18,585 research outputs found

    Fast and Powerful Hashing using Tabulation

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    Randomized algorithms are often enjoyed for their simplicity, but the hash functions employed to yield the desired probabilistic guarantees are often too complicated to be practical. Here we survey recent results on how simple hashing schemes based on tabulation provide unexpectedly strong guarantees. Simple tabulation hashing dates back to Zobrist [1970]. Keys are viewed as consisting of cc characters and we have precomputed character tables h1,...,hch_1,...,h_c mapping characters to random hash values. A key x=(x1,...,xc)x=(x_1,...,x_c) is hashed to h1[x1]⊕h2[x2].....⊕hc[xc]h_1[x_1] \oplus h_2[x_2].....\oplus h_c[x_c]. This schemes is very fast with character tables in cache. While simple tabulation is not even 4-independent, it does provide many of the guarantees that are normally obtained via higher independence, e.g., linear probing and Cuckoo hashing. Next we consider twisted tabulation where one input character is "twisted" in a simple way. The resulting hash function has powerful distributional properties: Chernoff-Hoeffding type tail bounds and a very small bias for min-wise hashing. This also yields an extremely fast pseudo-random number generator that is provably good for many classic randomized algorithms and data-structures. Finally, we consider double tabulation where we compose two simple tabulation functions, applying one to the output of the other, and show that this yields very high independence in the classic framework of Carter and Wegman [1977]. In fact, w.h.p., for a given set of size proportional to that of the space consumed, double tabulation gives fully-random hashing. We also mention some more elaborate tabulation schemes getting near-optimal independence for given time and space. While these tabulation schemes are all easy to implement and use, their analysis is not

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Interconnection network with a shared whiteboard: Impact of (a)synchronicity on computing power

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    In this work we study the computational power of graph-based models of distributed computing in which each node additionally has access to a global whiteboard. A node can read the contents of the whiteboard and, when activated, can write one message of O(log n) bits on it. When the protocol terminates, each node computes the output based on the final contents of the whiteboard. We consider several scheduling schemes for nodes, providing a strict ordering of their power in terms of the problems which can be solved with exactly one activation per node. The problems used to separate the models are related to Maximal Independent Set, detection of cycles of length 4, and BFS spanning tree constructions

    Video résumés portrayed: findings and challenges

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    Recent technological developments and the increased use of internet-based applications have resulted in the emergence of so-called video résumés. This chapter first presents the characteristics of video résumés as a selection instrument by comparing the instrument with other, related selection tools, like the job interview. The chapter proceeds with a review of existing research on video résumés and ends with an agenda for future research

    Aerospace medicine and biology: A continuing bibliography with indexes, supplement 162, January 1977

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    This bibliography lists 189 reports, articles, and other documents introduced into the NASA scientific and technical information system in December 1976

    Digital models of stone samples for didactical purposes

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    This paper presents a v irtual methodology based on the generation of virtual models of stones in the context of the virtual laboratories for the acquisition and evaluation of competences in stones identification. The generation of the models is carried out using a procedure based on close-range photogrammetry that allows to obtain a scaled mesh models with radiometric information and low file weight. The proposed methodology has been designed ad-hoc following the economy, quality and reality criteria to ensure a good adequacy, guaranteeing an adequate adaptation to the teaching-learning process and the integration of the models into working packages, which can be easily integrated in earning management system (LMS) platforms. The generated 3D models have a high level of detail and enable the interaction to take measurements, make cross sections and use specific tools that allow the student to perform a thorough analysis and identification of the stone using free/open source software.- (undefined

    Dynamics of conflicts in Wikipedia

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    In this work we study the dynamical features of editorial wars in Wikipedia (WP). Based on our previously established algorithm, we build up samples of controversial and peaceful articles and analyze the temporal characteristics of the activity in these samples. On short time scales, we show that there is a clear correspondence between conflict and burstiness of activity patterns, and that memory effects play an important role in controversies. On long time scales, we identify three distinct developmental patterns for the overall behavior of the articles. We are able to distinguish cases eventually leading to consensus from those cases where a compromise is far from achievable. Finally, we analyze discussion networks and conclude that edit wars are mainly fought by few editors only.Comment: Supporting information adde
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