2640755
Translator Design to Support Run-time Debugging
18721179
Some requirements for architectural support of software debugging
Architectural support of high-level, symbolic debugging is described at three levels of abstraction: the user's view of desired debugging functionality, the debugger implementor's view of architectural requirements that support the functionality, and the computer architect's view of architectural features or attributes that implement the requirements. References are made where possible to computing systems that meet the requirements. The paper is written from the viewpoint of debugger implementors, and is addressed primarily to computer architects.
7978249
PCFG Models of Linguistic Tree Representations
The kinds of tree representations used in a treebank corpus can have a dramatic effect on performance of a parser based on the PCFG estimated from that corpus, causing the estimated likelihood of a tree to differ substantially from its frequency in the training corpus. This paper points out that the Penn II treebank representations are of the kind predicted to have such an effect, and describes a simple node relabeling transformation that improves a treebank PCFG-based parser's average precision and recall by around 8%, or approximately half of the performance difference between a simple PCFG model and the best broad-coverage parsers available today. This performance variation comes about because any PCFG, and hence the corpus of trees from which the PCFG is induced, embodies independence assumptions about the distribution of words and phrases. The particular independence assumptions implicit in a tree representation can be studied theoretically and investigated empirically by means of a tree transformation / detransformation process.
7264850
Physically interactive story environments
Most interactive stories, such as hypertext narratives and interactive movies achieve an interactive "feel" by allowing the user to choose among multiple story paths. In this paper we discuss physically interactive environments with narrative structure in which the ability to choose among multiple story lines is replaced with having users, first, interact with the story characters in small, local "windows" of the narrative and, second, actively engage their bodies in movement, In particular, we found that compelling interactive narrative story systems can be perceived as highly responsive, engaging, and interactive even when the overall story has a single-path structure, in what we call a "less-choice, more-responsiveness" approach to the design of story-based interactive environments. We have also observed that unencumbering, rich sensor technology can facilitate user immersion in the experience as the story progresses--users can act as they typically would without worrying about manipulating a computer interface. To support these arguments, the paper describes the physical setup, the interactive story, the technology, and the user experience of four projects developed at the MIT Media Laboratory: KidsRoom, It/I, Personal Aerobics Trainer, and Swamped!
26545586
Spatial decision support for assisted housing mobility counseling
This paper presents a prototype spatial decision support system (SDSS) that enables clients in the Housing Choice Voucher Program to make better decisions about neighborhoods in which to search for housing and specific units to evaluate for occupancy. Application requirements are based on field research establishing limitations of housing counselors to provide detailed assistance to clients, and the capability of clients to use a spatial decision support system. Decision opportunities are identified using value-focused thinking and spatial analysis. Specific destination alternatives are ranked using a destination choice algorithm based on multicriteria decision models that incorporates alternative relocation strategies.
29097804
Spatial decision support system for home-delivered services
Abstract. We present a spatial decision support system for the non-profit sector, designed to assist planning in the area of home-delivered services such as meals on wheels. Using data collected from existing programs, current and forecasted demographic data, and a set of algorithmic tools, we provide a system for evaluating current meals on wheels facilities, and for making incremental facility location decisions that satisfy coverage and equity requirements.
7031742
The effect of pruning and compression on graphical representations of the output of a speech recognizer
Large vocabulary continuous speech recognition can benefit from an efficient data structure for representing a large number of acoustic hypotheses compactly. Word graphs or lattices have been chosen as such an efficient interface between acoustic recognition engines and subsequent language processing modules. This paper first investigates the effect of pruning during acoustic decoding on the quality of word lattices and shows that by combining different pruning options (at the model level and word level), we can obtain word lattices with comparable accuracy to the original lattices and a manageable size. In order to use the word lattices as the input for a post-processing language module, they should preserve the target hypotheses and their scores while being as small as possible. In this paper, we introduce a word graph compression algorithm that significantly reduces the number of words in the graphical representation without eliminating utterance hypotheses or distorting their acoustic scores. We compare this word graph compression algorithm with several other lattice size-reducing approaches and demonstrate the relative strength of the new word graph compression algorithm for decreasing the number of words in the representation. Experiments are conducted across corpora and vocabulary sizes to determine the consistency of the pruning and compression results.