16,010 research outputs found

    Automated Fixing of Programs with Contracts

    Full text link
    This paper describes AutoFix, an automatic debugging technique that can fix faults in general-purpose software. To provide high-quality fix suggestions and to enable automation of the whole debugging process, AutoFix relies on the presence of simple specification elements in the form of contracts (such as pre- and postconditions). Using contracts enhances the precision of dynamic analysis techniques for fault detection and localization, and for validating fixes. The only required user input to the AutoFix supporting tool is then a faulty program annotated with contracts; the tool produces a collection of validated fixes for the fault ranked according to an estimate of their suitability. In an extensive experimental evaluation, we applied AutoFix to over 200 faults in four code bases of different maturity and quality (of implementation and of contracts). AutoFix successfully fixed 42% of the faults, producing, in the majority of cases, corrections of quality comparable to those competent programmers would write; the used computational resources were modest, with an average time per fix below 20 minutes on commodity hardware. These figures compare favorably to the state of the art in automated program fixing, and demonstrate that the AutoFix approach is successfully applicable to reduce the debugging burden in real-world scenarios.Comment: Minor changes after proofreadin

    Managing big data experiments on smartphones

    Get PDF
    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones

    Culture and E-Learning: Automatic Detection of a Users’ Culture from Survey Data

    Get PDF
    Knowledge about the culture of a user is especially important for the design of e-learning applications. In the experiment reported here, questionnaire data was used to build machine learning models to automatically predict the culture of a user. This work can be applied to automatic culture detection and subsequently to the adaptation of user interfaces in e-learning

    Genetic Programming for Smart Phone Personalisation

    Full text link
    Personalisation in smart phones requires adaptability to dynamic context based on user mobility, application usage and sensor inputs. Current personalisation approaches, which rely on static logic that is developed a priori, do not provide sufficient adaptability to dynamic and unexpected context. This paper proposes genetic programming (GP), which can evolve program logic in realtime, as an online learning method to deal with the highly dynamic context in smart phone personalisation. We introduce the concept of collaborative smart phone personalisation through the GP Island Model, in order to exploit shared context among co-located phone users and reduce convergence time. We implement these concepts on real smartphones to demonstrate the capability of personalisation through GP and to explore the benefits of the Island Model. Our empirical evaluations on two example applications confirm that the Island Model can reduce convergence time by up to two-thirds over standalone GP personalisation.Comment: 43 pages, 11 figure

    WordSup: Exploiting Word Annotations for Character based Text Detection

    Full text link
    Imagery texts are usually organized as a hierarchy of several visual elements, i.e. characters, words, text lines and text blocks. Among these elements, character is the most basic one for various languages such as Western, Chinese, Japanese, mathematical expression and etc. It is natural and convenient to construct a common text detection engine based on character detectors. However, training character detectors requires a vast of location annotated characters, which are expensive to obtain. Actually, the existing real text datasets are mostly annotated in word or line level. To remedy this dilemma, we propose a weakly supervised framework that can utilize word annotations, either in tight quadrangles or the more loose bounding boxes, for character detector training. When applied in scene text detection, we are thus able to train a robust character detector by exploiting word annotations in the rich large-scale real scene text datasets, e.g. ICDAR15 and COCO-text. The character detector acts as a key role in the pipeline of our text detection engine. It achieves the state-of-the-art performance on several challenging scene text detection benchmarks. We also demonstrate the flexibility of our pipeline by various scenarios, including deformed text detection and math expression recognition.Comment: 2017 International Conference on Computer Visio

    Augmented reality usage for prototyping speed up

    Full text link
    The first part of the article describes our approach for solution of this problem by means of Augmented Reality. The merging of the real world model and digital objects allows streamline the work with the model and speed up the whole production phase significantly. The main advantage of augmented reality is the possibility of direct manipulation with the scene using a portable digital camera. Also adding digital objects into the scene could be done using identification markers placed on the surface of the model. Therefore it is not necessary to work with special input devices and lose the contact with the real world model. Adjustments are done directly on the model. The key problem of outlined solution is the ability of identification of an object within the camera picture and its replacement with the digital object. The second part of the article is focused especially on the identification of exact position and orientation of the marker within the picture. The identification marker is generalized into the triple of points which represents a general plane in space. There is discussed the space identification of these points and the description of representation of their position and orientation be means of transformation matrix. This matrix is used for rendering of the graphical objects (e. g. in OpenGL and Direct3D).Comment: Keywords: augmented reality, prototyping, pose estimation, transformation matri

    Driver Distraction Identification with an Ensemble of Convolutional Neural Networks

    Get PDF
    The World Health Organization (WHO) reported 1.25 million deaths yearly due to road traffic accidents worldwide and the number has been continuously increasing over the last few years. Nearly fifth of these accidents are caused by distracted drivers. Existing work of distracted driver detection is concerned with a small set of distractions (mostly, cell phone usage). Unreliable ad-hoc methods are often used.In this paper, we present the first publicly available dataset for driver distraction identification with more distraction postures than existing alternatives. In addition, we propose a reliable deep learning-based solution that achieves a 90% accuracy. The system consists of a genetically-weighted ensemble of convolutional neural networks, we show that a weighted ensemble of classifiers using a genetic algorithm yields in a better classification confidence. We also study the effect of different visual elements in distraction detection by means of face and hand localizations, and skin segmentation. Finally, we present a thinned version of our ensemble that could achieve 84.64% classification accuracy and operate in a real-time environment.Comment: arXiv admin note: substantial text overlap with arXiv:1706.0949
    • …
    corecore