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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.