851 resultados para Coding Scheme


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Microfinance institutions employ various kinds of incentive schemes but estimating the effect of each scheme is not easy due to endogeneity bias. We conducted field experiments in Vietnam to capture the role of joint liability, monitoring, cross-reporting, social sanctions, communication and group formation in borrowers’ repayment behavior. We find that joint liability contracts cause serious free-riding problems, inducing strategic default and lowering repayment rates. When group members observe each others’ investment returns, participants are more likely to choose strategic default. Even after introducing a cross-reporting system and/or penalties among borrowers, the default rates and the ratios of participants who chose strategic default under joint liability are still higher than those under individual lending. We also find that joint liability lending often failed to induce mutual insurance among borrowers. Those who had been helped or who had repaid a little in the previous round were more likely to default strategically and repay a little again in the current round and those who paid large amounts were always the same individuals.

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Protein-coding gene families are sets of similar genes with a shared evolutionary origin and, generally, with similar biological functions. In plants, the size and role of gene families has been only partially addressed. However, suitable bioinformatics tools are being developed to cluster the enormous number of sequences currently available in databases. Specifically, comparative genomic databases promise to become powerful tools for gene family annotation in plant clades. In this review, I evaluate the data retrieved from various gene family databases, the ease with which they can be extracted and how useful the extracted information is.

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A video-aware unequal loss protection (ULP) system for protecting RTP video streaming in bursty packet loss networks is proposed. Just considering the relevance of the frame, the state of the channel and the bitrate constraints of the protection bitstream, our algorithm selects in real time the most suitable frames to be protected through forward error correction (FEC) techniques. It benefits from a wise RTP encapsulation that allows working at a frame level without requiring any further process than that of parsing RTP headers, so it is perfectly suitable to be included in commercial transmitters. The simulation results show how our proposed ULP technique outperforms non-smart schemes.

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In the last recent years, with the popularity of image compression techniques, many architectures have been proposed. Those have been generally based on the Forward and Inverse Discrete Cosine Transform (FDCT, IDCT). Alternatively, compression schemes based on discrete “wavelets” transform (DWT), used, both, in JPEG2000 coding standard and in the next H264-SVC (Scalable Video Coding), do not need to divide the image into non-overlapping blocks or macroblocks. This paper discusses the DLMT (Discrete Lopez-Moreno Transform). It proposes a new scheme intermediate between the DCT and the DWT (Discrete Wavelet Transform). The DLMT is computationally very similar to the DCT and uses quasi-sinusoidal functions, so the emergence of artifact blocks and their effects have a relative low importance. The use of quasi-sinusoidal functions has allowed achieving a multiresolution control quite close to that obtained by a DWT, but without increasing the computational complexity of the transformation. The DLMT can also be applied over a whole image, but this does not involve increasing computational complexity. Simulation results in MATLAB show that the proposed DLMT has significant performance benefits and improvements comparing with the DCT

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We present an innovative system to encode and transmit textured multi-resolution 3D meshes in a progressive way, with no need to send several texture images, one for each mesh LOD (Level Of Detail). All texture LODs are created from the finest one (associated to the finest mesh), but can be re- constructed progressively from the coarsest thanks to refinement images calculated in the encoding process, and transmitted only if needed. This allows us to adjust the LOD/quality of both 3D mesh and texture according to the rendering power of the device that will display them, and to the network capacity. Additionally, we achieve big savings in data transmission by avoiding altogether texture coordinates, which are generated automatically thanks to an unwrapping system agreed upon by both encoder and decoder.

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Desde los inicios de la codificación de vídeo digital hasta hoy, tanto la señal de video sin comprimir de entrada al codificador como la señal de salida descomprimida del decodificador, independientemente de su resolución, uso de submuestreo en los planos de diferencia de color, etc. han tenido siempre la característica común de utilizar 8 bits para representar cada una de las muestras. De la misma manera, los estándares de codificación de vídeo imponen trabajar internamente con estos 8 bits de precisión interna al realizar operaciones con las muestras cuando aún no se han transformado al dominio de la frecuencia. Sin embargo, el estándar H.264, en gran auge hoy en día, permite en algunos de sus perfiles orientados al mundo profesional codificar vídeo con más de 8 bits por muestra. Cuando se utilizan estos perfiles, las operaciones efectuadas sobre las muestras todavía sin transformar se realizan con la misma precisión que el número de bits del vídeo de entrada al codificador. Este aumento de precisión interna tiene el potencial de permitir unas predicciones más precisas, reduciendo el residuo a codificar y aumentando la eficiencia de codificación para una tasa binaria dada. El objetivo de este Proyecto Fin de Carrera es estudiar, utilizando las medidas de calidad visual objetiva PSNR (Peak Signal to Noise Ratio, relación señal ruido de pico) y SSIM (Structural Similarity, similaridad estructural), el efecto sobre la eficiencia de codificación y el rendimiento al trabajar con una cadena de codificación/descodificación H.264 de 10 bits en comparación con una cadena tradicional de 8 bits. Para ello se utiliza el codificador de código abierto x264, capaz de codificar video de 8 y 10 bits por muestra utilizando los perfiles High, High 10, High 4:2:2 y High 4:4:4 Predictive del estándar H.264. Debido a la ausencia de herramientas adecuadas para calcular las medidas PSNR y SSIM de vídeo con más de 8 bits por muestra y un tipo de submuestreo de planos de diferencia de color distinto al 4:2:0, como parte de este proyecto se desarrolla también una aplicación de análisis en lenguaje de programación C capaz de calcular dichas medidas a partir de dos archivos de vídeo sin comprimir en formato YUV o Y4M. ABSTRACT Since the beginning of digital video compression, the uncompressed video source used as input stream to the encoder and the uncompressed decoded output stream have both used 8 bits for representing each sample, independent of resolution, chroma subsampling scheme used, etc. In the same way, video coding standards force encoders to work internally with 8 bits of internal precision when working with samples before being transformed to the frequency domain. However, the H.264 standard allows coding video with more than 8 bits per sample in some of its professionally oriented profiles. When using these profiles, all work on samples still in the spatial domain is done with the same precision the input video has. This increase in internal precision has the potential of allowing more precise predictions, reducing the residual to be encoded, and thus increasing coding efficiency for a given bitrate. The goal of this Project is to study, using PSNR (Peak Signal to Noise Ratio) and SSIM (Structural Similarity) objective video quality metrics, the effects on coding efficiency and performance caused by using an H.264 10 bit coding/decoding chain compared to a traditional 8 bit chain. In order to achieve this goal the open source x264 encoder is used, which allows encoding video with 8 and 10 bits per sample using the H.264 High, High 10, High 4:2:2 and High 4:4:4 Predictive profiles. Given that no proper tools exist for computing PSNR and SSIM values of video with more than 8 bits per sample and chroma subsampling schemes other than 4:2:0, an analysis application written in the C programming language is developed as part of this Project. This application is able to compute both metrics from two uncompressed video files in the YUV or Y4M format.

