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The Astrophysics Source Code Library (ASCL ascl.net), started in 1999, is a free open registry of software used in refereed astronomy research. Over the past few years, it has spearheaded an effort to form a consortium of scientific software registries and repositories. In 2019 and 2020, ASCL contacted editors and maintainers of discipline and institutional software registries and repositories in math, biology, neuroscience, geophysics, remote sensing, and other fields to develop a list of best practices for these research software resources. At the completion of that project, performed as a Task Force for a FORCE11 working group, members decided to form SciCodes as an ongoing consortium. This presentation covered the consortium's work so far, what it is currently working on, what it hopes to achieve for making scientific research software more discoverable across disciplines, and how the consortium can benefit astronomers.

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There have been recent calls for research on the human side of software engineering and its impact on various factors such as productivity, developer happiness and project success. An analysis of which challenges in software engineering teams are most frequent is still missing. We aim to provide a starting point for a theory about relevant human challenges and their causes in software engineering. We establish a reusable set of challenges and start out by investigating the effect of team virtualization. Virtual teams often use digital communication and consist of members with different nationalities. We designed a survey instrument and asked respondents to assess the frequency and criticality of a set of challenges, separated in context "within teams" as well as "between teams and clients", compiled from previous empiric work, blog posts and pilot survey feedback. For the team challenges, we asked if mitigation measures were already in place. Respondents were also asked to provide information about their team setup. The survey also measured Schwartz human values. Finally, respondents were asked if there were additional challenges at their workplace. We report on the results obtained from 192 respondents. We present a set of challenges that takes the survey feedback into account and introduce two categories of challenges; "interpersonal" and "intrapersonal". We found no evidence for links between human values and challenges. We found some significant links between the number of distinct nationalities in a team and certain challenges, with less frequent and critical challenges occurring if 2-3 different nationalities were present compared to a team having members of just one nationality or more than three. A higher degree of virtualization seems to increase the frequency of some human challenges.

This is an extended abstract for a presentation at The 17th International Conference on CUPUM - Computational Urban Planning and Urban Management in June 2021. This study presents an interdisciplinary synthesis of the state-of-the-art approaches in computer vision technologies to extract built environment features that could improve the robustness of empirical research in planning. We discussed the findings from the review of studies in both planning and computer science.

Mobile applications (hereafter, apps) collect a plethora of information regarding the user behavior and his device through third-party analytics libraries. However, the collection and usage of such data raised several privacy concerns, mainly because the end-user - i.e., the actual owner of the data - is out of the loop in this collection process. Also, the existing privacy-enhanced solutions that emerged in the last years follow an "all or nothing" approach, leaving the user the sole option to accept or completely deny the access to privacy-related data. This work has the two-fold objective of assessing the privacy implications on the usage of analytics libraries in mobile apps and proposing a data anonymization methodology that enables a trade-off between the utility and privacy of the collected data and gives the user complete control over the sharing process. To achieve that, we present an empirical privacy assessment on the analytics libraries contained in the 4500 most-used Android apps of the Google Play Store between November 2020 and January 2021. Then, we propose an empowered anonymization methodology, based on MobHide, that gives the end-user complete control over the collection and anonymization process. Finally, we empirically demonstrate the applicability and effectiveness of such anonymization methodology thanks to HideDroid, a fully-fledged anonymization app for the Android ecosystem.

A good amount of research has explored the use of wearables for educational or learning purposes. We have now reached a point when much literature can be found on that topic, but few attempts have been made to make sense of that literature from a holistic perspective. This paper presents a systematic review of the literature on wearables for learning. Literature was sourced from conferences and journals pertaining to technology and education, and through an ad hoc search. Our review focuses on identifying the ways that wearables have been used to support learning and provides perspectives on that issue from a historical dimension, and with regards to the types of wearables used, the populations targeted, and the settings addressed. Seven different ways of how wearables have been used to support learning were identified. We propose a framework identifying five main components that have been addressed in existing research on how wearables can support learning and present our interpretations of unaddressed research directions based on our review results.

Because a fast vaccination rollout against coronavirus disease 2019 (COVID-19) is critical to restore daily life and avoid virus mutations, it is tempting to have a relaxed vaccination-administration management system. However, a robust management system can support the enforcement of preventive measures, and in turn, reduce incidence and deaths. Here, we model a trustable and reliable management system based on blockchain for vaccine distribution by extending the Susceptible-Exposed-Infected-Recovery (SEIR) model. The model includes prevention measures such as mask-wearing, social distance, vaccination rate, and vaccination efficiency. It also considers negative social behavior, such as violations of social distance and attempts of using illegitimate vaccination proofs. By evaluating the model, we show that the proposed system can reduce up to 2.5 million cases and half a million deaths in the most demanding scenarios.

