16 research outputs found

    Parameterized analysis of complexity

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    Constraint Satisfaction Techniques for Combinatorial Problems

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    The last two decades have seen extraordinary advances in tools and techniques for constraint satisfaction. These advances have in turn created great interest in their industrial applications. As a result, tools and techniques are often tailored to meet the needs of industrial applications out of the box. We claim that in the case of abstract combinatorial problems in discrete mathematics, the standard tools and techniques require special considerations in order to be applied effectively. The main objective of this thesis is to help researchers in discrete mathematics weave through the landscape of constraint satisfaction techniques in order to pick the right tool for the job. We consider constraint satisfaction paradigms like satisfiability of Boolean formulas and answer set programming, and techniques like symmetry breaking. Our contributions range from theoretical results to practical issues regarding tool applications to combinatorial problems. We prove search-versus-decision complexity results for problems about backbones and backdoors of Boolean formulas. We consider applications of constraint satisfaction techniques to problems in graph arrowing (specifically in Ramsey and Folkman theory) and computational social choice. Our contributions show how applying constraint satisfaction techniques to abstract combinatorial problems poses additional challenges. We show how these challenges can be addressed. Additionally, we consider the issue of trusting the results of applying constraint satisfaction techniques to combinatorial problems by relying on verified computations

    GAYME: The development, design and testing of an auto-ethnographic, documentary game about quarely wandering urban/suburban spaces in Central Florida.

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    GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking\u27. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man\u27s journey on Halloween to get to and from one of Orlando\u27s most well-known gay clubs - the Parliament House Resort. The art of cruising city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not so much in car-centric, urban environments like Orlando that are less oriented towards pedestrians. Cruising has been and continues to be risky even in pedestrian-friendly cities but in Orlando cruising takes on a whole other dimension of danger. In 2011-2012, The Advocate magazine named Orlando one of the gayest cities in America (Breen, 2012). Transportation for America (2011) also named the Orlando metropolitan region the most dangerous city in the country for pedestrians. Living in Orlando without a car can be deadly as well as a significant barrier to connecting with other people, especially queer/quare people, because of Orlando\u27s car-centric design. In Orlando, cars are sexy. At the same time, the increasing prevalence in gay, male culture(s) of geo-social, mobile phone applications using Global Positioning Systems (GPS) and location aware services, such as Grindr (Grindr, LLC., 2009) and even FourSquare (Crowley and Selvadurai, 2009) and Instagram (Systrom and Krieger, 2010), is shifting the way gay/queer/quare Orlandoans co-create social and sexual networks both online and offline. Urban and sub-urban landscapes have transformed into hybrid techno-scapes overlaying the electronic, the emotional and the social with the geographic and the physical (Hjorth, 2011). With or without a car, gay men can still geo-socially cruise Orlando\u27s car-centric, street life with mobile devices. As such emerging media has become more pervasive, it has created new opportunities to quarely visualize Orlando\u27s technoscape through phone photography and hashtag metadata while also blurring lines between the artist and the curator, the player and the game designer. This project particularly has evolved to employ game design as an exhibition tool for the visualization of geo-social photography through hashtag play. Using hashtags as a game mechanic generates metadata that potentially identifies patterns of play and ways of seeing across player experiences as they attempt to make meaning of the images they encounter in the game. @deadquarewalking also demonstrates the potential of game design and geo-social, photo-sharing applications to illuminate new ways of documenting and witnessing the urban landscapes that we both collectively and uniquely inhabit. \u27In Irish culture, quare can mean very or extremely or it can be a spelling of the rural or Southern pronunciation of the word queer. Living in the American Southeast, I personally relate more to the term quare versus queer. Cultural theorist E. Patrick Johnson (2001) also argues for quareness as a way to question the subjective bias of whiteness in queer studies that risks discounting the lived experiences and material realities of people of color. Though I do not identify as a person of color and would be categorized as white or European American, quareness has an important critical application for considering how Orlando\u27s urban design is intersectionally racialized, gendered and classed

    Review of computability and complexity theory by Steven Homer and Alan L. Selman

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    Da Computabilidade Formal às Máquinas Programáveis

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    Livro de apoio ao ensino de graduação em disciplinas de matemática discreta e lógica, em cursos de ciência da computação.(0) O Embrião da Ciência da Computação; (1) Calculadoras Macânicas, a pré-história dos computadores; (2) Alonzo Church, funções computáveis; (3) Alan Turing, a computação sem computador; (4)A Computabilidade de Emil Post; (5)Funções Recursivas Computáveis; (6)O Legado de von Neumann; (7) Shannon, da álgebra de Boole à matemática da comunicação; (8)Breve história dos primeiros computadores; (9)História da Teoria da Complexidade; (10)Modelos de computação em grafos ; (11)Lógicas Clássicas e Não-Clássicas; (12)Visão Abstrata de Dados; (13)O paradigma da computação ubíqua; (14) O Futuro, a computação quântica.recursos próprios; recursos do Departamento de Informática e Estatística da UFS

    35th Symposium on Theoretical Aspects of Computer Science: STACS 2018, February 28-March 3, 2018, Caen, France

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