1,721,133 research outputs found

    Scheduling of AGV systems

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    Feed link placement in Euclidean graphs

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    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Optimal geometric data structures

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    Spatial data structures form a core ingredient of many geometric algorithms, both in theory and in practice. Many of these data structures, especially the ones used in practice, are based on partitioning the underlying space (examples are binary space partitions and decompositions of polygons) or partitioning the set of objects (examples are bounding-volume hierarchies). The efficiency of such data structures---and, hence, of the algorithms that use them---depends on certain characteristics of the partitioning. For example the performance of many algorithms that use binary space partitions (BSPs) depends on the size of the BSPs. Similarly, the performance of answering range queries using bounding-volume hierarchies (BVHs) depends on the so-called crossing number that can be associated with the partitioning on which the BVH is based. Much research has been done on the problem of computing partitioning whose characteristics are good in the worst case. In this thesis, we studied the problem from a different point of view, namely instance-optimality. In particular, we considered the following question: given a class of geometric partitioning structures---like BSPs, simplicial partitions, polygon triangulations, …---and a cost function---like size or crossing number---can we design an algorithm that computes a structure whose cost is optimal or close to optimal for any input instance (rather than only worst-case optimal). We studied the problem of finding optimal data structures for some of the most important spatial data structures. As an example having a set of n points and an input parameter r, It has been proved that there are input sets for which any simplicial partitions has crossing number ¿(vr). It has also been shown that for any set of n input points and the parameter r one can make a simplicial partition with stabbing number O(vr). However, there are input point sets for which one can make simplicial partition with lower stabbing number. As an example when the points are on a diagonal, one can always make a simplicial partition with stabbing number 1. We started our research by studying BSPs for line segments in the plane, where the cost function is the size of the BSPs. A popular type of BSPs for line segments are the so-called auto-partitions. We proved that finding an optimal auto-partition is NP-hard. In fact, finding out if a set of input segments admits an auto-partition without any cuts is already NP-hard. We also studied the relation between two other types of BSPs, called free and restricted BSPs, and showed that the number of cuts of an optimal restricted BSP for a set of segments in R2 is at most twice the number of cuts of an optimal free BSP for that set. The details are being represented in Chapter 1 of the thesis. Then we turned our attention to so-called rectilinear r-partitions for planar point sets, with the crossing number as cost function. A rectilinear r-partition of a point set P is a partitioning of P into r subsets, each having roughly |P|/r points. The crossing number of the partition is defined using the bounding boxes of the subsets; in particular, it is the maximum number of bounding boxes that can be intersected by any horizontal or vertical line. We performed some theoretical as well as experimental studies on rectilinear r-partitions. On the theoretical side, we proved that computing a rectilinear r-partition with optimal stabbing number for a given set of points and parameter r is NP-hard. We also proposed an exact algorithm for finding optimal rectilinear r-partitions whose running time is polynomial when r is a constant, and a faster 2-approximation algorithm. Our last theoretical result showed that considering only partitions whose bounding boxes are disjoint is not sufficient for finding optimal rectilinear r-partitions. On the experimental side, we performed a comparison between four different heuristics for constructing rectilinear r-partitions. The so-called windmill KD-tree gave the best results. Chapter 2 of the thesis describes all the details of our research on rectilinear r-partitions. We studied another spatial data structure in Chapter 3 of the thesis. Decomposition of the interior of polygons is one of the fundamental problems in computational geometry. In case of a simple polygon one usually wants to make a Steiner triangulation of it, and when we have a rectilinear polygon at hand, one typically wants to make a rectilinear decomposition for it. Due to this reason there are algorithms which make Steiner triangulations and rectangular decompositions with low stabbing number. These algorithms are worst-case optimal. However, similar to the two previous data structures, there are polygons for which one can make decompositions with lower stabbing numbers. In 3 we proposed a 3-approximation for finding an optimal rectangular decomposition of a rectilinear polygon. We also proposed an O(1)-approximation for finding optimal Steiner triangulation of a simple polygon. Finally, in Chapter 4 of the thesis, we considered another optimization problem, namely how to approximate a piecewise-linear function F: R ¿R with another piecewise-linear function with fewer pieces. Here one can distinguish two versions of the problem. The first one is called the min-k problem; the goal is then to approximate the function within a given error e such that the resulting function has the minimum number of links. The second one is called the min-e problem; here the goal is to find an approximation with at most k links (for a given k) such that the error is minimized. These problems have already been studied before. Our contribution is to consider the problem for so-called uncertain functions, where the value of the input function F at its vertices is given as a discrete set of different values, each with an associated probability. We show how to compute an approximation that minimizes the expected error

