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An Evaluation of Large-scale Information Network Embedding based on Latent Space Model Generating Links 基于潜在空间模型生成链接的大规模信息网络嵌入评价
Shotaro Kawasaki, Ryosuke Motegi, Shogo Matsuno, Yoichi Seki
Graph representation learning encodes vertices as low-dimensional vectors that summarize their graph position and the structure of their local graph neighborhood. These methods give us beneficial representation in continuous space from big relational data. However, the algorithms are usually evaluated indirectly from the accuracy of applying the learning results to classification tasks because of not giving the correct answer when graph representation learning is applied. Therefore, this study proposes a method to evaluate graph representation learning algorithms by preparing correct learning results for the data by distributing objects in the latent space in advance and probabilistically generating relational graph data from the distributions in the latent space. Using this method, we evaluated LINE: Large-scale information network embedding, one of the most popular algorithms for learning graph representations. LINE consists of two algorithms optimizing two objective functions defined by first-order proximity and second-order proximity. We prepared two link-generating models suitable for these two objective functions and clarified that the corresponding LINE algorithm performed well for the link data generated by each model.
图表示学习将顶点编码为低维向量,总结了它们的图位置和局部图邻域的结构。这些方法为我们从大关系数据中获得连续空间的表示提供了有益的途径。然而,由于在应用图表示学习时不能给出正确的答案,因此通常从将学习结果应用于分类任务的准确性来间接评价算法。因此,本研究提出了一种评估图表示学习算法的方法,通过预先在潜在空间中分布对象,并从潜在空间的分布中概率地生成关系图数据,为数据准备正确的学习结果。使用这种方法,我们评估了LINE:大规模信息网络嵌入,这是学习图表示最流行的算法之一。LINE由两种算法组成,分别对一阶接近度和二阶接近度定义的两个目标函数进行优化。我们针对这两个目标函数准备了两个适合的链路生成模型,并阐明了对应的LINE算法对于每个模型生成的链路数据都表现良好。
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引用次数: 0
A Method for Detecting the Conflict of Wind Tunnel Group Vacuum Power Resources 一种风洞群真空动力资源冲突检测方法
Changjun Luo, Yongyi Ma, Xiaofei Wang, Fu He
This paper proposes a method for detecting the conflict of vacuum power resources in wind tunnels. It quantifies the demand for vacuum resources in wind tunnels, establishes the vacuum conflict matrix of the wind tunnel, uses the vacuum conflict matrix to determine the conflict between any two wind tunnels applying for vacuum resources. And then determine the vacuum resource demand conflicts among all wind tunnels applying for vacuum resources in the wind tunnel group, aiming to solve the technical problems of low detection efficiency and low accuracy in the existing technology for further realization the collaborative scheduling of multiple resources lays the foundation.
提出了一种检测风洞中真空动力资源冲突的方法。量化风洞对真空资源的需求,建立风洞的真空冲突矩阵,利用真空冲突矩阵确定任意两个申请真空资源的风洞之间的冲突。进而确定风洞群中申请真空资源的各风洞之间的真空资源需求冲突,旨在解决现有技术中检测效率低、精度低的技术问题,为进一步实现多资源协同调度奠定基础。
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引用次数: 0
Evaluations of Effective on 5-CH Line Follower Sensor with IoT Simulating Car 物联网模拟汽车5-CH随动器传感器的有效性评价
P. Netinant, Wiphoosana Malawittaya, Meennapa Rukhiran
Due to the global pandemic of Coronavirus 2019 disease (COVID-19), which began in late 2019, the world has changed and forced all human life to adapt by living in new forms, isolated from the community for both works and learning from their residences. COVID-19 disease undoubtedly has had an impact on the transportation ecosystem. Food, groceries, and even medications are delivered directly from restaurants to customers by deliverers, who can cause exposure and easily infect. Delivery solutions have been proposed and solved through the application of Internet of Things (IoT) knowledge to reduce customer-deliverer exposure. The Internet of Things concept can assist us in developing a mobility object or simulated car that operates without human intervention. The vehicle is programmed to run parallel to the surface of a continuous line, which is referred to as line following. Calibration of the line follower sensor is required to achieve a higher effective tracking accuracy under various conditions, such as line width or rough surface. This research examines and compares how the simulated car behaves when run on various linewidths in preparation for future application and development.