In the world of Information Technology, new computing paradigms, driven by requirements of different classes of problems and applications, emerge rapidly. These new computing paradigms pose many new research challenges. Researchers from different disciplines are working together to develop innovative solutions addressing them. In newer research areas with many unknowns, creating roadmaps, enabling tools, inspiring technological and application demonstrators offer confidence and prove feasibility and effectiveness of new paradigm. Drawing on our experience, we share strategy for advancing the field and community building in new and emerging computing research areas. We discuss how the development simulators can be cost-effective in accelerating design of real systems. We highlight strategic role played by different types of publications, conferences, and educational programs. We illustrate effectiveness of elements of our strategy with a case study on progression of cloud computing paradigm.

Generative Adversarial Nets (GAN) have received considerable attention since the 2014 groundbreaking work by Goodfellow et al. Such attention has led to an explosion in new ideas, techniques and applications of GANs. To better understand GANs we need to understand the mathematical foundation behind them. This paper attempts to provide an overview of GANs from a mathematical point of view. Many students in mathematics may find the papers on GANs more difficulty to fully understand because most of them are written from computer science and engineer point of view. The aim of this paper is to give more mathematically oriented students an introduction to GANs in a language that is more familiar to them.

A new prior is proposed for learning representations of high-level concepts of the kind we manipulate with language. This prior can be combined with other priors in order to help disentangling abstract factors from each other. It is inspired by cognitive neuroscience theories of consciousness, seen as a bottleneck through which just a few elements, after having been selected by attention from a broader pool, are then broadcast and condition further processing, both in perception and decision-making. The set of recently selected elements one becomes aware of is seen as forming a low-dimensional conscious state. This conscious state is combining the few concepts constituting a conscious thought, i.e., what one is immediately conscious of at a particular moment. We claim that this architectural and information-processing constraint corresponds to assumptions about the joint distribution between high-level concepts. To the extent that these assumptions are generally true (and the form of natural language seems consistent with them), they can form a useful prior for representation learning. A low-dimensional thought or conscious state is analogous to a sentence: it involves only a few variables and yet can make a statement with very high probability of being true. This is consistent with a joint distribution (over high-level concepts) which has the form of a sparse factor graph, i.e., where the dependencies captured by each factor of the factor graph involve only very few variables while creating a strong dip in the overall energy function. The consciousness prior also makes it natural to map conscious states to natural language utterances or to express classical AI knowledge in a form similar to facts and rules, albeit capturing uncertainty as well as efficient search mechanisms implemented by attention mechanisms.

In the last few years, deep multi-agent reinforcement learning (RL) has become a highly active area of research. A particularly challenging class of problems in this area is partially observable, cooperative, multi-agent learning, in which teams of agents must learn to coordinate their behaviour while conditioning only on their private observations. This is an attractive research area since such problems are relevant to a large number of real-world systems and are also more amenable to evaluation than general-sum problems. Standardised environments such as the ALE and MuJoCo have allowed single-agent RL to move beyond toy domains, such as grid worlds. However, there is no comparable benchmark for cooperative multi-agent RL. As a result, most papers in this field use one-off toy problems, making it difficult to measure real progress. In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap. SMAC is based on the popular real-time strategy game StarCraft II and focuses on micromanagement challenges where each unit is controlled by an independent agent that must act based on local observations. We offer a diverse set of challenge maps and recommendations for best practices in benchmarking and evaluations. We also open-source a deep multi-agent RL learning framework including state-of-the-art algorithms. We believe that SMAC can provide a standard benchmark environment for years to come. Videos of our best agents for several SMAC scenarios are available at: //youtu.be/VZ7zmQ_obZ0.

A recent research trend has emerged to identify developers' emotions, by applying sentiment analysis to the content of communication traces left in collaborative development environments. Trying to overcome the limitations posed by using off-the-shelf sentiment analysis tools, researchers recently started to develop their own tools for the software engineering domain. In this paper, we report a benchmark study to assess the performance and reliability of three sentiment analysis tools specifically customized for software engineering. Furthermore, we offer a reflection on the open challenges, as they emerge from a qualitative analysis of misclassified texts.

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