated perspective on healthcare solutions for the near-to long-term can be foreseen, bridging a direct gap in between the health area and the technological development of communications (radio and network components). The needs for mobility in urban areas result into a number of problems, such as traffic congestion and energy consumption, which can be alleviated by exploiting Intelligent Transportation Systems and further adoption of vehicle-to-vehicle and vehicle-to-infrastructure communication networks. The information being managed in this area can be relevant to other domains, which increases its potential. An effective deployment …

negative: Learning to Generate Corrective Patches using Neural Machine Translation Bug fixing is generally a manually-intensive task. However, recent work has proposed the idea of automated program repair, which aims to repair (at least a subset of) bugs in different ways such as code mutation, etc. Following in the same line of work as automated bug repair, in this paper we aim to leverage past fixes to propose fixes of current/future bugs. Specifically, we propose Ratchet, a corrective patch generation system using neural machine translation. By learning corresponding pre-correction and post-correction code in past fixes with a neural sequence-to-sequence model, Ratchet is able to generate a fix code for a given bug-prone code query. We perform an empirical study with five open source projects, namely Ambari, Camel, Hadoop, Jetty and Wicket, to evaluate the effectiveness of Ratchet. Our findings show that Ratchet can generate syntactically valid statements 98.7% of the time, and achieve an F1-measure between 0.41-0.83 with respect to the actual fixes adopted in the code base. In addition, we perform a qualitative validation using 20 participants to see whether the generated statements can be helpful in correcting bugs. Our survey showed that Ratchet’s output was considered to be helpful in fixing the bugs on many occasions, even if fix was not 100%

negative: Colour Dynamic Photometric Stereo for Textured Surfaces In this paper we present a novel method to apply photometric stereo on textured dynamic surfaces. We aim at exploiting the high accuracy of photometric stereo and reconstruct local surface orientation from illumination changes. The main difficulty derives from the fact that photometric stereo requires varying illumination while the object remains still, which makes it quite impractical to use for dynamic surfaces. Using coloured lights gives a clear solution to this problem; however, the system of equations is still ill-posed and it is ambiguous whether the change of an observed surface colour is due to the change of the surface gradient or of the surface reflectance. In order to separate surface orientation from reflectance, our method tracks texture changes over time and exploits surface reflectance’s temporal constancy. This additional constraint allows us to reformulate the problem as an energy functional minimisation, solved by a standard quasi-Newton method. Our method is tested both on real and synthetic data, quantitatively evaluated and compared to a state-of-the-art method.

negative: All learning is Local: Multi-agent Learning in Global Reward Games In large multiagent games, partial observability , coordination, and credit assignmentpersistently plague attempts to design good learning algorithms. We provide a simple and efficient algorithm that in part uses a linear system to model the world fr om a single agent’s limited perspective, and takes advantage of Kalman filtering to allow an agent to construct a good training signal and effectively learn a near-optimal policy in a wide variety of settings.A sequenceof increasinglycomplex empirical tests verifies the efficacy of this technique.

negative: Growers versus showers: a meaningful (or useful) distinction? Yafi et al. have conducted a study that will be of great interest to the lay community and also of import to practicing urologists who routinely encounter patients with concerns about the appearance of their phallus [1]. In one study 14% of men expressed dissatisfaction with their genitals with flaccid penile length being the most common source of dissatisfaction [2]. The concerns of such men tend to be the perception that their penis is small, or at least smaller than the penises of other men.

negative: Deep Convolutional Neural Networks on Multichannel Time Series for Human Activity Recognition This paper focuses on human activity recognition (HAR) problem, in which inputs are multichannel time series signals acquired from a set of bodyworn inertial sensors and outputs are predefined human activities. In this problem, extracting effective features for identifying activities is a critical but challenging task. Most existing work relies on heuristic hand-crafted feature design and shallow feature learning architectures, which cannot find those distinguishing features to accurately classify different activities. In this paper, we propose a systematic feature learning method for HAR problem. This method adopts a deep convolutional neural networks (CNN) to automate feature learning from the raw inputs in a systematic way. Through the deep architecture, the learned features are deemed as the higher level abstract representation of low level raw time series signals. By leveraging the labelled information via supervised learning, the learned features are endowed with more discriminative power. Unified in one model, feature learning and classification are mutually enhanced. All these unique advantages of the CNN make it outperform other HAR algorithms, as verified in the experiments on the Opportunity Activity Recognition Challenge and other benchmark datasets.

