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Crowdsourcing the State of the Art(ifacts)

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 Added by TIm Menzies
 Publication date 2021
and research's language is English




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In any field, finding the leading edge of research is an on-going challenge. Researchers cannot appease reviewers and educators cannot teach to the leading edge of their field if no one agrees on what is the state-of-the-art. Using a novel crowdsourced reuse graph approach, we propose here a new method to learn this state-of-the-art. Our reuse graphs are less effort to build and verify than other community monitoring methods (e.g. artifact tracks or citation-based searches). Based on a study of 170 papers from software engineering (SE) conferences in 2020, we have found over 1,600 instances of reuse; i.e., reuse is rampant in SE research. Prior pessimism about a lack of reuse in SE research may have been a result of using the wrong methods to measure the wrong things.

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It is essential to find new ways of enabling experts in different disciplines to collaborate more efficient in the development of ever more complex systems, under increasing market pressures. One possible solution for this challenge is to use a heterogeneous model-based approach where different teams can produce their conventional models and carry out their usual mono-disciplinary analysis, but in addition, the different models can be coupled for simulation (co-simulation), allowing the study of the global behavior of the system. Due to its potential, co-simulation is being studied in many different disciplines but with limited sharing of findings. Our aim with this work is to summarize, bridge, and enhance future research in this multidisciplinary area. We provide an overview of co-simulation approaches, research challenges, and research opportunities, together with a detailed taxonomy with different aspects of the state of the art of co-simulation and classification for the past five years. The main research needs identified are: finding generic approaches for modular, stable and accurate coupling of simulation units; and expressing the adaptations required to ensure that the coupling is correct.
We review the current status of the cosmic microwave background (CMB) radiation, including a brief discussion of some basic theoretical aspects as well as a summary of anisotropy detections and CMB experiments. We focus on the description of some relevant characteristics of the microwave foregrounds, on the discussion of the different estimators proposed in the literature to detect non-Gaussianity and on outlining the bases of different reconstruction methods that have been applied to the CMB.
Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.
Macroscopic concentration of massless charge carriers with linear conic spectrum - Dirac Fermions (DF) - was shown in 2004 to exist in highly oriented pyrolytic graphite (HOPG) and governs its electronic properties. These carriers can have the same nature as DF observed in graphite monolayer(graphene) and let to view HOPG as superposition of 2D carbon layers, almost independent electronically. We overview here the recent experimental evidences of 2D DF in graphite and their similarity with carriers in graphene.
159 - M. I. Dyakonov 2012
This is a brief review of the experimental and theoretical quantum computing. The hopes for eventually building a useful quantum computer rely entirely on the so-called threshold theorem. In turn, this theorem is based on a number of assumptions, treated as axioms, i.e. as being satisfied exactly. Since in reality this is not possible, the prospects of scalable quantum computing will remain uncertain until the required precision, with which these assumptions should be approached, is established. Some related sociological aspects are also discussed. .
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