4,273 research outputs found
Boltzmann-Gibbs thermal equilibrium distribution for classical systems and Newton law: A computational discussion
We implement a general numerical calculation that allows for a direct
comparison between nonlinear Hamiltonian dynamics and the Boltzmann-Gibbs
canonical distribution in Gibbs -space. Using paradigmatic
first-neighbor models, namely, the inertial XY ferromagnet and the
Fermi-Pasta-Ulam -model, we show that at intermediate energies the
Boltzmann-Gibbs equilibrium distribution is a consequence of Newton second law
(). At higher energies we discuss partial agreement
between time and ensemble averages.Comment: New title, revision of the text. EPJ latex, 4 figure
On Link Estimation in Dense RPL Deployments
The Internet of Things vision foresees billions of
devices to connect the physical world to the digital world. Sensing
applications such as structural health monitoring, surveillance or
smart buildings employ multi-hop wireless networks with high
density to attain sufficient area coverage. Such applications need
networking stacks and routing protocols that can scale with
network size and density while remaining energy-efficient and
lightweight. To this end, the IETF RoLL working group has
designed the IPv6 Routing Protocol for Low-Power and Lossy
Networks (RPL). This paper discusses the problems of link quality
estimation and neighbor management policies when it comes
to handling high densities. We implement and evaluate different
neighbor management policies and link probing techniques in
Contiki’s RPL implementation. We report on our experience
with a 100-node testbed with average 40-degree density. We show
the sensitivity of high density routing with respect to cache sizes
and routing metric initialization. Finally, we devise guidelines for
design and implementation of density-scalable routing protocols
Mining local staircase patterns in noisy data
Most traditional biclustering algorithms identify biclusters with no or little overlap. In this paper, we introduce the problem of identifying staircases of biclusters. Such staircases may be indicative for causal relationships between columns and can not easily be identified by existing biclustering algorithms. Our formalization relies on a scoring function based on the Minimum Description Length principle. Furthermore, we propose a first algorithm for identifying staircase biclusters, based on a combination of local search and constraint programming. Experiments show that the approach is promising
Intégration des TIC à la pédagogie collégiale répertoire des associations et des organismes subventionnés par le Ministère de l'éducation
Titre de l'écran-titre (visionné le 26 mai 2008).Également disponible en format papier
Cursor control by point-of-regard estimation for a computer with integrated webcam
This work forms part of the project Eye-Communicate funded by the Malta Council for Science and Technology through the National Research & Innovation Programme (2012) under Research Grant No. R&I-2012-057.The problem of eye-gaze tracking by videooculography has been receiving extensive interest throughout the years owing to the wide range of applications associated with this technology. Nonetheless, the emergence of a new paradigm referred to as pervasive eye-gaze tracking, introduces new challenges that go beyond the typical conditions for which classical video-based eye- gaze tracking methods have been developed. In this paper, we propose to deal with the problem of point-of-regard estimation from low-quality images acquired by an integrated camera inside a notebook computer. The proposed method detects the iris region from low-resolution eye region images by its intensity values rather than the shape, ensuring that this region can also be detected at different angles of rotation and under partial occlusion by the eyelids. Following the calculation of the point- of-regard from the estimated iris center coordinates, a number of Kalman filters improve upon the noisy point-of-regard estimates to smoothen the trajectory of the mouse cursor on the monitor screen. Quantitative results obtained from a validation procedure reveal a low mean error that is within the footprint of the average on-screen icon.peer-reviewe
Evolving interesting maps for a first person shooter
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with near-infinite replay value and capability to adapt to the skills and preferences of individual players. We propose a search-based solution, where maps are evolved to optimize a fitness function that is based on the players’ average fighting time. For that purpose, four different map representations are tested and compared. Results obtained showcase the clear advantage of some representations in generating interesting FPS maps and demonstrate the promise of the approach followed for automatic level design in that game genre.peer-reviewe
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