[802] | Radu Prodan, Ennio Torre, Juan J. Durillo, Gagangeet Singh Aujla, Neeraj Kummar, Hamid Mohammadi Fard, Shajulin Benedikt, Dynamic Multi-objective Virtual Machine Placement in Cloud Data Centers, In 2019 45th Euromicro Conference on Software Engineering and Advanced Applications (SEAA), IEEE, pp. 92-99, 2019.
[bib][url] [doi] [abstract]
Abstract: Minimizing the resource wastage reduces the energy cost of operating a data center, but may also lead to a considerably high resource overcommitment affecting the Quality of Service (QoS) of the running applications. Determining the effective tradeoff between resource wastage and overcommitment is a challenging task in virtualized Cloud data centers and depends on how Virtual Machines (VMs) are allocated to physical resources. In this paper, we propose a multi-objective framework for dynamic placement of VMs exploiting live-migration mechanisms which simultaneously optimize the resource wastage, overcommitment ratio and migration cost. The optimization algorithm is based on a novel evolutionary meta-heuristic using an island population model underneath. We implemented and validated our method based on an enhanced version of a well-known simulator. The results demonstrate that our approach outperforms other related approaches by reducing up to 57% migrations energy consumption while achieving different energy and QoS goals.
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[801] | Daniela Pohl, Abdelhamid Bouchachia, Hermann Hellwagner, Active Online Learning for Social Media Analysis to Support Crisis Management, In IEEE Transactions on Knowledge and Data Engineering, pp. 1-14, 2019.
[bib][url] [doi] [abstract]
Abstract: People use social media (SM) to describe and discuss different situations they are involved in, like crises. It is therefore worthwhile to exploit SM contents to support crisis management, in particular by revealing useful and unknown information about the crises in real-time. Hence, we propose a novel active online multiple-prototype classifier, called AOMPC. It identifies relevant data related to a crisis. AOMPC is an online learning algorithm that operates on data streams and which is equipped with active learning mechanisms to actively query the label of ambiguous unlabeled data. The number of queries is controlled by a fixed budget strategy. Typically, AOMPC accommodates partly labeled data streams. AOMPC was evaluated using two types of data: (1) synthetic data and (2) SM data from Twitter related to two crises, Colorado Floods and Australia Bushfires. To provide a thorough evaluation, a whole set of known metrics was used to study the quality of the results. Moreover, a sensitivity analysis was conducted to show the effect of AOMPC's parameters on the accuracy of the results. A comparative study of AOMPC against other available online learning algorithms was performed. The experiments showed very good behavior of AOMPC for dealing with evolving, partly-labeled data streams.
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[800] | Jakub Lokoc, Gregor Kovalcik, Bernd Münzer, Klaus Schöffmann, Werner Bailer, Ralph Gasser, Stefanos Vrochidis, Phuong Anh Nguyen, Sitapa Rujikietgumjorn, Kai Uwe Barthel, Interactive Search or Sequential Browsing? A Detailed Analysis of the Video Browser Showdown 2018, In ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), vol. 15, pp. 1-26, 2019.
[bib][url] [doi] [abstract]
Abstract: This work summarizes the findings of the 7th iteration of the Video Browser Showdown (VBS) competition organized as a workshop at the 24th International Conference on Multimedia Modeling in Bangkok. The competition focuses on video retrieval scenarios in which the searched scenes were either previously observed or described by another person (i.e., an example shot is not available). During the event, nine teams competed with their video retrieval tools in providing access to a shared video collection with 600 hours of video content. Evaluation objectives, rules, scoring, tasks, and all participating tools are described in the article. In addition, we provide some insights into how the different teams interacted with their video browsers, which was made possible by a novel interaction logging mechanism introduced for this iteration of the VBS. The results collected at the VBS evaluation server confirm that searching for one particular scene in the collection when given a limited time is still a challenging task for many of the approaches that were showcased during the event. Given only a short textual description, finding the correct scene is even harder. In ad hoc search with multiple relevant scenes, the tools were mostly able to find at least one scene, whereas recall was the issue for many teams. The logs also reveal that even though recent exciting advances in machine learning narrow the classical semantic gap problem, user-centric interfaces are still required to mediate access to specific content. Finally, open challenges and lessons learned are presented for future VBS events.
