1,576 research outputs found

    Initial report on Object Spreadsheets

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    There is a growing demand for data-driven web applications that help automate organizational and business processes of low to medium complexity by letting users view and update structured data in controlled ways. We present Object Spreadsheets, an end-user development tool that combines a spreadsheet interface with a rich data model to help the process administrators build the logic for such applications themselves. Its all-in-one interface with immediate feedback has the potential to bring more complex tasks within reach of end-user developers, compared to existing approaches. Our data model is based on the structure of entity-relationship models and directly supports nested variable-size collections and object references, which are common in web applications but poorly accommodated by traditional spreadsheets. Object Spreadsheets has a formula language suited to the data model and supports stored procedures to specify the forms of updates that application users may make. Formulas can be used to assemble data in the exact structure in which it is to be shown in the application UI, simplifying the task of UI building; we intend for Object Spreadsheets to be integrated with a UI builder to provide a complete solution for application development. We describe our prototype implementation and several example applications we built to demonstrate the applicability of the tool

    Counting Popular Matchings in House Allocation Problems

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    We study the problem of counting the number of popular matchings in a given instance. A popular matching instance consists of agents A and houses H, where each agent ranks a subset of houses according to their preferences. A matching is an assignment of agents to houses. A matching M is more popular than matching M' if the number of agents that prefer M to M' is more than the number of people that prefer M' to M. A matching M is called popular if there exists no matching more popular than M. McDermid and Irving gave a poly-time algorithm for counting the number of popular matchings when the preference lists are strictly ordered. We first consider the case of ties in preference lists. Nasre proved that the problem of counting the number of popular matching is #P-hard when there are ties. We give an FPRAS for this problem. We then consider the popular matching problem where preference lists are strictly ordered but each house has a capacity associated with it. We give a switching graph characterization of popular matchings in this case. Such characterizations were studied earlier for the case of strictly ordered preference lists (McDermid and Irving) and for preference lists with ties (Nasre). We use our characterization to prove that counting popular matchings in capacitated case is #P-hard

    "The Predication Semantics Model: The Role of Predicate: Class in Text Comprehension and Recall"

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    This paper presents and tests the predication semantics model, a computational model of text comprehension. It goes beyond previous case grammar approaches to text comprehension in employing a propositional rather than a rigid hierarchical tree notion, attempting to maintain a coherent set of propositions in working memory. The authors' assertion is that predicate class contains semantic information that readers use to make generally accurate predictions of a given proposition. Thus, the main purpose of the model-which works as a series of input and reduction cycles-is to explore the extent to which predicate categories play a role in reading comprehension and recall. In the reduction phase of the model, the propositions entered into the memory during the input phase are decreased while coherence is maintained among them. In an examination of the working memory at the end of each cycle, the computational model maintained coherence for 70% of cycles. The model appeared prone to serial dependence in errors: the coherence problem appears to occur because (unlike real readers) the simulation docs not reread when necessary. Overall, the experiment suggested that the predication semantics model is robust. The results suggested that the model emulates a primary process in text comprehension: predicate categories provide semantic information that helps to initiate and control automatic processes in reading, and allows people to grasp the gist of a text even when they have only minimal background knowledge. While needing refinement in several areas presenting minor problems-for example, the lack of a sufficiently complex memory to ensure that when the simulation of the model goes wrong it does not, as at present, stay wrong for successive intervals-the success of the model even at the current restrictive level of detail demonstrates the importance of the semantic information in predicate categories.

    Uncovering Bugs in Distributed Storage Systems during Testing (not in Production!)

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    Testing distributed systems is challenging due to multiple sources of nondeterminism. Conventional testing techniques, such as unit, integration and stress testing, are ineffective in preventing serious but subtle bugs from reaching production. Formal techniques, such as TLA+, can only verify high-level specifications of systems at the level of logic-based models, and fall short of checking the actual executable code. In this paper, we present a new methodology for testing distributed systems. Our approach applies advanced systematic testing techniques to thoroughly check that the executable code adheres to its high-level specifications, which significantly improves coverage of important system behaviors. Our methodology has been applied to three distributed storage systems in the Microsoft Azure cloud computing platform. In the process, numerous bugs were identified, reproduced, confirmed and fixed. These bugs required a subtle combination of concurrency and failures, making them extremely difficult to find with conventional testing techniques. An important advantage of our approach is that a bug is uncovered in a small setting and witnessed by a full system trace, which dramatically increases the productivity of debugging

