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Crowd monitoring for sports games is important to improve public safety, game experience, and venue management. Recent crowd-crushing incidents (e.g., the Kanjuruhan Stadium disaster) have caused 100+ deaths, calling for advancements in crowd-monitoring methods. Existing monitoring approaches include manual observation, wearables, video-, audio-, and WiFi-based sensing. However, few meet the practical needs due to their limitations in cost, privacy protection, and accuracy.
In this paper, we introduce a novel crowd monitoring method that leverages floor vibrations to infer crowd reactions (e.g., clapping) and traffic (i.e., the number of people entering) in sports stadiums. Our method allows continuous crowd monitoring in a privacy-friendly and cost-effective way. Unlike monitoring one person, crowd monitoring involves a large population, leading to high uncertainty in the vibration data. To overcome the challenge, we bring in the context of crowd behaviors, including (1) temporal context to inform crowd reactions to the highlights of the game and (2) spatial context to inform crowd traffic in relation to the facility layouts. We deployed our system at Stanford Maples Pavilion and Michigan Stadium for real-world evaluation, which shows a 14.7% and 12.5% error reduction compared to the baseline methods without the context information.
No other computational problem has been studied in more depth, or yielded a greater number of useful solutions, than sorting. Historically, business computers spent 25% of their time doing nothing but sorting data (Knuth, 2014c), and many advanced algorithms start by sorting their inputs. Dozens of algorithms have been proposed over the last 80-odd years, but there is no “best” solution to the sorting problem. Although many popular sorting algorithms were known as early as the 1940s, researchers are still designing improved versions – Python’s default algorithm was only implemented in the early 2000s and Java’s current version in the 2010s.
This chapter examines the effects that legally-oriented AI developments will have on consumer protection and to consumers’ need for legal advice and representation. The chapter provides a brief survey of the many possible ways in which AI may influence consumers’ legal needs. It provides comparative analysis of the benefits and risks of the use of AI in the legal sphere, discusses the state of regulation in this area and argues in favor of a new regulatory framework.
Computer animators have always sought to push boundaries and create impressive, realistic visual effects, but some processes are too demanding to model exactly. Effects like fire, smoke, and water have complex fluid dynamics and amorphous boundaries that are hard to recreate with standard physical calculations. Instead, animators might turn to another approach to create these effects: particle systems. Bill Reeves, a graphics researcher and animator, began experimenting with particle-based effects in the early 1980s while making movies at Lucasfilm. For a scene in Star Trek II: The Wrath of Khan (1982), he needed to create an image of explosive fire spreading across the entire surface of a planet. Reeves used thousands of independent particles, each one representing a tiny piece of fire (Reeves, 1983). The fire particles were created semi-randomly, with attributes for their 3D positions, velocities, and colors. Reeves’ model governed how particles appeared, moved, and interacted to create a realistic effect that could be rendered on an early 1980s computer. Reeves would go on to work on other Lucasfilm productions, including Return of the Jedi (1983), before joining Pixar, where his credits include Toy Story (1995) and Finding Nemo (2003).
Java is an object-oriented programming language. Java programs are implemented as collections of classes and objects that interact with each other to deliver the functionality that the programmer wants. So far, we’ve used “class” as being roughly synonymous with “program,” and all of our programs have consisted of one public class with a main method that may call additional methods. We’ve also talked about how to use the new keyword to initialize objects like Scanner that can perform useful work. It’s now time to talk about the concepts of objects and classes in more depth and then learn how to write customized classes.
The previous two chapters showed how the concept of last-in-first-out data processing is surprisingly powerful. We’ll now consider the stack’s counterpart, the queue. Like a waiting line, a queue stores a set of items and returns them in first-in-first-out (FIFO) order. Pushing to the queue adds a new item to the back of the line and pulling retrieves the oldest item from the front. Queues have a lower profile than stacks, and are rarely the centerpiece of an algorithm. Instead, queues tend to serve as utility data structures in a larger system.