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[799] | Wilfried Elmenreich, Philipp Moll, Sebastian Theuermann, Mathias Lux, Making simulation results reproducible - Survey, guidelines, and examples based on Gradle and Docker, In PeerJ Computer Science, vol. 5, no. e240, pp. 1-27, 2019.
[bib][url] [doi] [abstract]
Abstract: This article addresses two research questions related to reproducibility within the context of research related to computer science. First, a survey on reproducibility addressed to researchers in the academic and private sectors is described and evaluated. The survey indicates a strong need for open and easily accessible results, in particular, reproducing an experiment should not require too much effort. The results of the survey are then used to formulate guidelines for making research results reproducible. In addition, this article explores four approaches based on software tools that could bring forward reproducibility in research results. After a general analysis of tools, three examples are further investigated based on actual research projects which are used to evaluate previously introduced tools. Results indicate that the evaluated tools contribute well to making simulation results reproducible but due to conflicting requirements, none of the presented solutions fulfills all intended goals perfectly.
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[798] | Philipp Moll, Andreas Leibetseder, Sabrina Kletz, Mathias Lux, Bernd Muenzer, Alternative inputs for games and AR/VR applications, In Proceedings of the 10th ACM Multimedia Systems Conference, ACM, pp. 320-323, 2019.
[bib][url] [doi] [abstract]
Abstract: In multimedia research, scientific progress is often slowed downby high demands on hard- and software. However, hardware con-tinuously improves and today’s hardware got powerful enoughto meet the performance demands of complex 3D and deep learn-ing applications. With this demo, we demonstrate that utilizingdeep learning and 3D modeling is not a major barrier anymorewhen building prototypes for showcasing research projects. Ourweb-based game, called “HeadbangZ”, showcases a novel gesture-based input methodology realized through deeply learned poseestimation and user interaction in a 3D environment. Since gesture-based inputs increase the immersion in virtual environments, weassume this input methodology to be especially useful for AR/VRapplications and games. Furthermore, we demonstrate that rapidprototyping of applications using novel technologies, such as deeplearning, is even possible within 48 hours by developing a workingdemo within this time frame. Finally, we provide insights into whatwe learned during the development of HeadbangZ to encourageother researchers to make use of novel technologies. In referenceto Stephen Harper’s quote “Having hit a wall, the next logical stepis not to bang our heads against it.”, we hope that the presentationof HeadbangZ encourages researchers to bang their heads rhythmi-cally to rock music instead of angrily against a virtual wall createdby hard- and software limitations.
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[797] | Philipp Moll, Veit Frick, Natascha Jasmin Rauscher, Mathias Lux, How Players Play Games: Observing the Influences of Game Mechanics, Online Publikation, 2019.
[bib][url] [abstract]
Abstract: The popularity of computer games is remarkably high and is still growingevery year. Despite this popularity and the economical importance of gaming,research in game design, or to be more precise, of game mechanics that can beused to improve the enjoyment of a game, is still scarce. In this paper, weanalyze Fortnite, one of the currently most successful games, and observe howplayers play the game. We investigate what makes playing the game enjoyable byanalyzing video streams of experienced players from game streaming platformsand by conducting a user study with players who are new to the game. Weformulate four hypotheses about how game mechanics influence the way playersinteract with the game and how it influences player enjoyment. We presentdifferences in player behavior between experienced players and beginners anddiscuss how game mechanics could be used to improve the enjoyment forbeginners. In addition, we describe our approach to analyze games withoutaccess to game-internal data by using a toolchain which automatically extractsgame information from video streams.
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[796] | Philipp Moll, Sebastian Theuermann, Hermann Hellwagner, Jeff Burke, Distributing the Game State of Online Games: Towards an NDN Version of Minecraft, In 2019 IEEE International Conference on Communications Workshops (ICC Workshops) (Philipp Moll, Sebastian Theuermann, Hermann Hellwagner, Jeff Burke, eds.), IEEE, Piscataway (NJ), 2019.
