902 resultados para computer science and engineering


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Modeling and simulation permeate all areas of business, science and engineering. With the increase in the scale and complexity of simulations, large amounts of computational resources are required, and collaborative model development is needed, as multiple parties could be involved in the development process. The Grid provides a platform for coordinated resource sharing and application development and execution. In this paper, we survey existing technologies in modeling and simulation, and we focus on interoperability and composability of simulation components for both simulation development and execution. We also present our recent work on an HLA-based simulation framework on the Grid, and discuss the issues to achieve composability.

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In this class, we will discuss network theory fundamentals, including concepts such as diameter, distance, clustering coefficient and others. We will also discuss different types of networks, such as scale-free networks, random networks etc. Readings: Graph structure in the Web, A. Broder and R. Kumar and F. Maghoul and P. Raghavan and S. Rajagopalan and R. Stata and A. Tomkins and J. Wiener Computer Networks 33 309--320 (2000) [Web link, Alternative Link] Optional: The Structure and Function of Complex Networks, M.E.J. Newman, SIAM Review 45 167--256 (2003) [Web link] Original course at: http://kmi.tugraz.at/staff/markus/courses/SS2008/707.000_web-science/

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In this class, we will discuss the course organization and provide a basic motivation for and introduction to the course. Readings: Web science: a provocative invitation to computer science, B. Shneiderman, Communications of the ACM 50 25--27 (2007) [Web link] Readings: Chapter 1 & 2, A Framework for Web Science, T. Berners-Lee and W. Hall and J. A. Hendler and K. O'Hara and N. Shadbolt and D. J. Weitzner Foundations and Trends® in Web Science 1 (2006) [Web link] Originally from: http://kmi.tugraz.at/staff/markus/courses/SS2008/707.000_web-science/

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4 examples of student reflections

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Tuesday 22nd April 2014 Speaker(s): Sue Sentance Organiser: Leslie Carr Time: 22/04/2014 15:00-16:00 Location: B32/3077 File size: 698 Mb Abstract Until recently, "computing" education in English schools mainly focused on developing general Digital Literacy and Microsoft Office skills. As of this September, a new curriculum comes into effect that provides a strong emphasis on computation and programming. This change has generated some controversy in the news media (4-year-olds being forced to learn coding! boss of the government’s coding education initiative cannot code shock horror!!!!) and also some concern in the teaching profession (how can we possibly teach programming when none of the teachers know how to program)? Dr Sue Sentance will explain the work of Computing At School, a part of the BCS Academy, in galvanising universities to help teachers learn programming and other computing skills. Come along and find out about the new English Computing Revolution - How will your children and your schools be affected? - How will our University intake change? How will our degrees have to change? - What is happening to the national perception of Computer Science?

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Optical characteristics of stirred curd were simultaneously monitored during syneresis in a 10-L cheese vat using computer vision and colorimetric measurements. Curd syneresis kinetic conditions were varied using 2 levels of milk pH (6.0 and 6.5) and 2 agitation speeds (12.1 and 27.2 rpm). Measured optical parameters were compared with gravimetric measurements of syneresis, taken simultaneously. The results showed that computer vision and colorimeter measurements have potential for monitoring syneresis. The 2 different phases, curd and whey, were distinguished by means of color differences. As syneresis progressed, the backscattered light became increasingly yellow in hue for circa 20 min for the higher stirring speed and circa 30 min for the lower stirring speed. Syneresis-related gravimetric measurements of importance to cheese making (e.g., curd moisture content, total solids in whey, and yield of whey) correlated significantly with computer vision and colorimetric measurements..

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We analyze the migration behavior of graduates from UK universities with a focus on the salary benefits they receive from the migration process. We focus on sequential interregional migration and specifically examine the case of Science, Technology, Engineering and Mathematics (STEM) and Creative subject graduates. Our analysis differs from previous studies in that it accounts explicitly for migrant selectivity through propensity score matching, and it also classifies graduates into different migration behavior categories. Graduates were classified according to their sequential migration behavior first from their pre-university domicile to university and then from university to first job post-graduation. Our results show that ‘repeat migration’, as expected, is associated with the highest wage premium (around 15%). Other migration behaviors are also advantageous although this varies across different types of graduates. Creative graduates, for instance, do not benefit much from migration behaviors other than repeat migration. STEM graduates, on the contrary, benefit from both late migration and staying in the university area to work.

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The set of transreal numbers is a superset of the real numbers. It totalises real arithmetic by defining division by zero in terms of three def- inite, non-finite numbers: positive infinity, negative infinity and nullity. Elsewhere, in this proceedings, we extended continuity and limits from the real domain to the transreal domain, here we extended the real derivative to the transreal derivative. This continues to demonstrate that transreal analysis contains real analysis and operates at singularities where real analysis fails. Hence computer programs that rely on computing deriva- tives { such as those used in scientific, engineering and financial applica- tions { are extended to operate at singularities where they currently fail. This promises to make software, that computes derivatives, both more competent and more reliable. We also extended the integration of absolutely convergent functions from the real domain to the transreal domain.

