Arailym-tleubayeva/sist-english-corpus huggingface dataset:
Title: Ethnocultural, Educational and Scientific Potential of the Interactive Dialects Map
Abstract: The article analyzes the features of an interactive map of dialects developed by Ukrainian scientists and available on the Internet at dialectmap.org. The client part of the interactive map was created using the React.js library of the JavaScript programming language, and the MOBX state management library was also used. The server side of the information system was written in Ruby programming language using the Ruby on Rails framework. The relational database management system Postgresql was used, and Redis cache was used for caching some frequently used data. Ukrainian universities successfully use the interactive map of dialects to conduct dialectological and ethnolinguistic practices, teach linguistic disciplines, and organize students' research work within linguistic clubs. The information system is a hub that more widely reflects local language features; the map contains materials from various studies created in different periods. The interactive map of dialects has more features than traditional (paper) dialectological atlases, makes the results of dialectological surveys accessible to many people, can hold a large amount of dialect data, and thus contributes to the preservation of linguistic diversity. The interactive map of dialects is developed to represent data from different languages and territories; thus, the project can be expanded to other countries in Europe, Asia, and other continents.
Keywords: interactive map of dialects;dialectological research;language preservation;React.js;MOBX;Postgresql;Redis cache;Jest;Enzyme;RSpec
Review score: Moderate
Review comment: Article on a current topic. Review type article. This article provides a good overview of existing scientific research on the topic of the article.
For the IEEE conference, you need to add to the article:
1 mathematical methods or models proposed by the author that solve an applied problem
or
2. Well described experiment with results

After correction, this article can be accepted for publication.
Title: Fundamental Laws and Space-Time Measurements of Ecological Urban-Planning Systems as the Basis of Advanced Analytics for the Sustainable Urbanized Territories Development
Abstract: The results of the study of the urbanized territories sustainable development methodological foundations as ecological urban-planning systems “population ↔ environment” are presented, which established that these systems are the subject to the action of the sustainable development fundamental law of open systems – the law of conservation of capacity (Lagrange, 1788; Maxwell, 1855). which in the investigated plane is revealed by the ecosystem self-regulation law. Changes in the main condition parameters of these systems (territory, population, demographic capacity, their ratio and the dynamics of changes) obtain certain electromagnetic properties, which made it possible to translate the measurements of these parameters into the language of universal space-time physical quantities (the territory has an area measurement, population size – measure of mass, demographic capacity – measure of power, population density – measure of acceleration and others).
Keywords: urbanized territories;ecological urban-planning systems;space-time measurements;ecosystem self-regulation;sustainability
Review score: Moderate
Review comment: everything is done according to the standard
Title: Fundamental Laws and Space-Time Measurements of Ecological Urban-Planning Systems as the Basis of Advanced Analytics for the Sustainable Urbanized Territories Development
Abstract: The results of the study of the urbanized territories sustainable development methodological foundations as ecological urban-planning systems “population ↔ environment” are presented, which established that these systems are the subject to the action of the sustainable development fundamental law of open systems – the law of conservation of capacity (Lagrange, 1788; Maxwell, 1855). which in the investigated plane is revealed by the ecosystem self-regulation law. Changes in the main condition parameters of these systems (territory, population, demographic capacity, their ratio and the dynamics of changes) obtain certain electromagnetic properties, which made it possible to translate the measurements of these parameters into the language of universal space-time physical quantities (the territory has an area measurement, population size – measure of mass, demographic capacity – measure of power, population density – measure of acceleration and others).
Keywords: urbanized territories;ecological urban-planning systems;space-time measurements;ecosystem self-regulation;sustainability
Review score: High
Review comment: It is necessary to improve the material used. Some sources have already lost their relevance
Title: Using Video Games as a Tool in Math Education
Abstract: Today, you can see how children are increasingly spending their free time playing desktop or mobile video games. The question then becomes whether a simple hobby can be turned into a rewarding learning pastime? In the introduction of the article, the current situation and the problem that video games can create and the direction in which it can be solved using video games will be considered. The literature review considers some interesting aspects and conclusions of earlier similar studies. The methodology will present plans for quantitative and qualitative surveys of the population and a proposal for the development of a gaming product for educational purposes. The results will show what the situation is and what people's opinion about the use of video games in education. All the data obtained will help in the development of an educational project. Summing up, we will talk about the meaning and significance of the project and similar ideas in the modern world.