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The Andorra family of languages (which includes the Andorra Kernel Language -AKL) is aimed, in principie, at simultaneously supporting the programming styles of Prolog and committed choice languages. On the other hand, AKL requires a somewhat detailed specification of control by the user. This could be avoided by programming in Prolog to run on AKL. However, Prolog programs cannot be executed directly on AKL. This is due to a number of factors, from more or less trivial syntactic differences to more involved issues such as the treatment of cut and making the exploitation of certain types of parallelism possible. This paper provides basic guidelines for constructing an automatic compiler of Prolog programs into AKL, which can bridge those differences. In addition to supporting Prolog, our style of translation achieves independent and-parallel execution where possible, which is relevant since this type of parallel execution preserves, through the translation, the user-perceived "complexity" of the original Prolog program.

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This article presents in an informal way some early results on the design of a series of paradigms for visualization of the parallel execution of logic programs. The results presented here refer to the visualization of or-parallelism, as in MUSE and Aurora, deterministic dependent and-parallelism, as in Andorra-I, and independent and-parallelism as in &-Prolog. A tool has been implemented for this purpose and has been interfaced with these systems. Results are presented showing the visualization of executions from these systems and the usefulness of the resulting tool is briefly discussed.

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This article presents in an informal way some early results on the design of a series of paradigms for visualization of the parallel execution of logic programs. The results presented here refer to the visualization of or-parallelism, as in MUSE and Aurora, deterministic dependent and-parallelism, as in Andorra-I, and independent and-parallelism as in &-Prolog. A tool has been implemented for this purpose and has been interfaced with these systems. Results are presented showing the visualization of executions from these systems and the usefulness of the resulting tool is briefly discussed.

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The Andorra Kernel language scheme was aimed, in principle, at simultaneously supporting the programming styles of Prolog and committed choice languages. Within the constraint programming paradigm, this family of languages could also in principle support the concurrent constraint paradigm. This happens for the Agents Kernel Language (AKL). On the other hand, AKL requires a somewhat detailed specification of control by the user. This could be avoided by programming in CLP to run on AKL. However, CLP programs cannot be executed directly on AKL. This is due to a number of factors, from more or less trivial syntactic differences to more involved issues such as the treatment of cut and making the exploitation of certain types of parallelism possible. This paper provides a translation scheme which is a basis of an automatic compiler of CLP programs into AKL, which can bridge those differences. In addition to supporting CLP, our style of translation achieves independent and-parallel execution where possible, which is relevant since this type of parallel execution preserves, through the translation, the user-perceived "complexity" of the original program.

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In this paper, we examine the issue of memory management in the parallel execution of logic programs. We concentrate on non-deterministic and-parallel schemes which we believe present a relatively general set of problems to be solved, including most of those encountered in the memory management of or-parallel systems. We present a distributed stack memory management model which allows flexible scheduling of goals. Previously proposed models (based on the "Marker model") are lacking in that they impose restrictions on the selection of goals to be executed or they may require consume a large amount of virtual memory. This paper first presents results which imply that the above mentioned shortcomings can have significant performance impacts. An extension of the Marker Model is then proposed which allows flexible scheduling of goals while keeping (virtual) memory consumption down. Measurements are presented which show the advantage of this solution. Methods for handling forward and backward execution, cut and roll back are discussed in the context of the proposed scheme. In addition, the paper shows how the same mechanism for flexible scheduling can be applied to allow the efficient handling of the very general form of suspension that can occur in systems which combine several types of and-parallelism and more sophisticated methods of executing logic programs. We believe that the results are applicable to many and- and or-parallel systems.

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Opportunities offered by high performance computing provide a significant degree of promise in the enhancement of the performance of real-time flood forecasting systems. In this paper, a real-time framework for probabilistic flood forecasting through data assimilation is presented. The distributed rainfall-runoff real-time interactive basin simulator (RIBS) model is selected to simulate the hydrological process in the basin. Although the RIBS model is deterministic, it is run in a probabilistic way through the results of calibration developed in a previous work performed by the authors that identifies the probability distribution functions that best characterise the most relevant model parameters. Adaptive techniques improve the result of flood forecasts because the model can be adapted to observations in real time as new information is available. The new adaptive forecast model based on genetic programming as a data assimilation technique is compared with the previously developed flood forecast model based on the calibration results. Both models are probabilistic as they generate an ensemble of hydrographs, taking the different uncertainties inherent in any forecast process into account. The Manzanares River basin was selected as a case study, with the process being computationally intensive as it requires simulation of many replicas of the ensemble in real time.