[bib][url] [doi] |
[795] | Philipp Moll, Sebastian Theuermann, Natascha Jasmin Rauscher, Hermann Hellwagner, Jeff Burke, Inter-Server Game State Synchronization using Named Data Networking, In Proceedings of the 6th ACM Conference on Information-Centric Networking (ICN' 19), ACM Digital Library, New York, NY, pp. 12-18, 2019.
[bib][url] [doi] |
[794] | Narges Mehran, Dragi Kimovski, Radu Aurel Prodan, MAPO: A Multi-Objective Model for IoT Application Placement in a Fog Environment, In Proceedings of the 9th International Conference on the Internet of Things (IoT 2019), Association for Computing Machinery (ACM), pp. 1-8, 2019.
[bib][url] [doi] |
[793] | Vishu Madaan, Rupinder Kaur, Prateek Agrawal, Rheumatoid Arthritis anticipation using Adaptive Neuro Fuzzy Inference System, In 2019 4th International Conference on Information Systems and Computer Networks (ISCON), IEEE, pp. 340-346, 2019.
[bib][url] [doi] [abstract]
Abstract: A state of discomfort is known as a disease, also termed as illness or sickness. When the tiniest living things like virus enters our body, it reacts with the cells of the body and results an illness. The Arthritis is very problematic to early forecast. It nurtures with the age and related to the large and small joint pain. The Rheumatoid Arthritis (RA) is chronic disease, its long-term auto-immune and inflammatory disease which damages many joints tissues. It occurs when immune system can't distinguish the cells and tissues. The ANFIS model is used for the prediction of the RA in human mortals. A complete process is mentioned in this study, which helps to a technique for the diagnosis of the Rheumatoid Arthritis in human beings with accuracy 93.5%. This diagnosis is made on the bases of 12 symptoms of RA in human lives like age, stiffness, joint deformity, ESR, CRP, WBC, Uric Acid etc. This paper also compares the ANFIS with Naive Bayes, Bagging algorithm and KNN classifiers.
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[792] | Iakovidou Chryssanthi, Nektarios Anagnostopoulos, Mathias Lux, Klitos Christodoulou, Yiannis Boutalis, Savvas Chatzichristofis, Composite Description Based on Salient Contours and Color Information for CBIR Tasks, In IEEE Transactions on Image Processing, vol. 28, no. 6, pp. 3115-3129, 2019.
[bib][url] [doi] [abstract]
Abstract: This paper introduces a novel image descriptor for content-based image retrieval tasks that integrates contour and color information into a compact vector. Loosely inspired by the human visual system and its mechanisms in efficiently identifying visual saliency, operations are performed on a fixed lattice of discrete positions by a set of edge detecting kernels that calculate region derivatives at different scales and orientation. The description method utilizes a weighted edge histogram where bins are populated on the premise of whether the regions contain edges belonging to the salient contours, while the discriminative power is further enhanced by integrating regional quantized color information. The proposed technique is both efficient and adaptive to the specifics of each depiction, while it does not need any training data to adjust parameters. An experimental evaluation conducted on seven benchmarking datasets against 13 well known global descriptors along with SIFT, SURF implementations (both in VLAD and BOVW), highlight the effectiveness and efficiency of the proposed descriptor.
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[791] | Duc-Tien Dang-Nguyen, Luca Piras, Michael Riegler, Liting Zhou, Mathias Lux, Minh-Triet Tran, Tu-Khiem Le, Van-Tu Ninh, Cathal Gurrin, Overview of ImageCLEFlifelog 2019: Solve My Life Puzzle and Lifelog Moment Retrieval, In Proceedings of the Conference and Labs of the Evaluation Forum (CLEF 2019), CEUR-Workshop Proceedings, vol. 2380, pp. 09-12, 2019.