由于2019年底开始的2019冠状病毒病(COVID-19)全球大流行,世界发生了变化,迫使所有人类生活以新的形式生活,与社区隔离,工作和学习。COVID-19疾病无疑对交通生态系统产生了影响。食品、杂货甚至药物都是由送货员直接从餐馆送到顾客手中的,他们可能会导致接触并容易感染。通过应用物联网(IoT)知识,提出并解决了交付解决方案,以减少客户交付方的风险。物联网概念可以帮助我们开发一种无需人为干预的移动物体或模拟汽车。车辆被编程为平行于一条连续线的表面运行,这被称为直线跟随。为了在各种条件下(如线宽或粗糙表面)实现更高的有效跟踪精度,需要对随动器传感器进行校准。本研究考察和比较了模拟汽车在不同线宽上运行时的表现,为未来的应用和开发做准备。
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引用次数: 0
Overcoming the obfuscation method of the dynamic name resolution 克服动态名称解析的混淆方法
Naruaki Otsuki, Haruaki Tamada
Using unevaluated obfuscation methods has a significant risk since the methods might have some vulnerabilities. One evaluation for obfuscation is de-obfuscation which discloses the hidden information by the obfuscation. This paper proposed the de-obfuscation method against for DNR (dynamic name resolution) obfuscation method. DNR hides system-defined names by encrypting them and resolves names dynamically during runtime. This paper clarifies the steps of de-obfuscation and proposes static and dynamic manners to de-obfuscate DNR. Through the case study, two ways both succeed in disclosing the hidden information of DNR.
使用未评估的混淆方法有很大的风险,因为这些方法可能有一些漏洞。对混淆的一种评价是去混淆,它揭示了由于混淆而隐藏的信息。针对动态名称解析(DNR)的混淆方法,提出了一种去混淆方法。DNR通过加密隐藏系统定义的名称,并在运行时动态解析名称。本文阐述了去混淆的步骤,提出了静态和动态去混淆DNR的方法。通过案例分析,两种方式都成功地披露了DNR的隐藏信息。
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引用次数: 0
Multicast Service Oriented Constellation Design Based on Multi-Objective Optimization 基于多目标优化的面向组播服务星座设计
Wei Zhang, Taojing Wu, Hong Ma, Chao Li
At present, most multicast communication constellation systems use single track constellation. Most use geostationary orbit satellites (GEO satellites). As a result, the coverage performance of the constellation is limited in the north and south poles and high latitudes. To solve this problem, this paper considers the design of multicast constellation from the perspective of hybrid constellation design, and adopts satellites with different orbital types to form the constellation, which complement each other's advantages. At the same time, not only the coverage characteristics of the constellation are considered, but also the combined network coding is used to optimize the configuration of the constellation design. In this paper, a hybrid constellation of 3 GEO plus 6 IGSO satellites is designed, and the coverage performance of the constellation is analyzed. The simulation results show that the proposed method can meet the global seamless coverage with fewer satellites, and can only rely on domestic customs stations to transmit information to the ground.
目前,多播通信星座系统大多采用单轨星座。大多数使用地球静止轨道卫星(GEO卫星)。因此,星座在南北极和高纬度地区的覆盖性能受到限制。为解决这一问题,本文从混合星座设计的角度考虑组播星座的设计,采用不同轨道类型的卫星组成星座,优势互补。同时,在考虑星座覆盖特性的基础上,采用组合网络编码对星座的配置进行优化设计。设计了由3颗GEO + 6颗IGSO卫星组成的混合星座,并对该星座的覆盖性能进行了分析。仿真结果表明,该方法能够满足卫星数量较少的全球无缝覆盖要求,且只能依靠国内海关站向地面传输信息。
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引用次数: 0
Adapting the Scrum Framework to the Needs of Virtual Teams of Game Developers with Multi-site Members 让Scrum框架适应多站点虚拟游戏开发团队的需求
Levika Herve Nankap, Bruno Bouchard, Gilles Imbeau, Fábio Petrillo, Yannick Francillette
ABSTRACT. As we all know, most video games are developed using the well-known Scrum framework as the core approach for managing the project. Indeed, Scrum is an effective value-driven approach allowing adjustments based on regular and repeated feedback. Nowadays, in the video games industry, it is frequent to see virtual teams, with fragmented groups of people, working remotely from multiple sites. However, the Scrum framework is not designed to fits the needs of a fragmented multi-site team. Scrum was designed for small teams where all members are supposed to work together on the same location, having frequent face-to-face contacts in, ideally, the same open space. When applied on a virtual team, the Scrum framework is less effective because it does not offer sufficient tools and artefacts for addressing the specific problems emerging from the virtual context, such as the communication problem, the isolation of people of the groups, the challenge of keeping transparency, etc. We propose, in this paper, a comprehensive extension of the Scrum framework allowing to alleviate some of these issues. We also present the results of a first experiment with two virtual teams developing video games.
