Institut für Informatik und Computational Science
Refine
Year of publication
Document Type
- Article (576)
- Doctoral Thesis (203)
- Monograph/Edited Volume (135)
- Other (28)
- Conference Proceeding (17)
- Part of a Book (12)
- Master's Thesis (10)
- Postprint (10)
- Preprint (4)
- Bachelor Thesis (1)
Is part of the Bibliography
- yes (998) (remove)
Keywords
- answer set programming (13)
- Answer Set Programming (10)
- Answer set programming (10)
- Machine Learning (7)
- Maschinelles Lernen (7)
- Antwortmengenprogrammierung (6)
- E-Learning (6)
- Informatik (6)
- Modellierung (5)
- Informatikdidaktik (4)
Institute
- Institut für Informatik und Computational Science (998)
- Hasso-Plattner-Institut für Digital Engineering gGmbH (18)
- Extern (5)
- Institut für Physik und Astronomie (2)
- Universitätsbibliothek (2)
- Zentrum für Qualitätsentwicklung in Lehre und Studium (ZfQ) (2)
- eLiS - E-Learning in Studienbereichen (2)
- Department Erziehungswissenschaft (1)
- Department Linguistik (1)
- Historisches Institut (1)
Research publications and data nowadays should be publicly available on the internet and, theoretically, usable for everyone to develop further research, products, or services. The long-term accessibility of research data is, therefore, fundamental in the economy of the research production process. However, the availability of data is not sufficient by itself, but also their quality must be verifiable. Measures to ensure reuse and reproducibility need to include the entire research life cycle, from the experimental design to the generation of data, quality control, statistical analysis, interpretation, and validation of the results. Hence, high-quality records, particularly for providing a string of documents for the verifiable origin of data, are essential elements that can act as a certificate for potential users (customers). These records also improve the traceability and transparency of data and processes, therefore, improving the reliability of results. Standards for data acquisition, analysis, and documentation have been fostered in the last decade driven by grassroot initiatives of researchers and organizations such as the Research Data Alliance (RDA). Nevertheless, what is still largely missing in the life science academic research are agreed procedures for complex routine research workflows. Here, well-crafted documentation like standard operating procedures (SOPs) offer clear direction and instructions specifically designed to avoid deviations as an absolute necessity for reproducibility. Therefore, this paper provides a standardized workflow that explains step by step how to write an SOP to be used as a starting point for appropriate research documentation.
Institutionelle Bildung ist für autistische Lernende mit vielgestaltigen und spezifischen Hindernissen verbunden. Dies gilt insbesondere im Zusammenhang mit Inklusion, deren Relevanz nicht zuletzt durch das Übereinkommen der Vereinten Nationen über die Rechte von Menschen mit Behinderung gegeben ist.
Diese Arbeit diskutiert zahlreiche lernrelevante Besonderheiten im Kontext von Autismus und zeigt Diskrepanzen zu den nicht immer ausreichend angemessenen institutionellen Lehrkonzepten. Eine zentrale These ist hierbei, dass die ungewöhnlich intensive Aufmerksamkeit von Autist*innen für ihre Spezialinteressen dafür genutzt werden kann, das Lernen mit fremdgestellten Inhalten zu erleichtern. Darauf aufbauend werden Lösungsansätze diskutiert, welche in einem neuartigen Konzept für ein digitales mehrgerätebasiertes Lernspiel resultieren.
Eine wesentliche Herausforderung bei der Konzeption spielbasierten Lernens besteht in der adäquaten Einbindung von Lerninhalten in einen fesselnden narrativen Kontext. Am Beispiel von Übungen zur emotionalen Deutung von Mimik, welche für das Lernen von sozioemotionalen Kompetenzen besonders im Rahmen von Therapiekonzepten bei Autismus Verwendung finden, wird eine angemessene Narration vorgestellt, welche die störungsarme Einbindung dieser sehr speziellen Lerninhalte ermöglicht.
Die Effekte der einzelnen Konzeptionselemente werden anhand eines prototypisch entwickelten Lernspiels untersucht. Darauf aufbauend zeigt eine quantitative Studie die gute Akzeptanz und Nutzerfreundlichkeit des Spiels und belegte vor allem die
Verständlichkeit der Narration und der Spielelemente. Ein weiterer Schwerpunkt liegt in der minimalinvasiven Untersuchung möglicher Störungen des Spielerlebnisses durch den Wechsel zwischen verschiedenen Endgeräten, für die ein innovatives Messverfahren entwickelt wurde.
