485,864 research outputs found

    Quantum Proofs

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    Quantum information and computation provide a fascinating twist on the notion of proofs in computational complexity theory. For instance, one may consider a quantum computational analogue of the complexity class \class{NP}, known as QMA, in which a quantum state plays the role of a proof (also called a certificate or witness), and is checked by a polynomial-time quantum computation. For some problems, the fact that a quantum proof state could be a superposition over exponentially many classical states appears to offer computational advantages over classical proof strings. In the interactive proof system setting, one may consider a verifier and one or more provers that exchange and process quantum information rather than classical information during an interaction for a given input string, giving rise to quantum complexity classes such as QIP, QSZK, and QMIP* that represent natural quantum analogues of IP, SZK, and MIP. While quantum interactive proof systems inherit some properties from their classical counterparts, they also possess distinct and uniquely quantum features that lead to an interesting landscape of complexity classes based on variants of this model. In this survey we provide an overview of many of the known results concerning quantum proofs, computational models based on this concept, and properties of the complexity classes they define. In particular, we discuss non-interactive proofs and the complexity class QMA, single-prover quantum interactive proof systems and the complexity class QIP, statistical zero-knowledge quantum interactive proof systems and the complexity class \class{QSZK}, and multiprover interactive proof systems and the complexity classes QMIP, QMIP*, and MIP*.Comment: Survey published by NOW publisher

    Lessons Learned from a Decade of Providing Interactive, On-Demand High Performance Computing to Scientists and Engineers

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    For decades, the use of HPC systems was limited to those in the physical sciences who had mastered their domain in conjunction with a deep understanding of HPC architectures and algorithms. During these same decades, consumer computing device advances produced tablets and smartphones that allow millions of children to interactively develop and share code projects across the globe. As the HPC community faces the challenges associated with guiding researchers from disciplines using high productivity interactive tools to effective use of HPC systems, it seems appropriate to revisit the assumptions surrounding the necessary skills required for access to large computational systems. For over a decade, MIT Lincoln Laboratory has been supporting interactive, on-demand high performance computing by seamlessly integrating familiar high productivity tools to provide users with an increased number of design turns, rapid prototyping capability, and faster time to insight. In this paper, we discuss the lessons learned while supporting interactive, on-demand high performance computing from the perspectives of the users and the team supporting the users and the system. Building on these lessons, we present an overview of current needs and the technical solutions we are building to lower the barrier to entry for new users from the humanities, social, and biological sciences.Comment: 15 pages, 3 figures, First Workshop on Interactive High Performance Computing (WIHPC) 2018 held in conjunction with ISC High Performance 2018 in Frankfurt, German

    High assurance interactive computing systems

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    If interactive computing systems development is to be considered an engineering discipline, we need methods and tools to help us reason about and predict the quality of systems, from early in the design process. This paper provides a brief overview of work we have been carrying out in the general area of evaluating and ensuring the quality of interactive computing. systems. Some of the work currently being carried out is also discussed. Discussed approaches range from the formal verification of user interface models through model checking, to the reverse engineering and model based testing of implemented interactive computing systems

    Interactive A3 Architecture Overviews ☆: Intuitive Functionalities for Effective Communication

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    The A3 Architecture Overviews introduced earlier provide a powerful communication medium in systems engineering and architecting. Intended originally for reverse architecting, they are now also applied for designing system architectures and for systems of systems. With the current development in user interaction and touch controlled interfaces, a new means of communicating in systems engineering opens: Interactive A3 Architecture Overviews. This paper gives an overview of the state of the art of A3 Architecture Overviews before we present an investigation into interactive possibilities and an evaluation of a demonstration using a proof of concept. The results of the demonstration with several experts are listed. The main conclusion is that Interactive A3 Architecture Overviews can convey more information, without impeding usability. We end with a proposal for further developmen

    Knowledge integration in information systems education through an (inter)active platform of analysis and modelling case studies..