Keywords: education;video games;e-learning;math;gamification
Review score: Moderate
Review comment: The authors presented good research. However, there are comments on the content of the article.
1. Table 1 looks empty. You must fill it out completely.
2. Figure 3 is not informative and may be removed from the article.
3. The quality of Figure 4 needs to be improved. Enlarge font. Structure elements. Delete cells from the background, etc.
4. It is necessary to describe in detail the scenario of the game, what topics of the educational program it covers, what levels it consists of and what qualifications (сompetence) students receive after. It is also recommended to include system requirements for computers for which it is designed.
5. It is necessary to clearly describe the scientific novelty of the proposed research and the personal contribution of the authors in conclusion.
Title: Using Video Games as a Tool in Math Education
Abstract: Today, you can see how children are increasingly spending their free time playing desktop or mobile video games. The question then becomes whether a simple hobby can be turned into a rewarding learning pastime? In the introduction of the article, the current situation and the problem that video games can create and the direction in which it can be solved using video games will be considered. The literature review considers some interesting aspects and conclusions of earlier similar studies. The methodology will present plans for quantitative and qualitative surveys of the population and a proposal for the development of a gaming product for educational purposes. The results will show what the situation is and what people's opinion about the use of video games in education. All the data obtained will help in the development of an educational project. Summing up, we will talk about the meaning and significance of the project and similar ideas in the modern world.
Keywords: education;video games;e-learning;math;gamification
Review score: High
Review comment: The article is very interesting, on a relevant topic. Can be used as an example of the use of video game technologies in education. The authors have provided enough material for discussion. Notes: it is necessary to expand the abstract to more fully reflect the topic under consideration, table 1 needs correction, because it breaks into 2 pages.
Title: Test Design Methodology for Software Verification
Abstract: This paper provides outlines the main points covered in a paper that provides a brief summary of software testing research. While the information is concise and informative, there is certainly room for expansion and further elaboration on the topic. To begin with, software testing is a critical component of the software development process. It involves the evaluation of software to ensure that it meets specific requirements, functions correctly, and is free of defects. The role of testing is to identify potential issues or errors in the software before it is released to end-users. There are various methods and models used in engineering testing of data processing software. Each of these methods focuses on a specific aspect of the software and aims to identify potential issues at different stages of development. In addition to testing methods, it is essential to have a structured testing process in place. Moreover, it is necessary to evaluate the testing process to determine its effectiveness and identify areas that may need improvement. Overall, software testing is a complex process that requires careful planning, execution, and evaluation. It is essential to use appropriate testing methods and models to ensure that software meets its intended purpose and functions correctly. By implementing a structured testing process and evaluating its effectiveness, software development teams can improve the quality and reliability of their products, leading to greater user satisfaction and increased business success.
Keywords: software system;testing methods;testing process;software development;software testing;functional testing;testing models
Review score: Moderate
Review comment: the paper summarizes the main approaches presented in the literature for software verification.
it is a nice concise overview.
Title: Test Design Methodology for Software Verification
Abstract: This paper provides outlines the main points covered in a paper that provides a brief summary of software testing research. While the information is concise and informative, there is certainly room for expansion and further elaboration on the topic. To begin with, software testing is a critical component of the software development process. It involves the evaluation of software to ensure that it meets specific requirements, functions correctly, and is free of defects. The role of testing is to identify potential issues or errors in the software before it is released to end-users. There are various methods and models used in engineering testing of data processing software. Each of these methods focuses on a specific aspect of the software and aims to identify potential issues at different stages of development. In addition to testing methods, it is essential to have a structured testing process in place. Moreover, it is necessary to evaluate the testing process to determine its effectiveness and identify areas that may need improvement. Overall, software testing is a complex process that requires careful planning, execution, and evaluation. It is essential to use appropriate testing methods and models to ensure that software meets its intended purpose and functions correctly. By implementing a structured testing process and evaluating its effectiveness, software development teams can improve the quality and reliability of their products, leading to greater user satisfaction and increased business success.
Keywords: software system;testing methods;testing process;software development;software testing;functional testing;testing models
Review score: Low
Review comment: Abstract, keywords is very short. Paper novelty is low. Could not see the results of the study.
