4,960 research outputs found

    Evidence Normalization in System FC (Invited Talk)

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    System FC is an explicitly typed language that serves as the target language for Haskell source programs. System FC is based on System F with the addition of erasable but explicit type equality proof witnesses. Equality proof witnesses are generated from type inference performed on source Haskell programs. Such witnesses may be very large objects, which causes performance degradation in later stages of compilation, and makes it hard to debug the results of type inference and subsequent program transformations. In this paper we present an equality proof simplification algorithm, implemented in GHC, which greatly reduces the size of the target System FC programs

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Relations, Constraints and Abstractions: Using the Tools of Logic Programming in the Security Industry

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    Logic programming is sometimes described as relational programming: a paradigm in which the programmer specifies and composes n-ary relations using systems of constraints. An advanced logic programming environment will provide tools that abstract these relations to transform, optimise, or even verify the correctness of a logic program. This talk will show that these concepts, namely relations, constraints and abstractions, turn out to also be important in the reverse engineer process that underpins the discovery of bugs within the security industry.Comment: Paper presented as an invited talk at the 18th Workshop on Logic-based Methods in Programming Environments (WLPE2008) (Report-No: WLPE/2008). Paper submitted by a co-editor of the Workshop proceeding

    Handling Network Partitions and Mergers in Structured Overlay Networks

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    Structured overlay networks form a major class of peer-to-peer systems, which are touted for their abilities to scale, tolerate failures, and self-manage. Any long-lived Internet-scale distributed system is destined to face network partitions. Although the problem of network partitions and mergers is highly related to fault-tolerance and self-management in large-scale systems, it has hardly been studied in the context of structured peer-to-peer systems. These systems have mainly been studied under churn (frequent joins/failures), which as a side effect solves the problem of network partitions, as it is similar to massive node failures. Yet, the crucial aspect of network mergers has been ignored. In fact, it has been claimed that ring-based structured overlay networks, which constitute the majority of the structured overlays, are intrinsically ill-suited for merging rings. In this paper, we present an algorithm for merging multiple similar ring-based overlays when the underlying network merges. We examine the solution in dynamic conditions, showing how our solution is resilient to churn during the merger, something widely believed to be difficult or impossible. We evaluate the algorithm for various scenarios and show that even when falsely detecting a merger, the algorithm quickly terminates and does not clutter the network with many messages. The algorithm is flexible as the tradeoff between message complexity and time complexity can be adjusted by a parameter

    Computer Science and Game Theory: A Brief Survey

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    There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given the length constraints, I make no attempt at being comprehensive, especially since other surveys are also available, and a comprehensive survey book will appear shortly.Comment: To appear; Palgrave Dictionary of Economic
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