The aspirations-ability framework proposed by Carling has begun to place the question of who aspires to migrate at the center of migration research. In this article, building on key determinants assumed to impact individual migration decisions, we investigate their prediction accuracy when observed in the same dataset and in different mixed-migration contexts. In particular, we use a rigorous model selection approach and develop a machine learning algorithm to analyze two original cross-sectional face-to-face surveys conducted in Turkey and Lebanon among Syrian migrants and their respective host populations in early 2021. Studying similar nationalities in two hosting contexts with a distinct history of both immigration and emigration and large shares of assumed-to-be mobile populations, we illustrate that a) (im)mobility aspirations are hard to predict even under ‘ideal’ methodological circumstances, b) commonly referenced “migration drivers” fail to perform well in predicting migration aspirations in our study contexts, while c) aspects relating to social cohesion, political representation and hope play an important role that warrants more emphasis in future research and policymaking. Methodologically, we identify key challenges in quantitative research on predicting migration aspirations and propose a novel modeling approach to address these challenges.
A hash, in culinary terms, is a dish made of mixed foods – often including corned beef and onions – chopped into tiny pieces. In the early twentieth century, it became a shorthand for something of dubious origin, probably unwise to consume. In computer science, a hash function is an operation that rearranges, mixes, and combines data to produce a single fixed-size output. Unlike their culinary namesake, hash functions are wonderfully useful. A hash value is like a “fingerprint” of the input used to calculate it. Hash functions have applications to security, distributed systems, and – as we’ll explore – data structures.
This technical note shows how we have combined prescriptive type checking and constraint solving to increase automation during software verification. We do so by defining a type system and implementing a typechecker for $\{log\}$ (read ‘setlog’), a Constraint Logic Programming language and satisfiability solver based on set theory. The constraint solver is proved to be safe w.r.t. the type system. Two industrial-strength case studies are presented where this combination is used with very good results.
In this chapter, we are interested in how AI may enhance our well-being – or do the opposite. A defintion of well-being and promotion of core vlaues will be discussed. It will then survey AI technologies and assess whether they enhance or diminish human well-being, using the different meanings of well-being
Freehand sketching meets a vital need in design for fluid, fast and flexible visual representations that designers build off of and learn from. Sketching more frequently during the design process correlates with positive design outcomes. Engineering designers receive minimal training on freehand sketching, and engineering students do not apply freehand sketching well during the design process. This study examines some of the underlying factors associated with using sketching more frequently. We examine how sketching skills, spatial visualization skills, sketching instruction and engineering design self-efficacy influence designers’ self-reported sketching behavior. We find that higher sketching skills are associated with using sketching in a variety of ways, and spatial visualization skills and design self-efficacy are associated with sketching more frequently. The relationships uncovered were emphasized by their longevity: spatial skills and sketching skills in students’ first semesters predicted sketching more frequently in a senior capstone design course. These long-lasting relationships suggest the need to invest in students’ spatial skills and sketching skills early in the degree program so that they can be leveraged for better design practice.
This Chapter will examine whether the Digital Content Directive (DCD) can sufficiently protect the consumer who concludes contracts through software on AI-driven online platforms (without being directly involved in the contractual process) against certain of the existing risks. More specifically, due to a technical error or some other factor, such contracts may be mistaken or unintended by the human consumer. Moreover, the consumer may end up dealing with an unreliable, fraudulent or even fictitious trader suffering loss as a result. The question arises as to whether the consumer will have a sufficient remedy in these cases, namely an available route to compensation. In this respect, the Digital Content Directive merits examination with the aim of ascertaining whether it responds to this need of the consumers who contract on AI-driven platforms. The main questions in this context will be whether such platforms qualify as ‘digital services’ within the meaning of said Directive and if yes, whether the provisions of the measure are suitably adjusted to the need of the substituted consumer for an available route to compensation in these cases. These questions may also pinpoint to a possible approach towards the liability of marketplaces for the non-conformity of goods and services offered by third party sellers through their systems. As it will be shown, though the DCD does contain tools that could prove useful to consumers in their attempt to claim and receive compensation, its application is not without problems that may prevent this result. Other measures, specifically the Digital Services Act (DSA) and the Unfair Commercial Practices Directive (UCPD) may offer some help, where the DCD could not do much.
AI-enhanced smart contracts exhibit a high degree of autonomy in their ability to create and execute transactions between and among humans and machines. AI should allow a broader use of of marts contracts in consumer transactions by allowing businesses to satisfy consumer protection law through the coding of smart contracts. AI should be used to advance the principles of fairness and economic efficiency in the drafting and enforcement of smart consumer contracts.
Society needs to influence and mould our expectations so AI is used for the collective good. we should be reluctant to throw away hard (and recently) won consumer rights and values on the altar of technological developments.