Title: The Working Principle of Artificial Intelligence in Video Games
Abstract: In this paper, we delve into the concept of artificial intelligence (AI) in video games and its working principles. Our research aims to explore the various ways in which AI is implemented in games to create non-playable characters (NPCs) that simulate intelligence and entertain the player. We also investigate the different approaches used by game developers in creating AI and how they strive to make NPCs adapt to different situations and change their behavior accordingly. Furthermore, we analyze the limitations of game AI in terms of creativity and problem-solving abilities, which are still far from achieving human-like intelligence. However, we argue that despite these limitations, AI in games is an essential aspect of game development as it adds depth, immersion, and replayability to a game. To achieve our research objectives, we conducted a comprehensive review of existing literature on the topic, including academic papers, industry reports, and online sources. We also examined various case studies of popular games that employ AI to enhance the gaming experience.
Keywords: AI;NPC;game design;game
Review score: Low
Review comment: the article is review
Title: The Working Principle of Artificial Intelligence in Video Games
Abstract: In this paper, we delve into the concept of artificial intelligence (AI) in video games and its working principles. Our research aims to explore the various ways in which AI is implemented in games to create non-playable characters (NPCs) that simulate intelligence and entertain the player. We also investigate the different approaches used by game developers in creating AI and how they strive to make NPCs adapt to different situations and change their behavior accordingly. Furthermore, we analyze the limitations of game AI in terms of creativity and problem-solving abilities, which are still far from achieving human-like intelligence. However, we argue that despite these limitations, AI in games is an essential aspect of game development as it adds depth, immersion, and replayability to a game. To achieve our research objectives, we conducted a comprehensive review of existing literature on the topic, including academic papers, industry reports, and online sources. We also examined various case studies of popular games that employ AI to enhance the gaming experience.
Keywords: AI;NPC;game design;game
Review score: Low
Review comment: The authors submitted a review article. There are the following comments:
1. Abstract of poor quality main article.
2. The introduction is short and does not contain enough references to current literature.
3. There is no statement of the research problem.
4. There is no scientific novelty of the presented research. In a qualitative literature review, the number of topics is scarce.
5. The quality of Figures should be improved. Authorship of Figures and reference to the source should be include.
6. Figure 4 is not readable.
7. Conclusion of low-quality.
The research looks unfinished.
Title: Creating Digitized Tools for Supporting Multidisciplinary and Multi-Actor Solutions Based on Eco-Humanistic Model
Abstract: the article presents an innovative approach to creating digitized tools for multidisciplinary and multi-actor solutions aimed at after-war/disaster recovery and development of affordable housing districts based on eco-humanistic model within New European Bauhaus coordinates. It is proposed innovative approach and instruments for digital support of synergetic solutions based on modelling experts, users and stakeholders' optimal actions with consideration of their cognitive schemes diversity and orientated to ultimate goal. The model is realized as demonstrator for replication.
Keywords: multi-actor/disciplinary interaction;digitized support of synergetic solution;divercity of cognitive schemes;after-war/disaster recovery;affordable housing district;eco-humanistic model;New European Bauhaus
Review score: High
Review comment: The paper is a well-written and clearly presented piece of work. The Authors are intended to develop a digital platform to facilitate a dialogue between different actors on recover urban districts after wars or nature disasters. The platform should help to knowledge exchange between experts from different domains and support decision making by supplying examples of technical solutions and in-built constraints. Practical importance of the work is unfortunately evident under the current circumstances. Novelty of the proposed approach is determined by application digital solutions to the area where the leading role currently belongs to expert judgment and traditional communication methods. Such a problem definition seems to be highly relevant for the conference. The work should be strongly recommended for publication and presentation albeit some minor revisions seem to be needed. In particular, some typos can be found in the text and formatting of the reference list needs some improvements.
Title: Creating Digitized Tools for Supporting Multidisciplinary and Multi-Actor Solutions Based on Eco-Humanistic Model
Abstract: the article presents an innovative approach to creating digitized tools for multidisciplinary and multi-actor solutions aimed at after-war/disaster recovery and development of affordable housing districts based on eco-humanistic model within New European Bauhaus coordinates. It is proposed innovative approach and instruments for digital support of synergetic solutions based on modelling experts, users and stakeholders' optimal actions with consideration of their cognitive schemes diversity and orientated to ultimate goal. The model is realized as demonstrator for replication.
Keywords: multi-actor/disciplinary interaction;digitized support of synergetic solution;divercity of cognitive schemes;after-war/disaster recovery;affordable housing district;eco-humanistic model;New European Bauhaus
Review score: Moderate
Review comment: The paper titled "Creating Digitized Tools for Supporting Multidisciplinary and Multi-Actor Solutions Based on Eco-Humanistic Model" presents a highly innovative and practical approach to after-war/disaster recovery and affordable housing development. The authors propose an eco-humanistic model that integrates diverse stakeholders' optimal actions, cognitions, and schemes to achieve a common goal. The model is supported by digitized tools that enable modeling experts, users, and stakeholders to work collaboratively to develop synergetic solutions.