摘要我们都知道,大多数电子游戏都是使用著名的Scrum框架作为管理项目的核心方法开发的。实际上,Scrum是一种有效的价值驱动方法,允许基于定期和重复的反馈进行调整。如今,在电子游戏行业中,经常可以看到虚拟团队,由分散的人员组成,从多个站点远程工作。然而,Scrum框架的设计并不是为了满足分散的多站点团队的需求。Scrum是为小型团队设计的,所有成员都应该在同一地点一起工作,在理想的情况下,在同一个开放的空间里经常进行面对面的交流。当应用于虚拟团队时,Scrum框架的效率会降低,因为它没有提供足够的工具和工件来解决虚拟环境中出现的具体问题,比如沟通问题、团队成员的隔离、保持透明度的挑战等。在本文中,我们建议对Scrum框架进行全面的扩展,以缓解其中的一些问题。我们还介绍了两个虚拟团队开发电子游戏的第一次实验结果。
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引用次数: 1
Analyzing the Use of Telemedicine as Health Consultation due to COVID-19 Pandemic in Indonesia Context 分析印度尼西亚COVID-19大流行背景下远程医疗作为卫生咨询的使用情况
Yohannes Kurniawan, Andri Tanuwijaya Hilman, Marco Nathanael Barus, Valdo Parlinggoman
The COVID-19 pandemic has hampered all human activities, both from the economic sector, entertainment and the most impactful, namely the health sector. This situation results in health facilities being unable to treat patients who have minor illnesses. The telemedicine application was created to handle patient complaints without having to meet directly with medical personnel. This research aims to find out whether telemedicine applications can be an alternative for patients to consult their health without having to meet with medical personnel. The method used in this research is to use a quantitative approach by collecting data with a questionnaire using Google Forms and distributing it through social media. The results obtained are that users are satisfied and helped by the presence of the telemedicine application as an alternative to health consultations. Although most of the reasons for using it are just to read Health articles, users still recommend telemedicine applications in the future.
2019冠状病毒病大流行阻碍了所有人类活动,包括经济部门、娱乐部门和影响最大的卫生部门。这种情况导致卫生设施无法治疗患有轻微疾病的病人。创建远程医疗应用程序是为了处理患者的投诉,而不必直接与医务人员会面。本研究旨在了解远程医疗应用是否可以成为患者无需与医务人员会面即可咨询健康的替代方案。本研究使用的方法是采用定量方法,使用谷歌Forms进行问卷调查收集数据,并通过社交媒体进行分发。所获得的结果是,用户对远程医疗应用程序作为健康咨询的替代方案的存在感到满意和帮助。尽管使用它的大多数原因只是为了阅读健康文章,但用户仍然推荐未来的远程医疗应用程序。
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引用次数: 2
A study of how Virtual Reality and Brain Computer Interface can manipulate the brain 虚拟现实和脑机接口如何操纵大脑的研究
Meisam Taheri, Diana Kalnikaite
The brain computer interface (BCI) is one of the technologies that has a lot of potential for helping people with physiological and physical difficulties. This technology could be used to treat disabled individuals or assist them with daily duties that they are unable to perform owing to their ailments. By fooling the brain to redirect the senses and discomfort, this could also help chronic pain patients forget about their pain. When a person is immersed in a virtual environment, this technology and Virtual Reality (VR) can both be used to teach patients or influence the brain. The users are immersed in a reality that does not exist, but the brain accepts it and allows them to experience things that are not yet possible for a human to do. By combining these two technologies to develop an application and conduct study into how these two technologies, for example, can assist patients suffering from pain in any region of their body. These strategies can aid recovery while also making the process less tedious than traditional ways. An interactive simulation that patients can engage with or a brain-controlled robot that can help patients will be effective and useful. This application also can be used to create a computer and mechanical interface which a user can control a machine or device with, or even a mouse pointer by only thinking about it. A paralyzed person might not be able to move his/her arm, but the signal from the brain is constantly sending to the arm from brain, allows them to control a mechanical arm instead. We can enable people with disabilities do things that are impossible for them to do by taking those signals and allowing a mechanical arm to do what an actual arm would do. The possibilities and application for these technologies are vast, brain to brain communication is nothing new to discuss, but it will be possible to create such a device that two people from two side of the planet can feel each other's feeling and communicate via their brain. In this research, we studied how we can utilize this system to manipulate the brain to help patients recover faster. Our focus in this study is development of BCI and VR applications that can be useful to help chronic patients and disable people. Furthermore, we studied how we could develop a gamified interactive environment for patients to aid in their recovery as they are enjoying their time interacting with these tools in a virtual world.