Im Ergebnis beleuchtet diese Arbeit die Bedeutung und die Grenzen von spielbasierten Ansätzen für autistische Lernende. Ein großer Teil der vorgestellten Konzepte lässt sich auf andersartige Lernszenarien übertragen. Das dafür entwickelte technische Framework zur Realisierung narrativer Lernpfade ist ebenfalls darauf vorbereitet, für weitere Lernszenarien, gerade auch im institutionellen Kontext, Verwendung zu finden.
The soft error rate (SER) due to heavy-ion irradiation of a clock tree is investigated in this paper. A method for clock tree SER prediction is developed, which employs a dedicated soft error analysis tool to characterize the single-event transient (SET) sensitivities of clock inverters and other commercial tools to calculate the SER through fault-injection simulations. A test circuit including a flip-flop chain and clock tree in a 65 nm CMOS technology is developed through the automatic ASIC design flow. This circuit is analyzed with the developed method to calculate its clock tree SER. In addition, this circuit is implemented in a 65 nm test chip and irradiated by heavy ions to measure its SER resulting from the SETs in the clock tree. The experimental and calculation results of this case study present good correlation, which verifies the effectiveness of the developed method.
The aim of our project design space exploration with answer set programming is to develop a general framework based on Answer Set Programming (ASP) that finds valid solutions to the system design problem and simultaneously performs Design Space Exploration (DSE) to find the most favorable alternatives. We leverage recent developments in ASP solving that allow for tight integration of background theories to create a holistic framework for effective DSE.
The Potsdam answer set solving collection, or Potassco for short, bundles various tools implementing and/or applying answer set programming. The article at hand succeeds an earlier description of the Potassco project published in Gebser et al. (AI Commun 24(2):107-124, 2011). Hence, we concentrate in what follows on the major features of the most recent, fifth generation of the ASP system clingo and highlight some recent resulting application systems.
Answer Set Programming faces an increasing popularity for problem solving in various domains. While its modeling language allows us to express many complex problems in an easy way, its solving technology enables their effective resolution. In what follows, we detail some of the key factors of its success. Answer Set Programming [ASP; Brewka et al. Commun ACM 54(12):92–103, (2011)] is seeing a rapid proliferation in academia and industry due to its easy and flexible way to model and solve knowledge-intense combinatorial (optimization) problems. To this end, ASP offers a high-level modeling language paired with high-performance solving technology. As a result, ASP systems provide out-off-the-box, general-purpose search engines that allow for enumerating (optimal) solutions. They are represented as answer sets, each being a set of atoms representing a solution. The declarative approach of ASP allows a user to concentrate on a problem’s specification rather than the computational means to solve it. This makes ASP a prime candidate for rapid prototyping and an attractive tool for teaching key AI techniques since complex problems can be expressed in a succinct and elaboration tolerant way. This is eased by the tuning of ASP’s modeling language to knowledge representation and reasoning (KRR). The resulting impact is nicely reflected by a growing range of successful applications of ASP [Erdem et al. AI Mag 37(3):53–68, 2016; Falkner et al. Industrial applications of answer set programming. K++nstliche Intelligenz (2018)]
THIS INSTALLMENT OF Research for Practice provides curated reading guides to technology for underserved communities and to new developments in personal fabrication. First, Tawanna Dillahunt describes design considerations and technology for underserved and impoverished communities. Designing for the more than 1.6 billion impoverished individuals worldwide requires special consideration of community needs, constraints, and context. Her selections span protocols for poor-quality communication networks, community-driven content generation, and resource and public service discovery. Second, Stefanie Mueller and Patrick Baudisch provide an overview of recent advances in personal fabrication (for example, 3D printers).
In vielen Studiengängen kommt es durch die oft heterogenen Vorkenntnisse in der Studieneingangsphase zu mangelnder Motivation durch Über- oder Unterforderung. Dieses Problem tritt auch in der musiktheoretischen Grundausbildung an Hochschulen auf. Durch Einsatz von Elementen, die aus dem Unterhaltungskontext geläufig sind, kann eine Steigerung der Motivation erreicht werden. Die Nutzung solcher Elemente wird als Gamification bezeichnet.