[bib][url] |
[790] | Bogdan Ionescu, Henning Müller, Renaud Péteri, Duc-Tien Dang-Nguyen, Luca Piras, Michael Riegler, Minh-Triet Tran, Mathias Lux, Cathal Gurrin, Yashin Dicente Cid, Vitali Liauchuk, Vassili Kovalev, Asma Ben Abacha, Sadid A. Hasan, Vivek Datla, Joey Liu, Dina Demner-Fushman, Obioma Pelka, Christoph M. Friedrich, Jon Chamberlain, Adrian Clark, Alba Garcia Seco de Herrera, Narciso Garcia, Ergina Kavallieratou, Carlos Roberto del Blanco, Carlos Cuevas Rodríguez, Nikos Vasillopoulos, Konstantinos Karampidis, ImageCLEF 2019: Multimedia Retrieval in Lifelogging, Medical, Nature, and Security Applications, In Proceedings of the 41st European Conference on Information Retrieval (ECIR 2019) (Leif Azzopardi, Benno Stein, Norbert Fuhr, Philipp Mayr, Claudia Hauff, Djoerd Hiemstra, eds.), Springer, Berlin, pp. 301-308, 2019.
[bib][url] [doi] |
[789] | Mathias Lux, Pal Halvorsen, Duc-Tien Dang-Nguyen, Hakon Stensland, Manoj Kesavulu, Martin Potthast, Michael Riegler, Summarizing E-sports matches and tournaments: the example of counter-strike: global offensive, In Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems (MMVE 2019), ACM Digital Library, New York, NY, pp. 13-18, 2019.
[bib][url] [doi] |
[788] | Van-Tu Ninh, Tu-Khiem Le, Liting Zhou, Luca Piras, Michael Riegler, Mathias Lux, Minh-Triet Tran, Cathal Gurrin, Duc-Tien Dang-Nguyen, LIFER 2.0: Discovering Personal Lifelog Insights using an Interactive Lifelog Retrieval System, In Proceedings of the Conference and Labs of the Evaluation Forum (CLEF 2019), CEUR-Workshop Proceedings, vol. 2380, 2019.
[bib][url] |
[787] | Steven Alexander Hicks, Michael Riegler, Pia Smedsrud, Trine B. Haugen, Kristin Ranheim Randel, Konstantin Pogorelov, Hakon Stensland, Duc-Tien Dang-Nguyen, Mathias Lux, Andreas Petlund, Thomas de Lange, Peter T. Schmidt, Pal Halvorsen, ACM Multimedia BioMedia 2019 Grand Challenge Overview, In Proceedings of the 27th ACM International Conference on Multimedia, ACM New York, pp. 2563-2567, 2019.
[bib][url] [doi] |
[786] | Mathias Lux, Michael Riegler, Pal Halvorsen, Duc-Tien Dang-Nguyen, Martin Potthast, Challenges for Multimedia Research in E-Sports Using Counter-Strike, In Savegame (Wilfried Elmenreich, René Reinhold Schallegger, Felix Schniz, Sonja Gabriel, Gerhard Pölsterl, Wolfgang B. Ruge, eds.), Springer VS, Wiesbaden, pp. 197-206, 2019.
[bib][url] [doi] [abstract]
Abstract: That video and computer games have reached the masses is a well-known fact. However, game streaming and, therefore, watching other people play videogames has also outgrown its humble beginnings by far. Game streams, be it live or recorded, are viewed by millions. Many of the streams are broadcasting competitive multiplayer games. This is called e-sports and it is very similar to sports broadcasting. E-sports is organized in leagues and tournaments in which players can compete in controlled environments and viewers can experience the matches, discuss and criticize just like in physical sports. In this paper, we look into the challenges for computer science in general and multimedia research in particular. The multimedia research community has done a lot of work on video streaming, broadcasting and analyzing the audience, but has missed the opportunity to investigate e-sports in detail. We focus on one particular game we deem representative for e-sports, Counter-Strike: Global Offensive, and investigate how the audience consumes game streams from competitive tournaments.
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[785] | Andreas Leibetseder, Bernd Münzer, Manfred Jürgen Primus, Sabrina Kletz, Klaus Schöffmann, Fabian Berns, Christian Beecks, lifeXplore at the Lifelog Search Challenge 2019, In Proceedings of the ACM Workshop on Lifelog Search Challenge (LSC 19), ACM - New York, New York, NY, pp. 13-17, 2019.