The paper's strength lies in its focus on creating digital tools that support multidisciplinary and multi-actor solutions. The authors' approach is highly relevant, given the increasing importance of collaboration and the need for sustainable development. The paper's contribution to the field is significant and timely, given the current global challenges facing housing development and recovery efforts.
Overall, the paper is well-structured, and the authors provide a clear and concise explanation of their methodology, findings, and implications. The paper's use of a demonstrator for replication adds to its practical relevance and potential for application in real-world settings. I highly recommend this paper to researchers, policymakers, and practitioners interested in developing sustainable, collaborative, and innovative solutions for affordable housing development and after-war/disaster recovery
Title: Detection of Glaucoma Eye Disease Using Deep Learning
Abstract: The motivation behind developing the “Glaucoma Eye Disease System' is that glaucoma disease does not have symptoms. Today, glaucoma is the leading cause of blindness. It damages optic nerve of eye. Glaucoma changes the thickness of the retinal nerve fiber layer. An increase in pressure inside the optic nerve head causes glaucoma. Glaucoma is an eye disease that is incurable. Manual glaucoma diagnosis is a time-consuming process. Also, this process is less accurate. Early-stage glaucoma disease detection may prevent complete eye vision loss. The deep learning process is useful in terms of image segmentation and classification. A convolutional neural network can extract features from an image to classify it as having glaucoma or being healthy. This system reduces manpower and complexity in glaucoma diagnosis. We trained our model using the ORIGA dataset and performed cross-validation on the same dataset. The model was tested on 65 images and achieved an accuracy of 89%.
Keywords: computer vision;deep learning;glaucoma;SVM;convolutional neural networks
Review score: Low
Review comment: authors used macula image taken with OCT to detect glaucoma presence using deep learning algorithms. Paper literally lacks methods, results and discussion part focusing of related work. It needs substatial improvement. The paper have to be restructured according to guidlines.
Title: Detection of Glaucoma Eye Disease Using Deep Learning
Abstract: The motivation behind developing the “Glaucoma Eye Disease System' is that glaucoma disease does not have symptoms. Today, glaucoma is the leading cause of blindness. It damages optic nerve of eye. Glaucoma changes the thickness of the retinal nerve fiber layer. An increase in pressure inside the optic nerve head causes glaucoma. Glaucoma is an eye disease that is incurable. Manual glaucoma diagnosis is a time-consuming process. Also, this process is less accurate. Early-stage glaucoma disease detection may prevent complete eye vision loss. The deep learning process is useful in terms of image segmentation and classification. A convolutional neural network can extract features from an image to classify it as having glaucoma or being healthy. This system reduces manpower and complexity in glaucoma diagnosis. We trained our model using the ORIGA dataset and performed cross-validation on the same dataset. The model was tested on 65 images and achieved an accuracy of 89%.
Keywords: computer vision;deep learning;glaucoma;SVM;convolutional neural networks
Review score: Moderate
Review comment: 1) the format and written english of the paper is poor
2) Conclusion section is only one sentence
3) I will suggest to increase the number of words in Abstract
Title: Factor Assessment of the Mortality in Kyrgyzstan Through Data Analysis
Abstract: The objective is to research the exogenous factors of the crude mortality rate in Kyrgyzstan and to evaluate their immediate influence on the dependent variable using the multiple factor correlation and regression analysis method. According to calculations the average per capita income (X3) and the public expenditures on environment (X9) have the largest contribution in the reduction of mortality in Kyrgyzstan. Practical implications of the calculations include a recommendation for the population development programs in Kyrgyzstan to forecast the reduction of crude mortality by 0.27% (with the average annual per capita income growth of 1%) and by 0.14% (with the growth of public expenditures on environment by 1%). The discussed methodology can be used to determine the adequate contribution of exogenous factors to the dependent variable in a multiple linear regression relationship.
Keywords: demography;exogenous factor;sustainable development triune concept;multicollinearity;Durbin-Watson statistic;temporal factor;F-test
Review score: High
Review comment: In the abstract, it is necessary to indicate the novelty and relevance of the study.
In the conclusion section, the authors of the research are recommended to specify the results obtained and the possibilities of their application.