    WikiRate.org - leveraging collective awareness to understand companies' environmental, social and governance performance

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    Abstract. WikiRate is a Collective Awareness Platform for Sustainability and Social Innovation (CAPS) project with the aim of \crowdsourcing better companies" through analysis of their Environmental Social and Governance (ESG) performance. Research to inform the design of the platform involved surveying the current corporate ESG information landscape, and identifying ways in which an open approach and peer production ethos could be e ffectively mobilised to improve this landscape's fertility. The key requirement identi ed is for an open public repository of data tracking companies' ESG performance. Corporate Social Responsibility reporting is conducted in public, but there are barriers to accessing the information in a standardised analysable format. Analyses of and ratings built upon this data can exert power over companies' behaviour in certain circumstances, but the public at large have no access to the data or the most infuential ratings that utilise it. WikiRate aims to build an open repository for this data along with tools for analysis, to increase public demand for the data, allow a broader range of stakeholders to participate in its interpretation, and in turn drive companies to behave in a more ethical manner. This paper describes the quantitative Metrics system that has been designed to meet those objectives and some early examples of its use

    Recommendations and requirements for slaughtering plants : constuction, operation

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    Popular matchings with two-sided preferences and one-sided ties

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    We are given a bipartite graph G=(AB,E)G = (A \cup B, E) where each vertex has a preference list ranking its neighbors: in particular, every aAa \in A ranks its neighbors in a strict order of preference, whereas the preference lists of bBb \in B may contain ties. A matching MM is popular if there is no matching MM' such that the number of vertices that prefer MM' to MM exceeds the number of vertices that prefer MM to~MM'. We show that the problem of deciding whether GG admits a popular matching or not is NP-hard. This is the case even when every bBb \in B either has a strict preference list or puts all its neighbors into a single tie. In contrast, we show that the problem becomes polynomially solvable in the case when each bBb \in B puts all its neighbors into a single tie. That is, all neighbors of bb are tied in bb's list and bb desires to be matched to any of them. Our main result is an O(n2)O(n^2) algorithm (where n=ABn = |A \cup B|) for the popular matching problem in this model. Note that this model is quite different from the model where vertices in BB have no preferences and do not care whether they are matched or not.Comment: A shortened version of this paper has appeared at ICALP 201

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

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    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular

    Social Welfare in One-sided Matching Markets without Money

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    We study social welfare in one-sided matching markets where the goal is to efficiently allocate n items to n agents that each have a complete, private preference list and a unit demand over the items. Our focus is on allocation mechanisms that do not involve any monetary payments. We consider two natural measures of social welfare: the ordinal welfare factor which measures the number of agents that are at least as happy as in some unknown, arbitrary benchmark allocation, and the linear welfare factor which assumes an agent's utility linearly decreases down his preference lists, and measures the total utility to that achieved by an optimal allocation. We analyze two matching mechanisms which have been extensively studied by economists. The first mechanism is the random serial dictatorship (RSD) where agents are ordered in accordance with a randomly chosen permutation, and are successively allocated their best choice among the unallocated items. The second mechanism is the probabilistic serial (PS) mechanism of Bogomolnaia and Moulin [8], which computes a fractional allocation that can be expressed as a convex combination of integral allocations. The welfare factor of a mechanism is the infimum over all instances. For RSD, we show that the ordinal welfare factor is asymptotically 1/2, while the linear welfare factor lies in the interval [.526, 2/3]. For PS, we show that the ordinal welfare factor is also 1/2 while the linear welfare factor is roughly 2/3. To our knowledge, these results are the first non-trivial performance guarantees for these natural mechanisms

    Popular matchings in the marriage and roommates problems

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    Popular matchings have recently been a subject of study in the context of the so-called House Allocation Problem, where the objective is to match applicants to houses over which the applicants have preferences. A matching M is called popular if there is no other matching M′ with the property that more applicants prefer their allocation in M′ to their allocation in M. In this paper we study popular matchings in the context of the Roommates Problem, including its special (bipartite) case, the Marriage Problem. We investigate the relationship between popularity and stability, and describe efficient algorithms to test a matching for popularity in these settings. We also show that, when ties are permitted in the preferences, it is NP-hard to determine whether a popular matching exists in both the Roommates and Marriage cases
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