[bib][url] [doi] |
[784] | Andreas Leibetseder, Sabrina Kletz, Klaus Schöffmann, Simon Keckstein, Jörg Keckstein, GLENDA: Gynecologic Laparoscopy Endometriosis Dataset, In Proceedings of the 26th International Conference in MultiMedia Modeling (MMM 2020) (Part II) (Wen-Huang Cheng, Junmo Kim, Wei-Ta Chu, Peng Cui, Jung-Woo Choi, Min-Chun Hu, Wesley De Neve, eds.), Springer, vol. 11962, Berlin, pp. 439-450, 2019.
[bib][url] [doi] |
[783] | Andreas Leibetseder, Bernd Münzer, Manfred Jürgen Primus, Sabrina Kletz, Klaus Schöffmann, diveXplore 4.0: The ITEC Deep Interactive Video Exploration System at Video Browser Showdown 2020, In Proceedings of the 26th International Conference in MultiMedia Modeling (MMM 2020) (Part II) (Wen-Huang Cheng, Junmo Kim, Wei-Ta Chu, Peng Cui, Jung-Woo Choi, Min-Chun Hu, Wesley De Neve, eds.), Springer, vol. 11962, Berlin, pp. 753-759, 2019.
[bib][url] [doi] |
[782] | Daniela Errath, Sabrina Kletz, Andreas Leibetseder, Philipp Moll, Julia Zraunig, Wilfried Elmenreich, Digitalisierung und Anthropozän, In Das Anthropozän. (Heike Egner, Horst Peter Groß, eds.), Profil Verlag, München, Wien, pp. 133-176, 2019.
[bib] [abstract]
Abstract: Das Anthropozän bezeichnet ein neues Erdzeitalter, in dem die Menschheit deutliche Spuren hinterlässt. Diese reichen von Gesteinsschichten mit radioaktiven Ablagerungen aus Atomtests über ausgerottete Tier- und Pflanzenarten bis hin zum allgegenwärtigen Klimawandel. Für manche dieser Spuren ist technologischer Fortschritt ein erheblicher Einflussfaktor. Während Mensch und Technik zusammen Spuren hinterlassen, beeinflusst auch die Technik den Menschen. Insbesondere die Digitalisierung könnte einen besonderen Einfluss auf das neue Erdzeitalter nehmen, in dem digitales Grundverständnis und Computational Thinking notwendige Kompetenzen auf dem Weg in die Zukunft darstellen. Wie diese aussieht, ist aufgrund der hohen Dynamik der gegenwärtigen Systeme ungewiss, insbesondere da durch die digitale Vernetzung eine hohe Produktivität einer großen Volatilität bei der Langzeitarchivierung gegenübersteht. In diesem Buchkapitel spannen wir einen Bogen vom Anthropozän über derzeitige Auswirkungen der menschlichen Intervention hin zur Entwicklung und Wirkung von Kommunikations- und Computertechnik in der heutigen Welt, zusammengefasst als digitale (R)evolution. In einem weiteren Schritt beschäftigen wir uns mit der gegenwärtig vorherrschenden und uns täglich umgebenden “digitalen Welt” und der Notwendigkeit zu digitalem Grundverständnis und Computational Thinking. Den Abschluss des Kapitels bildet ein Ausblick in die Zukunft und erläutert mögliche Zukunftsszenarien im digitalen Bereich.
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[781] | Sabrina Kletz, Andreas Leibetseder, Klaus Schoeffmann, A comparative study of video annotation tools for scene understanding, In Proceedings of the 10th ACM Multimedia Systems Conference, ACM, pp. 133-144, 2019.
[bib][url] [doi] [abstract]
Abstract: Computers are powerful tools capable of solving a great variety of ever so complex problems, yet training them to interpret even the simplest video scenes can prove more challenging than one might imagine. Still being one of the major problems in computer vision, this issue recently is addressed by utilizing promising deep learning approaches in order to recognize objects and their semantics. For achieving this goal, huge artificial networks are fed with many human-created annotations using more or less sophisticated tools for speeding up the otherwise time-consuming task of manual annotation. Purposefully refraining from designing yet another of these annotation tools, in this work we strive for evaluating what makes existing ones great or not, i.e. we aim at determining effectiveness and efficiency of state-of-the-art object annotation tools when employed for annotating different kinds of video content. Our findings in a user study evaluating three comparable tools on three videos of distinct domains indicate a significant difference in annotation effort from a video perspective, yet no significance regarding utilized tools. Further, we determine a significant correlation between annotation time and accuracy.