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    In this paper we discuss how knowledge integration through-out system analysis, modelling and development courses can be stimulated by giving an overview of our MIRO-project at K.U.Leuven. This includes offering an online knowledge base of all-embracing case studies, structured according to the Zachman framework. Supported by collaborative groupware, students not only get the opportunity to consult and compare solutions for the case studies, but also actively discuss and contribute to alternative solutions. In this Problem Based Learning (PBL)-context, students are able to influence and understand the development of a certain process through interactive computerized animations and demos.cooperative information systems; information systems education; implementing collaborative groupware; digital libraries; knowledge integration;

    An Agent-based Architecture for AI-Enhanced Automated Testing for XR Systems, a Short Paper

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    This short paper presents an architectural overview of an agent-based framework called iv4XR for automated testing that is currently under development by an H2020 project with the same name. The framework's intended main use case of is testing the family of Extended Reality (XR) based systems (e.g. 3D games, VR sytems, AR systems), though the approach can indeed be adapted to target other types of interactive systems. The framework is unique in that it is an agent-based system. Agents are inherently reactive, and therefore are arguably a natural match to deal with interactive systems. Moreover, it is also a natural vessel for mounting and combining different AI capabilities, e.g. reasoning, navigation, and learning

    What have they been up to in Lübeck recently

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    This talk will give an overview over three related research prototypes for ambient interactive systems. We start by introducing NEMO, the Network Environment for Multimedia Objects. NEMO is a smart media environment for semantically rich, personalised, and device-specific access to and interaction with multimedia objects. Next, a shared electronic whiteboard called ShareBoard is decribed. The goal of ShareBoard is to deliver a natural user interface to working with electronic whiteboards. Integrated within ShareBoard are input devices to recognise the movement of users in the surrounding space and for sensing 3D-gesture. ShareBoard can make use of media objects in NEMO. Last, we introduce the Modular Awareness Construction Kit. MACK is a framework for developing context aware, ambient intelligent systems that blend seamlessly with the users’ everyday route, enabling unobtrusive in-situ interaction and facilitating enhanced cooperation and communication. In the future, MACK is to deliver contextual information to both NEMO and ShareBoard

    Interactive video retrieval evaluation at a distance: comparing sixteen interactive video search systems in a remote setting at the 10th Video Browser Showdown

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    The Video Browser Showdown addresses difficult video search challenges through an annual interactive evaluation campaign attracting research teams focusing on interactive video retrieval. The campaign aims to provide insights into the performance of participating interactive video retrieval systems, tested by selected search tasks on large video collections. For the first time in its ten year history, the Video Browser Showdown 2021 was organized in a fully remote setting and hosted a record number of sixteen scoring systems. In this paper, we describe the competition setting, tasks and results and give an overview of state-of-the-art methods used by the competing systems. By looking at query result logs provided by ten systems, we analyze differences in retrieval model performances and browsing times before a correct submission. Through advances in data gathering methodology and tools, we provide a comprehensive analysis of ad-hoc video search tasks, discuss results, task design and methodological challenges. We highlight that almost all top performing systems utilize some sort of joint embedding for text-image retrieval and enable specification of temporal context in queries for known-item search. Whereas a combination of these techniques drive the currently top performing systems, we identify several future challenges for interactive video search engines and the Video Browser Showdown competition itself

    A three-dimensional Gaussian-beam ray-tracing program for designing interferometer/polarimeter plasma diagnostics

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    We have developed a three-dimensional Gaussian-beam ray-tracing program to aid in the design of infrared, far-infrared, and millimeter waveinterferometer and polarimeterdiagnostic systems for magnetic confinementfusion relevant plasma physicsexperiments. An overview of the program is presented along with a description of the ray-tracing algorithm. A model is developed for the case of diffraction of a Gaussian beam off a cylindrical grating and is shown to be in good agreement with experimental measurements. The program has been used to aid the design of the scanning-grating interferometer system for the H-1NF heliac experimental plasma device. The program is written in the Research Systems Inc. Interactive Data Language and, on a typical modern personal computer, is able to trace and render the ∼50 element three-view 44-beam H-1NF interferometer optical system in about one minute.This work was in part supported by the Australian Institute of Nuclear Science and Engineering, the Australian Research Council, and the Australian Vice-Chancellors’ Committee Commonwealth Scholarship and Fellowship Plan
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