Das Ziel der vorliegenden Arbeit ist es, am Fallbeispiel der musiktheoretischen Grundausbildung zu analysieren, ob Lerngelegenheiten durch einen gamifizierten interaktiven Prototyp einer Lernumgebung unterstützt werden können. Dazu wird die folgende Forschungsfrage gestellt: Inwieweit wirkt Gamification auf die Motivation bei den Lernenden zur Beschäftigung mit dem Thema (musikalische) Funktionsanalyse?
Um die Forschungsfragen zu beantworten, wurde zunächst ein systematisches, theoriegeleitetes Vorgehensmodell zur Gamification von Lernumgebungen entwickelt und angewandt. Der so entstandene Prototyp wurde anschließend um alle Game-Design-Elemente reduziert und im Rahmen einer experimentellen Studie mit zwei unabhängigen Versuchsgruppen mit der gamifizierten Variante verglichen.
Die Untersuchung zeigte, dass die Gamification einer Lernanwendung nach dem entwickelten Vorgehensmodell grundsätzlich das Potenzial besitzt, manche Aspekte des Nutzungserlebnisses (UX) positiv zu beeinflussen. Insbesondere hatte die Gamification positive Effekte auf die Joy of Use und die Immersivität. Allerdings blieb das Ausmaß der beobachteten Effekte deutlich hinter den Erwartungen zurück, die auf Basis verschiedener Motivationstheorien getroffen wurden.
Daher erscheint Gamification besonders in außeruniversitären Kontexten vielversprechend, in denen der Fokus auf einer Erhöhung der Joy of Use oder einer Steigerung der Immersivität liegt. Allerdings lassen sich durch die Untersuchung neue Erkenntnisse zur emotionalen Wirkung von Gamification und zu einem systematischen Vorgehen bei der Gamification von Lernanwendungen herausstellen.
Weiterführende Forschung könnte an diese Erkenntnisse anknüpfen, indem sie die emotionale Wirkung von Gamification und deren Einfluss auf die Motivation näher untersucht. Darüber hinaus sollte sie Gamification auch aus einer entscheidungstheoretischen Perspektive betrachten und Analysemethoden entwickeln, mit denen entschieden werden kann, ob der Einsatz von Gamification zur Motivationssteigerung in einem spezifischen Anwendungsfall zielführend ist. Unter Verwendung des entwickelten Vorgehensmodells kann es sinnvoll sein, näher zu untersuchen, welche Faktoren insgesamt für das Gelingen einer Gamification-Maßnahme in Bildungskontexten entscheidend sind. Die Erkenntnisse einer solchen Untersuchung könnten entscheidend zur Verbesserung und Validierung des Vorgehensmodells beitragen.
In the last decades, there was a notable progress in solving the well-known Boolean satisfiability (Sat) problem, which can be witnessed by powerful Sat solvers. One of the reasons why these solvers are so fast are structural properties of instances that are utilized by the solver’s interna. This thesis deals with the well-studied structural property treewidth, which measures the closeness of an instance to being a tree. In fact, there are many problems parameterized by treewidth that are solvable in polynomial time in the instance size when parameterized by treewidth.
In this work, we study advanced treewidth-based methods and tools for problems in knowledge representation and reasoning (KR). Thereby, we provide means to establish precise runtime results (upper bounds) for canonical problems relevant to KR. Then, we present a new type of problem reduction, which we call decomposition-guided (DG) that
allows us to precisely monitor the treewidth when reducing from one problem to another problem. This new reduction type will be the basis for a long-open lower bound result for quantified Boolean formulas and allows us to design a new methodology for establishing runtime lower bounds for problems parameterized by treewidth.
Finally, despite these lower bounds, we provide an efficient implementation of algorithms that adhere to treewidth. Our approach finds suitable abstractions of instances, which are subsequently refined in a recursive fashion, and it uses Sat solvers for solving subproblems. It turns out that our resulting solver is quite competitive for two canonical counting problems related to Sat.