negative: Machine Health Monitoring Using Local Feature-Based Gated Recurrent Unit Networks In modern industries, machine health monitoring systems (MHMS) have been applied wildly with the goal of realizing predictive maintenance including failures tracking, downtime reduction, and assets preservation. In the era of big machinery data, data-driven MHMS have achieved remarkable results in the detection of faults after the occurrence of certain failures (diagnosis) and prediction of the future working conditions and the remaining useful life (prognosis). The numerical representation for raw sensory data is the key stone for various successful MHMS. Conventional methods are the labor-extensive as they usually depend on handcrafted features, which require expert knowledge. Inspired by the success of deep learning methods that redefine representation learning from raw data, we propose local feature-based gated recurrent unit (LFGRU) networks. It is a hybrid approach that combines handcrafted feature design with automatic feature learning for machine health monitoring. First, features from windows of input time series are extracted. Then, an enhanced bidirectional GRU network is designed and applied on the generated sequence of local features to learn the representation. A supervised learning layer is finally trained to predict machine condition. Experiments on three machine health monitoring tasks: tool wear prediction, gearbox fault diagnosis, and incipient bearing fault detection verify the effectiveness and generalization of the proposed LFGRU.

negative: AnySee: Peer-to-Peer Live Streaming Efficient and scalable live-streaming overlay construction has become a hot topic recently. In order to improve the performance metrics, such as startup delay, source-to-end delay, and playback continuity, most previous studies focused on intra-overlay optimization. Such approaches have drawbacks including low resource utilization, high startup and source-to-end delay, and unreasonable resource assignment in global P2P networks. Anysee is a peer-to-peer live streaming system and adopts an inter-overlay optimization scheme, in which resources can join multiple overlays, so as to (1) improve global resource utilization and distribute traffic to all physical links evenly; (2) assign resources based on their locality and delay; (3) guarantee streaming service quality by using the nearest peers, even when such peers might belong to different overlays; and (4) balance the load among the group members. We compare the performance of our design with existing approaches based on comprehensive trace driven simulations. Results show that AnySee outperforms previous schemes in resource utilization and the QoS of streaming services. AnySee has been implemented as an Internet based live streaming system, and was successfully released in the summer of 2004 in CERNET of China. Over 60,000 users enjoy massive entertainment programs, including TV programs, movies, and academic conferences. Statistics prove that this design is scalable and robust, and we believe that the wide deployment of AnySee will soon benefit many more Internet users.

negative: Learning Filter Banks Using Deep Learning For Acoustic Signals Designing appropriate features for acoustic event recognition tasks is an active field of research. Expressive features should both improve the performance of the tasks and also be interpret-able. Currently, heuristically designed features based on the domain knowledge requires tremendous effort in hand-crafting, while features extracted through deep network are difficult for human to interpret. In this work, we explore the experience guided learning method for designing acoustic features. This is a novel hybrid approach combining both domain knowledge and purely data driven feature designing. Based on the procedure of log Mel-filter banks, we design a filter bank learning layer. We concatenate this layer with a convolutional neural network (CNN) model. After training the network, the weight of the filter bank learning layer is extracted to facilitate the design of acoustic features. We smooth the trained weight of the learning layer and re-initialize it in filter bank learning layer as audio feature extractor. For the environmental sound recognition task based on the Urbansound8K dataset [1], the experience guided learning leads to a 2% accuracy improvement compared with the fixed feature extractors (the log Mel-filter bank). The shape of the new filter banks are visualized and explained to prove the effectiveness of the feature design process.

negative: Reward, Motivation, and Reinforcement Learning There is substantial evidence that dopamine is involved in reward learning and appetitive conditioning. However, the major reinforcement learning-based theoretical models of classical conditioning (crudely, prediction learning) are actually based on rules designed to explain instrumental conditioning (action learning). Extensive anatomical, pharmacological, and psychological data, particularly concerning the impact of motivational manipulations, show that these models are unreasonable. We review the data and consider the involvement of a rich collection of different neural systems in various aspects of these forms of conditioning. Dopamine plays a pivotal, but complicated, role.

negative: Probabilistic vehicle trajectory prediction over occupancy grid map via recurrent neural network In this paper, we propose an efficient vehicle trajectory prediction framework based on recurrent neural network. Basically, the characteristic of the vehicle's trajectory is different from that of regular moving objects since it is affected by various latent factors including road structure, traffic rules, and driver's intention. Previous state of the art approaches use sophisticated vehicle behavior model describing these factors and derive the complex trajectory prediction algorithm, which requires a system designer to conduct intensive model optimization for practical use. Our approach is data-driven and simple to use in that it learns complex behavior of the vehicles from the massive amount of trajectory data through deep neural network model. The proposed trajectory prediction method employs the recurrent neural network called long short-term memory (LSTM) to analyze the temporal behavior and predict the future coordinate of the surrounding vehicles. The proposed scheme feeds the sequence of vehicles' coordinates obtained from sensor measurements to the LSTM and produces the probabilistic information on the future location of the vehicles over occupancy grid map. The experiments conducted using the data collected from highway driving show that the proposed method can produce reasonably good estimate of future trajectory.

