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With advances in emerging technologies, options for operating public transit services have broadened from conventional fixed-route service through semi-flexible service to on-demand microtransit. Nevertheless, guidelines for deciding between these services remain limited in the real implementation. An open-source simulation sandbox is developed that can compare state-of-the-practice methods for evaluating between the different types of public transit operations. For the case of the semi-flexible service, the Mobility Allowance Shuttle Transit (MAST) system is extended to include passenger deviations. A case study demonstrates the sandbox to evaluate and existing B63 bus route in Brooklyn, NY and compares its performance with the four other system designs spanning across the three service types for three different demand scenarios.

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 系統設計是新系統的物理設計階段。根據系統分析階段所確定的新系統的邏輯模型、功能要求,在用戶提供的環境條件下,設計出一個能在計算機網絡環境上實施的方案,即建立新系統的物理模型。

Two novel parallel Newton-Krylov Balancing Domain Decomposition by Constraints (BDDC) and Dual-Primal Finite Element Tearing and Interconnecting (FETI-DP) solvers are here constructed, analyzed and tested numerically for implicit time discretizations of the three-dimensional Bidomain system of equations. This model represents the most advanced mathematical description of the cardiac bioelectrical activity and it consists of a degenerate system of two non-linear reaction-diffusion partial differential equations (PDEs), coupled with a stiff system of ordinary differential equations (ODEs). A finite element discretization in space and a segregated implicit discretization in time, based on decoupling the PDEs from the ODEs, yields at each time step the solution of a non-linear algebraic system. The Jacobian linear system at each Newton iteration is solved by a Krylov method, accelerated by BDDC or FETI-DP preconditioners, both augmented with the recently introduced {\em deluxe} scaling of the dual variables. A polylogarithmic convergence rate bound is proven for the resulting parallel Bidomain solvers. Extensive numerical experiments on linux clusters up to two thousands processors confirm the theoretical estimates, showing that the proposed parallel solvers are scalable and quasi-optimal.

We introduce a new constrained optimization method for policy gradient reinforcement learning, which uses two trust regions to regulate each policy update. In addition to using the proximity of one single old policy as the first trust region as done by prior works, we propose to form a second trust region through the construction of another virtual policy that represents a wide range of past policies. We then enforce the new policy to stay closer to the virtual policy, which is beneficial in case the old policy performs badly. More importantly, we propose a mechanism to automatically build the virtual policy from a memory buffer of past policies, providing a new capability for dynamically selecting appropriate trust regions during the optimization process. Our proposed method, dubbed as Memory-Constrained Policy Optimization (MCPO), is examined on a diverse suite of environments including robotic locomotion control, navigation with sparse rewards and Atari games, consistently demonstrating competitive performance against recent on-policy constrained policy gradient methods.

Removing noise from the any processed images is very important. Noise should be removed in such a way that important information of image should be preserved. A decisionbased nonlinear algorithm for elimination of band lines, drop lines, mark, band lost and impulses in images is presented in this paper. The algorithm performs two simultaneous operations, namely, detection of corrupted pixels and evaluation of new pixels for replacing the corrupted pixels. Removal of these artifacts is achieved without damaging edges and details. However, the restricted window size renders median operation less effective whenever noise is excessive in that case the proposed algorithm automatically switches to mean filtering. The performance of the algorithm is analyzed in terms of Mean Square Error [MSE], Peak-Signal-to-Noise Ratio [PSNR], Signal-to-Noise Ratio Improved [SNRI], Percentage Of Noise Attenuated [PONA], and Percentage Of Spoiled Pixels [POSP]. This is compared with standard algorithms already in use and improved performance of the proposed algorithm is presented. The advantage of the proposed algorithm is that a single algorithm can replace several independent algorithms which are required for removal of different artifacts.

Over the past few decades, interest in algorithms for face recognition has been growing rapidly and has even surpassed human-level performance. Despite their accomplishments, their practical integration with a real-time performance-hungry system is not feasible due to high computational costs. So in this paper, we explore the recent, fast, and accurate face recognition system that can be easily integrated with real-time devices, and tested the algorithms on robot hardware platforms to confirm their robustness and speed.

We study the stochastic $p$-Laplace system in a bounded domain. We propose two new space-time discretizations based on the approximation of time-averaged values. We establish linear convergence in space and $1/2$ convergence in time. Additionally, we provide a sampling algorithm to construct the necessary random input in an efficient way. The theoretical error analysis is complemented by numerical experiments.

