12,117 research outputs found

    Visualising the structure of document search results: A comparison of graph theoretic approaches

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    This is the post-print of the article - Copyright @ 2010 Sage PublicationsPrevious work has shown that distance-similarity visualisation or ‘spatialisation’ 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 ‘cluster growing’ 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

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    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

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    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

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    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

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    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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