Discriminative Models for Biometric Identification using Micro- and Macro-Movements of the Eyes
(2021)
Human visual perception is an active process. Eye movements either alternate between fixations and saccades or follow a smooth pursuit movement in case of moving targets. Besides these macroscopic gaze patterns, the eyes perform involuntary micro-movements during fixations which are commonly categorized into micro-saccades, drift and tremor. Eye movements are frequently studied in cognitive psychology, because they reflect a complex interplay of perception, attention and oculomotor control.
A common insight of psychological research is that macro-movements are highly individual. Inspired by this finding, there has been a considerable amount of prior research on oculomotoric biometric identification. However, the accuracy of known approaches is too low and the time needed for identification is too long for any practical application. This thesis explores discriminative models for the task of biometric identification.
Discriminative models optimize a quality measure of the predictions and are usually superior to generative approaches in discriminative tasks. However, using discriminative models requires to select a suitable form of data representation for sequential eye gaze data; i.e., by engineering features or constructing a sequence kernel and the performance of the classification model strongly depends on the data representation. We study two fundamentally different ways of representing eye gaze within a discriminative framework. In the first part of this thesis, we explore the integration of data and psychological background knowledge in the form of generative models to construct representations. To this end, we first develop generative statistical models of gaze behavior during reading and scene viewing that account for viewer-specific distributional properties of gaze patterns. In a second step, we develop a discriminative identification model by deriving Fisher kernel functions from these and several baseline models. We find that an SVM with Fisher kernel is able to reliably identify users based on their eye gaze during reading and scene viewing. However, since the generative models are constrained to use low-frequency macro-movements, they discard a significant amount of information contained in the raw eye tracking signal at a high cost: identification requires about one minute of input recording, which makes it inapplicable for real world biometric systems. In the second part of this thesis, we study a purely data-driven modeling approach. Here, we aim at automatically discovering the individual pattern hidden in the raw eye tracking signal. To this end, we develop a deep convolutional neural network DeepEyedentification that processes yaw and pitch gaze velocities and learns a representation end-to-end. Compared to prior work, this model increases the identification accuracy by one order of magnitude and the time to identification decreases to only seconds. The DeepEyedentificationLive model further improves upon the identification performance by processing binocular input and it also detects presentation-attacks.
We find that by learning a representation, the performance of oculomotoric identification and presentation-attack detection can be driven close to practical relevance for biometric applications. Eye tracking devices with high sampling frequency and precision are expensive and the applicability of eye movement as a biometric feature heavily depends on cost of recording devices.
In the last part of this thesis, we therefore study the requirements on data quality by evaluating the performance of the DeepEyedentificationLive network under reduced spatial and temporal resolution. We find that the method still attains a high identification accuracy at a temporal resolution of only 250 Hz and a precision of 0.03 degrees. Reducing both does not have an additive deteriorating effect.
In this paper, we consider the computational power of a new variant of networks of splicing processors in which each processor as well as the data navigating throughout the network are now considered to be polarized. While the polarization of every processor is predefined (negative, neutral, positive), the polarization of data is dynamically computed by means of a valuation mapping. Consequently, the protocol of communication is naturally defined by means of this polarization. We show that networks of polarized splicing processors (NPSP) of size 2 are computationally complete, which immediately settles the question of designing computationally complete NPSPs of minimal size. With two more nodes we can simulate every nondeterministic Turing machine without increasing the time complexity. Particularly, we prove that NPSP of size 4 can accept all languages in NP in polynomial time. Furthermore, another computational model that is universal, namely the 2-tag system, can be simulated by NPSP of size 3 preserving the time complexity. All these results can be obtained with NPSPs with valuations in the set as well. We finally show that Turing machines can simulate a variant of NPSPs and discuss the time complexity of this simulation.
The business problem of having inefficient processes, imprecise process analyses, and simulations as well as non-transparent artificial neuronal network models can be overcome by an easy-to-use modeling concept. With the aim of developing a flexible and efficient approach to modeling, simulating, and optimizing processes, this paper proposes a flexible Concept of Neuronal Modeling (CoNM). The modeling concept, which is described by the modeling language designed and its mathematical formulation and is connected to a technical substantiation, is based on a collection of novel sub-artifacts. As these have been implemented as a computational model, the set of CoNM tools carries out novel kinds of Neuronal Process Modeling (NPM), Neuronal Process Simulations (NPS), and Neuronal Process Optimizations (NPO). The efficacy of the designed artifacts was demonstrated rigorously by means of six experiments and a simulator of real industrial production processes.