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The IEEE 754 standard for oating-point arithmetic is widely used in computing. It is based on real arithmetic and is made total by adding both a positive and a negative infinity, a negative zero, and many Not-a-Number (NaN) states. The IEEE infinities are said to have the behaviour of limits. Transreal arithmetic is total. It also has a positive and a negative infinity but no negative zero, and it has a single, unordered number, nullity. We elucidate the transreal tangent and extend real limits to transreal limits. Arguing from this firm foundation, we maintain that there are three category errors in the IEEE 754 standard. Firstly the claim that IEEE infinities are limits of real arithmetic confuses limiting processes with arithmetic. Secondly a defence of IEEE negative zero confuses the limit of a function with the value of a function. Thirdly the definition of IEEE NaNs confuses undefined with unordered. Furthermore we prove that the tangent function, with the infinities given by geometrical con- struction, has a period of an entire rotation, not half a rotation as is commonly understood. This illustrates a category error, confusing the limit with the value of a function, in an important area of applied mathe- matics { trigonometry. We brie y consider the wider implications of this category error. Another paper proposes transreal arithmetic as a basis for floating- point arithmetic; here we take the profound step of proposing transreal arithmetic as a replacement for real arithmetic to remove the possibility of certain category errors in mathematics. Thus we propose both theo- retical and practical advantages of transmathematics. In particular we argue that implementing transreal analysis in trans- floating-point arith- metic would extend the coverage, accuracy and reliability of almost all computer programs that exploit real analysis { essentially all programs in science and engineering and many in finance, medicine and other socially beneficial applications.

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The pervasive and ubiquitous computing has motivated researches on multimedia adaptation which aims at matching the video quality to the user needs and device restrictions. This technique has a high computational cost which needs to be studied and estimated when designing architectures and applications. This paper presents an analytical model to quantify these video transcoding costs in a hardware independent way. The model was used to analyze the impact of transcoding delays in end-to-end live-video transmissions over LANs, MANs and WANs. Experiments confirm that the proposed model helps to define the best transcoding architecture for different scenarios.

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Point placement strategies aim at mapping data points represented in higher dimensions to bi-dimensional spaces and are frequently used to visualize relationships amongst data instances. They have been valuable tools for analysis and exploration of data sets of various kinds. Many conventional techniques, however, do not behave well when the number of dimensions is high, such as in the case of documents collections. Later approaches handle that shortcoming, but may cause too much clutter to allow flexible exploration to take place. In this work we present a novel hierarchical point placement technique that is capable of dealing with these problems. While good grouping and separation of data with high similarity is maintained without increasing computation cost, its hierarchical structure lends itself both to exploration in various levels of detail and to handling data in subsets, improving analysis capability and also allowing manipulation of larger data sets.

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The problem of projecting multidimensional data into lower dimensions has been pursued by many researchers due to its potential application to data analyses of various kinds. This paper presents a novel multidimensional projection technique based on least square approximations. The approximations compute the coordinates of a set of projected points based on the coordinates of a reduced number of control points with defined geometry. We name the technique Least Square Projections ( LSP). From an initial projection of the control points, LSP defines the positioning of their neighboring points through a numerical solution that aims at preserving a similarity relationship between the points given by a metric in mD. In order to perform the projection, a small number of distance calculations are necessary, and no repositioning of the points is required to obtain a final solution with satisfactory precision. The results show the capability of the technique to form groups of points by degree of similarity in 2D. We illustrate that capability through its application to mapping collections of textual documents from varied sources, a strategic yet difficult application. LSP is faster and more accurate than other existing high-quality methods, particularly where it was mostly tested, that is, for mapping text sets.

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The literature reports research efforts allowing the editing of interactive TV multimedia documents by end-users. In this article we propose complementary contributions relative to end-user generated interactive video, video tagging, and collaboration. In earlier work we proposed the watch-and-comment (WaC) paradigm as the seamless capture of an individual`s comments so that corresponding annotated interactive videos be automatically generated. As a proof of concept, we implemented a prototype application, the WACTOOL, that supports the capture of digital ink and voice comments over individual frames and segments of the video, producing a declarative document that specifies both: different media stream structure and synchronization. In this article, we extend the WaC paradigm in two ways. First, user-video interactions are associated with edit commands and digital ink operations. Second, focusing on collaboration and distribution issues, we employ annotations as simple containers for context information by using them as tags in order to organize, store and distribute information in a P2P-based multimedia capture platform. We highlight the design principles of the watch-and-comment paradigm, and demonstrate related results including the current version of the WACTOOL and its architecture. We also illustrate how an interactive video produced by the WACTOOL can be rendered in an interactive video environment, the Ginga-NCL player, and include results from a preliminary evaluation.