193 research outputs found

    CiNCT: Compression and retrieval for massive vehicular trajectories via relative movement labeling

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    In this paper, we present a compressed data structure for moving object trajectories in a road network, which are represented as sequences of road edges. Unlike existing compression methods for trajectories in a network, our method supports pattern matching and decompression from an arbitrary position while retaining a high compressibility with theoretical guarantees. Specifically, our method is based on FM-index, a fast and compact data structure for pattern matching. To enhance the compression, we incorporate the sparsity of road networks into the data structure. In particular, we present the novel concepts of relative movement labeling and PseudoRank, each contributing to significant reductions in data size and query processing time. Our theoretical analysis and experimental studies reveal the advantages of our proposed method as compared to existing trajectory compression methods and FM-index variants

    Non-invertible symmetries and boundaries in four dimensions

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    We study quantum field theories with boundary by utilizing non-invertible symmetries. We consider three kinds of boundary conditions of the four dimensional Z2\mathbb{Z}_2 lattice gauge theory at the critical point as examples. The weights of the elements on the boundary is determined so that these boundary conditions are related by the Kramers-Wannier-Wegner (KWW) duality. In other words, it is required that the KWW duality defects ending on the boundary is topological. Moreover, we obtain the ratios of the hemisphere partition functions with these boundary conditions; this result constrains the boundary renormalization group flows under the assumption of the conjectured g-theorem in four dimensions.Comment: 17 pages, 19 figure

    Vanhempia ei häiritse nuoren pelaaminen omassa huoneessa. -Nuorten kokemuksia vanhempien pelilukutaidosta : Opinnäytetyö

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    Tämä opinnäytetyö käsittelee digitaalisten pelien pelaamista ja siihen liittyvää kotona tapahtuvaa media- ja pelikasvatusta nuorten näkökulmasta. Opinnäytetyön toimeksiantajana on Ehkäisevä päihdetyö EHYT ry:n Pelitaitoprojekti. Opinnäytetyön tulokset menevät Pelitaitoprojektin käyttöön. Opinnäytetyö on tutkimuksellinen ja aineisto kerättiin Apollon Yhteiskoulun yläasteen oppilailta. Oppilaat saivat kirjoittaa vapaamuotoisen esseen, jonka tueksi oli annettu avoimia kysymyksiä, koskien pelaamista ja vanhempien pelilukutaitoa. Oppilaat olivat 13 – 15-vuotiaita ja kirjallisia vastauksia he antoivat yhteensä 31 kappaletta. Opinnäytetyön tutkimus on laadullinen ja aineisto on analysoitu hyödyntäen sisällönanalyy-simenetelmää. Tulokset osoittavat, että vanhemmat olivat jokseenkin tietoisia lastensa pelaamisesta ja osassa perheistä pelaamiseen olikin laadittu pelisäännöt. Hämmentävin havainto, joka nuorten vastauksista ilmeni, oli että moni niistä vanhemmista, jotka itse pelasivat, eivät keskustelleet nuorten kanssa pelaamisen pelisäännöistä juuri ollenkaan. Nuoret kuvailivat kotona vanhempien kanssa pelaamisesta käytävää keskustelua usein negatiivisesti painottuvilla sanoilla ja yleisin puheenaihe olikin liiallinen pelaaminen. Vanhempien kanssa käydyt positiiviset keskustelut koskivat usein nuorten pelaamien digitaalisten pelien sisältöjä. Ehkäpä digitaalisesta pelaamisesta keskusteltaessa kotona, tulisi vanhempien osoittaa ylipäätään kiinnostusta lapsensa kiinnostuksen kohteeseen. Tällöin keskustelu voisi olla rakentavampaa eikä niin negatiivisesti painottunutta nuorten ja lasten mielestä.This thesis is about digital gaming and digital games education in homes by parents from the children’s perspective. The subject to this thesis was commissioned by a project (called Pelitaito in Finnish) which was run by Finnish Association for Substance Abuse Prevention (EHYT ry) and was funded by Finland´s Slot Machine Association (RAY). This study is qualitative by nature and the material was collected from students of Apollo comprehensive school in Helsinki, Finland. The students were aged between 13 – 15 and there were 31 participants. The students wrote essays and they were given open questions to help with the writing. The material was analyzed in content analysis framework. The results showed that parents were aware of their children´s digital gaming to some extent and in some families rules were made for gaming. But disturbingly many of the parents, who played digital games themselves, did not discuss digital gaming with their children. Conversations about digital gaming with parents were usually described with negative words by adolescents. Positive conversations usually were about content of the games the child was playing. Perhaps parents should show some interest in their child´s pastime activity overall. Parents could ask about who the child is gaming with and maybe discuss the themes of the game child is playing more deeply. Conversation should be more open-minded and positive by nature

    Quantum topology optimization of ground structures using noisy intermediate-scale quantum devices

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    To arrive at some viable product design, product development processes frequently use numerical simulations and mathematical programming techniques. Topology optimization, in particular, is one of the most promising techniques for generating insightful design choices. Topology optimization problems reduce to an NP-hard combinatorial optimization problem, where the combination of the existence or absence of the material at some positions is optimized. In this study, we examine the usage of quantum computers as a potential solution to topology optimization problems. The proposed method consists of two variational quantum algorithms (VQAs): the first solves the state equilibrium equation for all conceivable material configurations, while the second amplifies the likelihood of an optimal configuration in quantum superposition using the first VQA's quantum state. Several experiments, including a real device experiment, show that the proposed method successfully obtained the optimal configurations. These findings suggest that quantum computers could be a potential tool for solving topology optimization problems and they open the window to the near-future product designs.Comment: 16 pages, 6 figure
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