12,117 research outputs found
Visualising the structure of document search results: A comparison of graph theoretic approaches
This is the post-print of the article - Copyright @ 2010 Sage PublicationsPrevious work has shown that distance-similarity visualisation or âspatialisationâ can provide a potentially useful context in which to browse the results of a query search, enabling the user to adopt a simple local foraging or âcluster growingâ strategy to navigate through the retrieved document set. However, faithfully mapping feature-space models to visual space can be problematic owing to their inherent high dimensionality and non-linearity. Conventional linear approaches to dimension reduction tend to fail at this kind of task, sacrificing local structural in order to preserve a globally optimal mapping. In this paper the clustering performance of a recently proposed algorithm called isometric feature mapping (Isomap), which deals with non-linearity by transforming dissimilarities into geodesic distances, is compared to that of non-metric multidimensional scaling (MDS). Various graph pruning methods, for geodesic distance estimation, are also compared. Results show that Isomap is significantly better at preserving local structural detail than MDS, suggesting it is better suited to cluster growing and other semantic navigation tasks. Moreover, it is shown that applying a minimum-cost graph pruning criterion can provide a parameter-free alternative to the traditional K-neighbour method, resulting in spatial clustering that is equivalent to or better than that achieved using an optimal-K criterion
Transforming Monitoring Structures with Resilient Encoders. Application to Repeated Games
An important feature of a dynamic game is its monitoring structure namely,
what the players effectively see from the played actions. We consider games
with arbitrary monitoring structures. One of the purposes of this paper is to
know to what extent an encoder, who perfectly observes the played actions and
sends a complementary public signal to the players, can establish perfect
monitoring for all the players. To reach this goal, the main technical problem
to be solved at the encoder is to design a source encoder which compresses the
action profile in the most concise manner possible. A special feature of this
encoder is that the multi-dimensional signal (namely, the action profiles) to
be encoded is assumed to comprise a component whose probability distribution is
not known to the encoder and the decoder has a side information (the private
signals received by the players when the encoder is off). This new framework
appears to be both of game-theoretical and information-theoretical interest. In
particular, it is useful for designing certain types of encoders that are
resilient to single deviations and provide an equilibrium utility region in the
proposed setting; it provides a new type of constraints to compress an
information source (i.e., a random variable). Regarding the first aspect, we
apply the derived result to the repeated prisoner's dilemma.Comment: Springer, Dynamic Games and Applications, 201
Fast Back-Projection for Non-Line of Sight Reconstruction
Recent works have demonstrated non-line of sight (NLOS) reconstruction by
using the time-resolved signal frommultiply scattered light. These works
combine ultrafast imaging systems with computation, which back-projects the
recorded space-time signal to build a probabilistic map of the hidden geometry.
Unfortunately, this computation is slow, becoming a bottleneck as the imaging
technology improves. In this work, we propose a new back-projection technique
for NLOS reconstruction, which is up to a thousand times faster than previous
work, with almost no quality loss. We base on the observation that the hidden
geometry probability map can be built as the intersection of the three-bounce
space-time manifolds defined by the light illuminating the hidden geometry and
the visible point receiving the scattered light from such hidden geometry. This
allows us to pose the reconstruction of the hidden geometry as the voxelization
of these space-time manifolds, which has lower theoretic complexity and is
easily implementable in the GPU. We demonstrate the efficiency and quality of
our technique compared against previous methods in both captured and synthetic
dat
On practical design for joint distributed source and network coding
This paper considers the problem of communicating correlated information from multiple source nodes over a network of noiseless channels to multiple destination nodes, where each destination node wants to recover all sources. The problem involves a joint consideration of distributed compression and network information relaying. Although the optimal rate region has been theoretically characterized, it was not clear how to design practical communication schemes with low complexity. This work provides a partial solution to this problem by proposing a low-complexity scheme for the special case with two sources whose correlation is characterized by a binary symmetric channel. Our scheme is based on a careful combination of linear syndrome-based Slepian-Wolf coding and random linear mixing (network coding). It is in general suboptimal; however, its low complexity and robustness to network dynamics make it suitable for practical implementation
Fundamentals of Large Sensor Networks: Connectivity, Capacity, Clocks and Computation
Sensor networks potentially feature large numbers of nodes that can sense
their environment over time, communicate with each other over a wireless
network, and process information. They differ from data networks in that the
network as a whole may be designed for a specific application. We study the
theoretical foundations of such large scale sensor networks, addressing four
fundamental issues- connectivity, capacity, clocks and function computation.
To begin with, a sensor network must be connected so that information can
indeed be exchanged between nodes. The connectivity graph of an ad-hoc network
is modeled as a random graph and the critical range for asymptotic connectivity
is determined, as well as the critical number of neighbors that a node needs to
connect to. Next, given connectivity, we address the issue of how much data can
be transported over the sensor network. We present fundamental bounds on
capacity under several models, as well as architectural implications for how
wireless communication should be organized.
Temporal information is important both for the applications of sensor
networks as well as their operation.We present fundamental bounds on the
synchronizability of clocks in networks, and also present and analyze
algorithms for clock synchronization. Finally we turn to the issue of gathering
relevant information, that sensor networks are designed to do. One needs to
study optimal strategies for in-network aggregation of data, in order to
reliably compute a composite function of sensor measurements, as well as the
complexity of doing so. We address the issue of how such computation can be
performed efficiently in a sensor network and the algorithms for doing so, for
some classes of functions.Comment: 10 pages, 3 figures, Submitted to the Proceedings of the IEE
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