Metabolic networks play a crucial role in biology since they capture all chemical reactions in an organism. While there are networks of high quality for many model organisms, networks for less studied organisms are often of poor quality and suffer from incompleteness. To this end, we introduced in previous work an answer set programming (ASP)-based approach to metabolic network completion. Although this qualitative approach allows for restoring moderately degraded networks, it fails to restore highly degraded ones. This is because it ignores quantitative constraints capturing reaction rates. To address this problem, we propose a hybrid approach to metabolic network completion that integrates our qualitative ASP approach with quantitative means for capturing reaction rates. We begin by formally reconciling existing stoichiometric and topological approaches to network completion in a unified formalism. With it, we develop a hybrid ASP encoding and rely upon the theory reasoning capacities of the ASP system dingo for solving the resulting logic program with linear constraints over reals. We empirically evaluate our approach by means of the metabolic network of Escherichia coli. Our analysis shows that our novel approach yields greatly superior results than obtainable from purely qualitative or quantitative approaches.
In recent years, named entity linking (NEL) tools were primarily developed in terms of a general approach, whereas today numerous tools are focusing on specific domains such as e.g. the mapping of persons and organizations only, or the annotation of locations or events in microposts. However, the available benchmark datasets necessary for the evaluation of NEL tools do not reflect this focalizing trend. We have analyzed the evaluation process applied in the NEL benchmarking framework GERBIL [in: Proceedings of the 24th International Conference on World Wide Web (WWW’15), International World Wide Web Conferences Steering Committee, Republic and Canton of Geneva, Switzerland, 2015, pp. 1133–1143, Semantic Web 9(5) (2018), 605–625] and all its benchmark datasets. Based on these insights we have extended the GERBIL framework to enable a more fine grained evaluation and in depth analysis of the available benchmark datasets with respect to different emphases. This paper presents the implementation of an adaptive filter for arbitrary entities and customized benchmark creation as well as the automated determination of typical NEL benchmark dataset properties, such as the extent of content-related ambiguity and diversity. These properties are integrated on different levels, which also enables to tailor customized new datasets out of the existing ones by remixing documents based on desired emphases. Besides a new system library to enrich provided NIF [in: International Semantic Web Conference (ISWC’13), Lecture Notes in Computer Science, Vol. 8219, Springer, Berlin, Heidelberg, 2013, pp. 98–113] datasets with statistical information, best practices for dataset remixing are presented, and an in depth analysis of the performance of entity linking systems on special focus datasets is presented.
Detect me if you can
(2019)
Spam Bots have become a threat to online social networks with their malicious behavior, posting misinformation messages and influencing online platforms to fulfill their motives. As spam bots have become more advanced over time, creating algorithms to identify bots remains an open challenge. Learning low-dimensional embeddings for nodes in graph structured data has proven to be useful in various domains. In this paper, we propose a model based on graph convolutional neural networks (GCNN) for spam bot detection. Our hypothesis is that to better detect spam bots, in addition to defining a features set, the social graph must also be taken into consideration. GCNNs are able to leverage both the features of a node and aggregate the features of a node’s neighborhood. We compare our approach, with two methods that work solely on a features set and on the structure of the graph. To our knowledge, this work is the first attempt of using graph convolutional neural networks in spam bot detection.
In this paper, we consider counting and projected model counting of extensions in abstract argumentation for various semantics. When asking for projected counts we are interested in counting the number of extensions of a given argumentation framework while multiple extensions that are identical when restricted to the projected arguments count as only one projected extension. We establish classical complexity results and parameterized complexity results when the problems are parameterized by treewidth of the undirected argumentation graph. To obtain upper bounds for counting projected extensions, we introduce novel algorithms that exploit small treewidth of the undirected argumentation graph of the input instance by dynamic programming (DP). Our algorithms run in time double or triple exponential in the treewidth depending on the considered semantics. Finally, we take the exponential time hypothesis (ETH) into account and establish lower bounds of bounded treewidth algorithms for counting extensions and projected extension.