negative: Human Activity Recognition from Sensor Data Human Activity Recognition (HAR) refers to the problem of automatically identifying human activities by learning from data collected either from the individual or from the environment surrounding that individual. The form of the data might be inertial measurements, physiological signals from devices like wearable sensors or those such as image, audio and video data collected from environmental devices/sensors. HAR has been a well studied problem for its potential capability to mine human behavioral patterns and for monitoring human activity for security and health purposes.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

negative: Localizing Ashkenazic Jews to Primeval Villages in the Ancient Iranian Lands of Ashkenaz The Yiddish language is over 1,000 years old and incorporates German, Slavic, and Hebrew elements. The prevalent view claims Yiddish has a German origin, whereas the opposing view posits a Slavic origin with strong Iranian and weak Turkic substrata. One of the major difficulties in deciding between these hypotheses is the unknown geographical origin of Yiddish speaking Ashkenazic Jews (AJs). An analysis of 393 Ashkenazic, Iranian, and mountain Jews and over 600 non-Jewish genomes demonstrated that Greeks, Romans, Iranians, and Turks exhibit the highest genetic similarity with AJs. The Geographic Population Structure analysis localized most AJs along major primeval trade routes in northeastern Turkey adjacent to primeval villages with names that may be derived from "Ashkenaz." Iranian and mountain Jews were localized along trade routes on the Turkey's eastern border. Loss of maternal haplogroups was evident in non-Yiddish speaking AJs. Our results suggest that AJs originated from a Slavo-Iranian confederation, which the Jews call "Ashkenazic" (i.e., "Scythian"), though these Jews probably spoke Persian and/or Ossete. This is compatible with linguistic evidence suggesting that Yiddish is a Slavic language created by Irano-Turko-Slavic Jewish merchants along the Silk Roads as a cryptic trade language, spoken only by its originators to gain an advantage in trade. Later, in the 9th century, Yiddish underwent relexification by adopting a new vocabulary that consists of a minority of German and Hebrew and a majority of newly coined Germanoid and Hebroid elements that replaced most of the original Eastern Slavic and Sorbian vocabularies, while keeping the original grammars intact.

negative: Playful public participation in urban planning: A case study for online serious games The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the play-fulness a game like NextCampus could evoke. Public participatory online applications aim to attract citizens to discuss current issues related to their environment and to improve the process of public participation in general. An integration of geographic information systems (GISs) with public participatory tools represents one of the latest innovations in this area. ways of integrating the new applications into participatory processes and considers which new functionalities and technical characteristics could offer the most benefit to users. In the past, these technologies and other map-based applications were frequently criticized as being too complex for the majority of potential users (Steinmann, Krek, & Blaschke, 2004). New forms of collaboration and technical solutions emerged during the Web 2.0 era. For example , Google Maps and Google Earth can be used by lay users and non-experts without intense training. Recent research on collabo-rative mapping also known as ''geography without geographers'' prior work in PP GIS to include much wider, distributed participation (Hardy, 2008). Despite these new forms of collaboration and innovative technologies , Moody (2007) demonstrates that the use of GIS technology to involve citizens in participatory urban planning does not seem to empower citizens. An important factor in such findings …

negative: Evolution of fashion brands on Twitter and Instagram Social media has become a popular platform for marketing and brand advertisement especially for fashion brands. To promote their products and gain popularity, different brands post their latest products and updates as photos on different social networks. Little has been explored on how these fashion brands use different social media to reach out to their customers and obtain feedback on different products. Understanding this can help future consumers to focus on their interested brands on specific social media for better information and also can help the marketing staff of different brands to understand how the other brands are utilizing the social media. In this article we focus on the top-20 fashion brands and comparatively analyze how they target their current and potential future customers on Twitter and Instagram. Using both linguistic and deep image features, our work reveals an increasing diversification of trends accompanied by a simultaneous concentration towards a few selected trends. It provides insights about brand marketing strategies and their respective competencies. Our investigations show that the brands are using Twitter and Instagram in a distinctive manner.