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[780] | Sabrina Kletz, Klaus Schöffmann, Heinrich Husslein, Learning the representation of instrument images in laparoscopy videos, In IET Healthcare Technology Letters, vol. 6, no. 6, pp. 197-203, 2019.
[bib][url] [doi] [abstract]
Abstract: Automatic recognition of instruments in laparoscopy videos poses many challenges that need to be addressed, like identifying multiple instruments appearing in various representations and in different lighting conditions, which in turn may be occluded by other instruments, tissue, blood, or smoke. Considering these challenges, it may be beneficial for recognition approaches that instrument frames are first detected in a sequence of video frames for further investigating only these frames. This pre-recognition step is also relevant for many other classification tasks in laparoscopy videos, such as action recognition or adverse event analysis. In this work, the authors address the task of binary classification to recognise video frames as either instrument or non-instrument images. They examine convolutional neural network models to learn the representation of instrument frames in videos and take a closer look at learned activation patterns. For this task, GoogLeNet together with batch normalisation is trained and validated using a publicly available dataset for instrument count classifications. They compared transfer learning with learning from scratch and evaluate on datasets from cholecystectomy and gynaecology. The evaluation shows that fine-tuning a pre-trained model on the instrument and non-instrument images is much faster and more stable in learning than training a model from scratch.
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[779] | Sabrina Kletz, Klaus Schöffmann, Andreas Leibetseder, Jenny Benois-Pineau, Heinrich Husslein, Instrument Recognition in Laparoscopy for Technical Skill Assessment, In Proceedings of the 26th International Conference in MultiMedia Modeling (MMM 2020) (Part II) (Wen-Huang Cheng, Junmo Kim, Wei-Ta Chu, Peng Cui, Jung-Woo Choi, Min-Chun Hu, Wesley De Neve, eds.), Springer, vol. 11962, Berlin, pp. 589-600, 2019.
[bib][url] [doi] |
[778] | Sandi Gec, Dragi Kimovski, Uros Pascinski, Radu Aurel Prodan, Vlado Stankovski, Semantic approach for multi-objective optimisation of the ENTICE distributed Virtual Machine and container images repository, In Concurrency and Computation: Practice and Experience, vol. 31, no. 3, 2019.
[bib][url] [doi] [abstract]
Abstract: New software engineering technologies facilitate development of applications from reusable software components, such as Virtual Machine and container images (VMI/CIs). Key requirements for the storage of VMI/CIs in public or private repositories are their fast delivery and cloud deployment times. ENTICE is a federated storage facility for VMI/CIs that provides optimisation mechanisms through the use of fragmentation and replication of images and a Pareto Multi‐Objective Optimisation (MO) solver. The operation of the MO solver is, however, time‐consuming due to the size and complexity of the metadata, specifying various non‐functional requirements for the management of VMI/CIs, such as geolocation, operational cost, and delivery time. In this work, we address this problem with a new semantic approach, which uses an ontology of the federated ENTICE repository, knowledge base, and constraint‐based reasoning mechanism. Open Source technologies such as Protégé, Jena Fuseki, and Pellet were used to develop a solution. Two specific use cases, (1) repository optimisation with offline and (2) online redistribution of VMI/CIs, are presented in detail. In both use cases, data from the knowledge base are provided to the MO solver. It is shown that Pellet‐based reasoning can be used to reduce the input metadata size used in the optimisation process by taking into consideration the geographic location of the VMI/CIs and the provenance of the VMI fragments. It is shown that this process leads to reduction of the input metadata size for the MO solver by up to 60% and reduction of the total optimisation time of the MO solver by up to 68%, while fully preserving the quality of the solution, which is significant.
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