Videos are accessible media for analyzing sports postures and providing feedback to athletes. Existing video-based coaching systems often present feedback on the correctness of poses by augmenting videos with visual markers either manually by a coach or automatically by computing key parameters from poses. However, previewing and augmenting videos limit the analysis and visualization of human poses due to the fixed viewpoints, which confine the observation of captured human movements and cause ambiguity in the augmented feedback. Besides, existing sport-specific systems with embedded bespoke pose attributes can hardly generalize to new attributes; directly overlaying two poses might not clearly visualize the key differences that viewers would like to pursue. To address these issues, we analyze and visualize human pose data with customizable viewpoints and attributes in the context of common biomechanics of running poses, such as joint angles and step distances. Based on existing literature and a formative study, we have designed and implemented a system, VCoach, to provide feedback on running poses for amateurs. VCoach provides automatic low-level comparisons of the running poses between a novice and an expert, and visualizes the pose differences as part-based 3D animations on a human model. Meanwhile, it retains the users' controllability and customizability in high-level functionalities, such as navigating the viewpoint for previewing feedback and defining their own pose attributes through our interface. We conduct a user study to verify our design components and conduct expert interviews to evaluate the usefulness of the system.

We demonstrate that merely analog transmissions and match filtering can realize the function of an edge server in federated learning (FL). Therefore, a network with massively distributed user equipments (UEs) can achieve large-scale FL without an edge server. We also develop a training algorithm that allows UEs to continuously perform local computing without being interrupted by the global parameter uploading, which exploits the full potential of UEs' processing power. We derive convergence rates for the proposed schemes to quantify their training efficiency. The analyses reveal that when the interference obeys a Gaussian distribution, the proposed algorithm retrieves the convergence rate of a server-based FL. But if the interference distribution is heavy-tailed, then the heavier the tail, the slower the algorithm converges. Nonetheless, the system run time can be largely reduced by enabling computation in parallel with communication, whereas the gain is particularly pronounced when communication latency is high. These findings are corroborated via excessive simulations.

Refractive freeform components are becoming increasingly relevant for generating controlled patterns of light, because of their capability to spatially-modulate optical signals with high efficiency and low background. However, the use of these devices is still limited by difficulties in manufacturing macroscopic elements with complex, 3-dimensional (3D) surface reliefs. Here, 3D-printed and stretchable magic windows generating light patterns by refraction are introduced. The shape and, consequently, the light texture achieved can be changed through controlled device strain. Cryptographic magic windows are demonstrated through exemplary light patterns, including micro-QR-codes, that are correctly projected and recognized upon strain gating while remaining cryptic for as-produced devices. The light pattern of micro-QR-codes can also be projected by two coupled magic windows, with one of them acting as the decryption key. Such novel, freeform elements with 3D shape and tailored functionalities is relevant for applications in illumination design, smart labels, anti-counterfeiting systems, and cryptographic communication.

Recent advances in computer vision has led to a growth of interest in deploying visual analytics model on mobile devices. However, most mobile devices have limited computing power, which prohibits them from running large scale visual analytics neural networks. An emerging approach to solve this problem is to offload the computation of these neural networks to computing resources at an edge server. Efficient computation offloading requires optimizing the trade-off between multiple objectives including compressed data rate, analytics performance, and computation speed. In this work, we consider a "split computation" system to offload a part of the computation of the YOLO object detection model. We propose a learnable feature compression approach to compress the intermediate YOLO features with light-weight computation. We train the feature compression and decompression module together with the YOLO model to optimize the object detection accuracy under a rate constraint. Compared to baseline methods that apply either standard image compression or learned image compression at the mobile and perform image decompression and YOLO at the edge, the proposed system achieves higher detection accuracy at the low to medium rate range. Furthermore, the proposed system requires substantially lower computation time on the mobile device with CPU only.

We present a pipelined multiplier with reduced activities and minimized interconnect based on online digit-serial arithmetic. The working precision has been truncated such that $p<n$ bits are used to compute $n$ bits product, resulting in significant savings in area and power. The digit slices follow variable precision according to input, increasing upto $p$ and then decreases according to the error profile. Pipelining has been done to achieve high throughput and low latency which is desirable for compute intensive inner products. Synthesis results of the proposed designs have been presented and compared with the non-pipelined online multiplier, pipelined online multiplier with full working precision and conventional serial-parallel and array multipliers. For $8, 16, 24$ and $32$ bit precision, the proposed low power pipelined design show upto $38\%$ and $44\%$ reduction in power and area respectively compared to the pipelined online multiplier without working precision truncation.

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