    Algorithms for fat objects : decompositions and applications

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    Computational geometry is the branch of theoretical computer science that deals with algorithms and data structures for geometric objects. The most basic geometric objects include points, lines, polygons, and polyhedra. Computational geometry has applications in many areas of computer science, including computer graphics, robotics, and geographic information systems. In many computational-geometry problems, the theoretical worst case is achieved by input that is in some way "unrealistic". This causes situations where the theoretical running time is not a good predictor of the running time in practice. In addition, algorithms must also be designed with the worst-case examples in mind, which causes them to be needlessly complicated. In recent years, realistic input models have been proposed in an attempt to deal with this problem. The usual form such solutions take is to limit some geometric property of the input to a constant. We examine a specific realistic input model in this thesis: the model where objects are restricted to be fat. Intuitively, objects that are more like a ball are more fat, and objects that are more like a long pole are less fat. We look at fat objects in the context of five different problems—two related to decompositions of input objects and three problems suggested by computer graphics. Decompositions of geometric objects are important because they are often used as a preliminary step in other algorithms, since many algorithms can only handle geometric objects that are convex and preferably of low complexity. The two main issues in developing decomposition algorithms are to keep the number of pieces produced by the decomposition small and to compute the decomposition quickly. The main question we address is the following: is it possible to obtain better decompositions for fat objects than for general objects, and/or is it possible to obtain decompositions quickly? These questions are also interesting because most research into fat objects has concerned objects that are convex. We begin by triangulating fat polygons. The problem of triangulating polygons—that is, partitioning them into triangles without adding any vertices—has been solved already, but the only linear-time algorithm is so complicated that it has never been implemented. We propose two algorithms for triangulating fat polygons in linear time that are much simpler. They make use of the observation that a small set of guards placed at points inside a (certain type of) fat polygon is sufficient to see the boundary of such a polygon. We then look at decompositions of fat polyhedra in three dimensions. We show that polyhedra can be decomposed into a linear number of convex pieces if certain fatness restrictions aremet. We also show that if these restrictions are notmet, a quadratic number of pieces may be needed. We also show that if we wish the output to be fat and convex, the restrictions must be much tighter. We then study three computational-geometry problems inspired by computer graphics. First, we study ray-shooting amidst fat objects from two perspectives. This is the problem of preprocessing data into a data structure that can answer which object is first hit by a query ray in a given direction from a given point. We present a new data structure for answering vertical ray-shooting queries—that is, queries where the ray’s direction is fixed—as well as a data structure for answering ray-shooting queries for rays with arbitrary direction. Both structures improve the best known results on these problems. Another problem that is studied in the field of computer graphics is the depth-order problem. We study it in the context of computational geometry. This is the problem of finding an ordering of the objects in the scene from "top" to "bottom", where one object is above the other if they share a point in the projection to the xy-plane and the first object has a higher z-value at that point. We give an algorithm for finding the depth order of a group of fat objects and an algorithm for verifying if a depth order of a group of fat objects is correct. The latter algorithm is useful because the former can return an incorrect order if the objects do not have a depth order (this can happen if the above/below relationship has a cycle in it). The first algorithm improves on the results previously known for fat objects; the second is the first algorithm for verifying depth orders of fat objects. The final problem that we study is the hidden-surface removal problem. In this problem, we wish to find and report the visible portions of a scene from a given viewpoint—this is called the visibility map. The main difficulty in this problem is to find an algorithm whose running time depends in part on the complexity of the output. For example, if all but one of the objects in the input scene are hidden behind one large object, then our algorithm should have a faster running time than if all of the objects are visible and have borders that overlap. We give such an algorithm that improves on the running time of previous algorithms for fat objects. Furthermore, our algorithm is able to handle curved objects and situations where the objects do not have a depth order—two features missing from most other algorithms that perform hidden surface removal
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