Reviewerly/exHarmony huggingface dataset:
An Efficient Approach to Face and Smile Detection

The mental state of a person is judged by detecting smiles. The smile detection starts with face recognition. My algorithm in our paper detects by definition the face from the image we entered, and then it detects the mouth and finally the smile. Next, we make sure that the face we detected is a smiley face or not in a photo, detects the person’s mouth, and decides if they are pleased or not. Given a set of photos of a person entry in our system, we can compare their images using algorithms to detect face and other to detect automatic the corners and the features of the month then we determine which picture has the best smile.
Marker Concealment Using Print Color Correction and Its Application

The markers used in the marker-based Augmented Reality have disadvantages that they are heterogeneous in their surroundings and difficult to detect in a dark environment. Therefore, it is necessary to study the markers that can be identified even in dark situations. We analyzed the studies that supplemented the weakness of markers and created new markers. In this method, it is produced by overlapping printing of markers and pictures based on the fact that infrared images vary depending on the type of printer. However, the printed color was darker than the original one, because the marker and the color of the picture were becoming a subtractive mixture. In order to reduce the color difference and to show a similar color, it is required to correct the picture color of the marker part and the picture color of the non-marker part. The color correction was processing by comparing the combined result of Printer-A RGB color code on the top of markers pressed by Printer-B and the sole result of Printer-A RGB color code. As a result, the color difference between the marker, the overlapping part of the picture and the picture part was reduced, and the marker was concealed so that it was not visible to the eye. The concealed markers are able to replace existing invisible markers and can be detected in dark environments. In particular, since the marker concealment method uses original ink or toner without modifying a general printer, it can be easily manufactured. Besides, given that printing work is done by a printer, it is possible to mass-produce uniform quality markers. In this paper, we evaluated and analyzed the results of user evaluation to check the effectiveness of markers. The assessment was conducted by using the application program which was made with and without the concealed marker method. The survey results showed that there was a positive response to the AR content with the concealed marker and the rejection of the concealed marker decreased compared to the existing markers.
G-Menu: A Keyword-by-Gesture Based Dynamic Menu Interface for Smartphones

Instead of relying on graphical or vocal modalities for searching an item by keyword (called K-Menu), this paper presents the G-Menu exploiting gesture interaction and gesture recognition: when a user sketches a keyword by gesturing the first letters of its label, a menu with items related to the recognized letters is constructed dynamically and presented to the user for selection and auto-completion. The selection can be completed either gesturally by an appropriate gesture (called the G-Menu) or by touch only (called the T-Menu). This paper compares the three types of menu, i.e., by keyword, by gesture, and by touching, in a user study with twenty participants on their item selection time (for measuring task efficiency), their error rate (for measuring task effectiveness), and their subjective satisfaction (for measuring user satisfaction).
Research and Design of Integrated Information Transmission System for Large Warships Formation

Abstract The Navy is a comprehensive and highly integrated service consisting of submarines, surface ships, aviation forces, coastal defense forces and marines. The Navy is a systematic and technology-intensive military. Compared with other military services, the naval equipment requires higher system performance. The naval combat unit is mainly a fleet composed of several different fleets of warships and aircraft. Information warfare of naval fleet is divided into information level (network) attacks and defenses. In the future maritime information warfare, it is necessary to strengthen the defense capability of formation information warfare to ensure the security of communication and computer infrastructures. The integrated information transmission system of large naval fleet is designed to improve the information defense capability of naval operations. It has strong comprehensive defense capabilities of computer anti-reconnaissance, anti-jamming, anti-virus and anti-destruction. In the final analysis, it is to improve the security of computers.
Implementasi (EFA) Electronic File Archive Sederhana Berbasis Web

The process of filing the Company PT. PLN (Persero) Unit Induk Pembangkitan dan Penyaluran Kalimantan UPDK Barito ULPLTA Ir. P.M. Noor is storing files in the computers of each department. Communication between departments in archiving is done by means of whatapps or other tools, so that it requires a large file size. The purpose of the research is to design an electronic file archive (EFA) that applies to local networks that are connected to all departments. EFA is doing filing electronically and can communicate between users. Testing using the black box throughout the functional application is successful.
Horizontal Wide-Range Gaze Detection System by Combination of Pupil Ellipticity and Pupil-Corneal Reflection Methods

We have developed gaze detection systems based on the pupil-corneal reflection method for driver monitoring, digital signage, and so on. However, when a user looks at angularly remote positions (>±30° – ±40°) on a monitor screen from the optical systems for the gaze detection, the gaze detection becomes impossible because the corneal reflection does not appear. In the present paper, to expand the measurable horizontal range of the gaze, we proposed a method combing the pupil-corneal reflection method and the pupil ellipticity method. These two types of the gaze detection methods functioned on the same platform. In this combined method, a line of sight was always calculated using the ellipticity of the pupil ellipse and the inclination of the minor axis of the pupil ellipse. When the angle of the line of sight exceeded 30°, the gaze detection was determined using the pupil ellipticity method. When it was 30° or less, the pupil-corneal reflection method was used. When the pupil ellipticity method is used, it is unclear which direction a subject looks on the minor axis of the ellipse, e.g., right or left. To solve this problem, we proposed a method utilizing the difference in the pupil ellipticity between the right and left camera images. In the experiment, subjects were asked to look at 27 visual targets evenly arranged on horizontally arranged three monitors’ screens. The experimental result showed that the measurable range of the gaze detection was expanded into approximately ±45° horizontally by the combination of the two types of the gaze detection methods. In the total range, the average angular gaze error for all subjects was 2.02 ± 1.38°.
C2P2: Content-Centric Privacy Platform for Privacy-Preserving Monitoring Services

