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  1. We consider the problem of space-efficiently estimating the number of simplices in a hypergraph stream. This is the most natural hypergraph generalization of the highly-studied problem of estimating the number of triangles in a graph stream. Our input is a k-uniform hypergraph H with n vertices and m hyperedges, each hyperedge being a k-sized subset of vertices. A k-simplex in H is a subhypergraph on k+1 vertices X such that all k+1 possible hyperedges among X exist in H. The goal is to process the hyperedges of H, which arrive in an arbitrary order as a data stream, and compute a good estimate of T_k(H), the number of k-simplices in H. We design a suite of algorithms for this problem. As with triangle-counting in graphs (which is the special case k = 2), sublinear space is achievable but only under a promise of the form T_k(H) ≥ T. Under such a promise, our algorithms use at most four passes and together imply a space bound of O(ε^{-2} log δ^{-1} polylog n ⋅ min{(m^{1+1/k})/T, m/(T^{2/(k+1)})}) for each fixed k ≥ 3, in order to guarantee an estimate within (1±ε)T_k(H) with probability ≥ 1-δ. We also give a simpler 1-pass algorithm that achieves O(ε^{-2} log δ^{-1} log n⋅ (m/T) (Δ_E + Δ_V^{1-1/k})) space, where Δ_E (respectively, Δ_V) denotes the maximum number of k-simplices that share a hyperedge (respectively, a vertex), which generalizes a previous result for the k = 2 case. We complement these algorithmic results with space lower bounds of the form Ω(ε^{-2}), Ω(m^{1+1/k}/T), Ω(m/T^{1-1/k}) and Ω(mΔ_V^{1/k}/T) for multi-pass algorithms and Ω(mΔ_E/T) for 1-pass algorithms, which show that some of the dependencies on parameters in our upper bounds are nearly tight. Our techniques extend and generalize several different ideas previously developed for triangle counting in graphs, using appropriate innovations to handle the more complicated combinatorics of hypergraphs. 
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  2. null (Ed.)
    This paper presents a holistic system to scale up the teaching and learning of vocabulary words of American Sign Language (ASL). The system leverages the most recent mixed-reality technology to allow the user to perceive her own hands in an immersive learning environment with first- and third-person views for motion demonstration and practice. Precise motion sensing is used to record and evaluate motion, providing real-time feedback tailored to the specific learner. As part of this evaluation, learner motions are matched to features derived from the Hamburg Notation System (HNS) developed by sign-language linguists. We develop a prototype to evaluate the efficacy of mixed-reality-based interactive motion teaching. Results with 60 participants show a statistically significant improvement in learning ASL signs when using our system, in comparison to traditional desktop-based, non-interactive learning. We expect this approach to ultimately allow teaching and guided practice of thousands of signs. 
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