脑机接口(BCI)是一种具有很大潜力的技术,可以帮助有生理和身体困难的人。这项技术可以用来治疗残疾人,或者帮助他们完成由于疾病而无法完成的日常工作。通过欺骗大脑来改变感觉和不适,这也可以帮助慢性疼痛患者忘记他们的疼痛。当一个人沉浸在虚拟环境中时,这项技术和虚拟现实(VR)都可以用来教育病人或影响大脑。用户沉浸在一个不存在的现实中,但大脑接受了它,并允许他们体验到人类还不可能做到的事情。通过结合这两种技术来开发一种应用程序,并对这两种技术进行研究,例如,如何帮助身体任何部位遭受疼痛的患者。这些策略可以帮助恢复,同时也使过程不像传统方法那么繁琐。患者可以参与的交互式模拟或可以帮助患者的大脑控制机器人将是有效和有用的。这个应用程序还可以用来创建一个计算机和机械界面,用户可以用它来控制机器或设备,甚至只需思考鼠标指针。一个瘫痪的人可能无法移动他/她的手臂,但大脑的信号不断地从大脑发送到手臂,使他们能够控制机械手臂。我们可以让残疾人做一些他们不可能做的事情,通过接收这些信号,让机械臂做真正的手臂能做的事情。这些技术的可能性和应用是巨大的,大脑对大脑的交流已经不是什么新鲜事了,但有可能创造出这样一种设备,让来自地球两端的两个人可以感受到彼此的感受,并通过他们的大脑进行交流。在这项研究中,我们研究了如何利用这个系统来操纵大脑,帮助病人更快地康复。我们在这项研究中的重点是开发BCI和VR应用程序,这些应用程序可以帮助慢性病患者和残疾人。此外,我们研究了如何为患者开发一个游戏化的互动环境,帮助他们在虚拟世界中享受与这些工具互动的时间,从而帮助他们康复。
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引用次数: 3
Towards verification of probabilistic multi-party consensus protocols: Constructing algorithms for verification of multi-party protocols with probabilistic properties 面向概率性多方共识协议的验证:构建具有概率性的多方协议验证算法
I. Fedotov, A. Khritankov, Artem Barger
Blockchain technology and related frameworks have recently received extensive attention. Blockchain systems use multi-party consensus protocols to reach agreements on transactions. Hyperledger Fabric framework exposes a multi-party consensus, based on endorsement policy protocol, to reach a consensus on a transaction. In this paper, we define the problem of verification of a blockchain multi-party consensus with probabilistic properties. Further, we propose a verification technique of endorsement policies using statistical model checking and hypothesis testing. We analyze several aspects of the policies, including the ability to assign weights to organizations and the refusal probabilities of organizations. We demonstrate on experiments the work of our verification technique and how one can use experimental results to make the model satisfiable the specification. One can use our technique to design enterprise applications with the Hyperledger Fabric framework.
区块链技术及相关框架近期受到广泛关注。区块链系统使用多方共识协议来达成交易协议。Hyperledger Fabric框架公开了多方共识,基于背书策略协议,对交易达成共识。在本文中,我们定义了具有概率属性的区块链多方共识验证问题。此外,我们提出了一种使用统计模型检验和假设检验的背书策略验证技术。我们分析了策略的几个方面,包括为组织分配权重的能力和组织的拒绝概率。我们在实验中演示了我们的验证技术的工作,以及如何使用实验结果使模型满足规范。人们可以使用我们的技术设计带有Hyperledger Fabric框架的企业应用程序。
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引用次数: 4
Predictive Analytics for the Coronavirus Recovery Rate in the Philippines 菲律宾冠状病毒康复率的预测分析
Andrei James Agbuya, Risty Acerado, Roselia Morco, Ricaela Glipo, Alliah Clara Santos
The Philippines is one of the countries where the coronavirus has spread. The virus has infected almost every Filipino individual; coronavirus affects people of all ages, from children to adults, and as a result, recovery rate is unknown. This research aims to develop a predictive model using random forest algorithms to predict the high and low recovery rate by age. Based on the descriptive analysis of the data set, the age range of 20 to 29 has a 99.3 percent recovery rate compared to other age groups. The Random Forest Predictive Model was able to predict the high recovery rate with an accuracy rate of 93%.
菲律宾是冠状病毒传播的国家之一。这种病毒几乎感染了每一个菲律宾人;冠状病毒影响从儿童到成人的所有年龄段的人,因此,康复率尚不清楚。本研究旨在建立一个基于随机森林算法的预测模型,以预测不同年龄的采收率高低。根据对数据集的描述性分析,与其他年龄组相比,20 ~ 29岁年龄组的回收率为99.3%。随机森林预测模型预测回收率高,准确率达93%。
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引用次数: 0
期刊
Proceedings of the 2022 5th International Conference on Software Engineering and Information Management
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