negative: Three Decades of Driver Assistance Systems: Review and Future Perspectives This contribution provides a review of fundamental goals, development and future perspectives of driver assistance systems. Mobility is a fundamental desire of mankind. Virtually any society strives for safe and efficient mobility at low ecological and economic costs. Nevertheless, its technical implementation significantly differs among societies, depending on their culture and their degree of industrialization. A potential evolutionary roadmap for driver assistance systems is discussed. Emerging from systems based on proprioceptive sensors, such as ABS or ESC, we review the progress incented by the use of exteroceptive sensors such as radar, video, or lidar. While the ultimate goal of automated and cooperative traffic still remains a vision of the future, intermediate steps towards that aim can be realized through systems that mitigate or avoid collisions in selected driving situations. Research extends the state-of-the-art in automated driving in urban traffic and in cooperative driving, the latter addressing communication and collaboration between different vehicles, as well as cooperative vehicle operation by its driver and its machine intelligence. These steps are considered important for the interim period, until reliable unsupervised automated driving for all conceivable traffic situations becomes available. The prospective evolution of driver assistance systems will be stimulated by several technological, societal and market trends. The paper closes with a view on current research fields.

negative: Improving homograph disambiguation with supervised machine learning We describe a pre-existing rule-based homograph disambiguation system used for text-to-speech synthesis at Google, and compare it to a novel system which performs disambiguation using classifiers trained on a small amount of labeled data. An evaluation of these systems, using a new, freely available English data set, finds that hybrid systems (making use of both rules and machine learning) are significantly more accurate than either hand-written rules or machine learning alone. The evaluation also finds minimal performance degradation when the hybrid system is configured to run on limited-resource mobile devices rather than on production servers. The two best systems described here are used for homograph disambiguation on all US English text-to-speech traffic at Google.

negative: Net!works European Technology Platform Expert Working Group on Smart Cities Applications and Requirements Executive Summary List of Contributors Contributors Company/institute Emcanta, Es Alcatel-lucent/bell Labs, De Gowex, Es List of Acronyms 3d Three Dimensional Api Application Programming Interfa Smart Cities gained importance as a means of making ICT enabled services and applications available to the citizens, companies and authorities that are part of a city's system. It aims at increasing citizens' quality of life, and improving the efficiency and quality of the services provided by governing entities and businesses. This perspective requires an integrated vision of a city and of its infrastructures, in all its components. A Smart City can be taken according to six characteristics: All these domains raise new challenges in security and privacy, since users implicitly expect systems to be secure and privacy-preserving. One of the critical elements is which role(s) the city will take up as an actor within an increasingly complex value network. New players enter the market, actors shift their business strategies, roles change, different types of platforms emerge and vie for market dominance, technological developments create new threats and opportunities, etc. An element related to the trend of platformisation is cloud computing, which is increasingly helping the private sector to reduce cost, increase efficiency, and work smarter. One particular challenge relates to open data business models. Activities necessary for Public Sector Information provision can be identified. The development of efficient and effective e-government is a prerequisite. Transnational authentication systems for citizens and businesses, agreed frameworks for data privacy, and the sharing and collection of individual and business data, are key. Smart Cities need to be able to integrate themselves into national, regional and international infrastructures. Although the implementation aspects depend strongly on the authorities of these infrastructures, European wide recommendations and directives will definitely contribute to accelerate the deployment of Smart Cities. Health, inclusion and assisted living will play an essential role, since the demand for related services is rising, because ageing is changing disease composition. Requirements address a number of technologies, beyond the ones related to mobile and fixed networks. An integrated perspective on healthcare solutions for the near-to long-term can be foreseen, bridging a direct gap in between the health area and the technological development of communications (radio and network components). The needs for mobility in urban areas result into a number of problems, such as traffic congestion and energy consumption, which can be alleviated by exploiting Intelligent Transportation Systems and further adoption of vehicle-to-vehicle and vehicle-to-infrastructure communication networks. The information being managed in this area can be relevant to other domains, which increases its potential. An effective deployment …

negative: Position control of Robotino mobile robot using fuzzy logic The appearance of fuzzy logic theory led to new trends in robotics field and solves various typical problems. In fact, fuzzy logic is a good alternative for increasing the capabilities of autonomous mobile robots in an unknown dynamic environment by integrating human experience. The paper presents the design and implementation of the position control using fuzzy logic for an omni directional mobile robot. The position control of the mobile robot was tested remotely using the Festo Robotino platform and Matlab environment. The obstacle avoidance and mobile robot odometry were also studied in this work.