Motivated by ubiquitous surveillance cameras in a smart city, a monitoring service can be provided to citizens. However, the rise of privacy concerns may disrupt this advanced service. Yet, the existing cloud-based services have not clearly proven that they can preserve Wth-privacy in which the relationship of three types of information, i.e., who requests the service, what the target is and where the camera is, does not leak. We address this problem by proposing a content-centric privacy platform (C2P2) that enables the construction of a Wth-privacy-preserving monitoring service without cloud dependency. C2P2 uses an image classification model of a target serving as the key to access the monitoring service specific to the target. In C2P2, communication is based on information-centric networking (ICN) that enables privacy preservation to be centered on the content itself rather than relying on a centralized system. Moreover, to preserve the privacy of bystanders, C2P2 separates the sensitive information (e.g., human faces) from the non-sensitive information (e.g., image background), while the privacy-aware forwarding strategies in C2P2 enable data aggregation and prevent privacy leakage resulting from false positive of image recognition. We evaluate the privacy leakage of C2P2 compared to that of the cloud-based system. The privacy analysis shows that, compared to the cloud-based system, C2P2 achieves a lower privacy loss ratio while reducing the communication cost significantly.
Freedom in Video Game Dialog: An Improvement on Player Immersion

Video game dialog generally consist of giving a player a few scripted options to choose from at an interaction point in the game. Allowing players to enter their own dialog can enhance player immersion. There is difficultly in allowing for natural language to drive the narrative of a game. Conceptual dependency theory, which gives a simple representation of natural language that is independent of its original syntactic representation, makes it easy to represent multiple semantically-similar sentences in the same way. Using this theory, a dialog engine was designed to allow game developers to write a small set of rules on player input for every interaction to determine an appropriate response.
Cognitive Science and AI Research in Skövde, Sweden

This chapter provides a brief overview of the Cognitive Research Group (CORE) and the AI Research Group (AIR) at the Department of Computer Science, University of Skovde, Sweden. CORE is an interdisciplinary group combining philosophical, psychological and computer science perspectives in basic cognitive science research whereas most of AIR's research is computer science-oriented and more applied. In a nutshell, CORE is mainly concerned with theories and models of cognitive processes and phenomena, and in particular different types of interaction that we consider central to the understanding of cognition. The chapter focuses on the interactive nature of cognition focuses on the complementarity and co-adaptation of ‘internal’ mechanisms, such as thought, memory, internal representations, etc., sensorimotor/bodily processes, and external “scaffolds”, such as artifacts, other agents, and sociocultural structures. The group combines a strong interest in theoretical issues, including theory/philosophy of science, with experimental work ranging from experimental psychological studies of visual perception of actions or similarity judgements in humans to neuro-robotic models.
SEMANTIC ROLES OF VERBS IN TOBA BATAK LANGUAGE

This research intends to reveal semantic roles of verbs in Toba Batak language. The comprehension method is used in data collection. In doing data research, the method of matching and distribution is used. The distribution method is used with basic techniques like techniques for immediate constituents and advanced techniques like deletion, insertion, inversion, expansion, substitution, and transformation. These roles very much depend on semantic classification of verbs. It is concluded that an action verb has actor roles as agent, and effector and undergoer roles as locative, theme, and patient. A process verb only has a role of undergoer acting as patient. A state verb has an actor role as locative, and undergoer roles as theme and effector. However, a perception verb deliberately has an actor role as agent and the undergoer one as theme. Article visualizations:
Research on Multiple Tactile Induction of Human-Computer Interaction

Objective Starting from the social scene under the background of mobile Internet, this paper explores a new information input and output scheme by connecting the human-computer interaction accompanied by the development of science and technology with the emotional needs of users. Methods Firstly, qualitative analysis and quantitative verification were conducted on the problems encountered by users using existing chat tools through user interviews and questionnaires. Then the interface design and interaction design were carried out based on ViP product design principles. Finally, interview, questionnaire and eye movement test were used to further improve the design scheme. Conclusion With the further development and improvement of science and technology, more diversified, efficient and interesting ways of information interaction will become possible.
Surface Prediction for Spatial Augmented Reality Using Cubature Kalman Filtering

Projection mapping onto non-rigid deformable objects requires highly accurate tracking of its surface position. Traditional methods of using measured deformations of the surface can be inadequate due to potential sources of time delay, such as projector lag. Previous work done by Gomes et al. [3] demonstrated a novel approach for predicting the motion of a non-rigid surface to assist in the compensation of any delays. This paper improves upon the extended Kalman filter algorithm, presented by Gomes et al., by introducing a higher order approximation using the cubature Kalman filter. This algorithm is verified using an experimental setup where an image is projected onto a deformable surface being disturbed by a “random” force. The results show a marked improvement over the extended Kalman filter. The error results demonstrate that the cubature Kalman filter can be applied to situations with low measurement capture rates as well as higher levels of occlusion.
Deep Residual Network Based on Deep Layer Aggregation for JPEG Images Steganalysis

In this paper, unlike existing network architectures still containing elements designed by hand, our approach applies an end-to-end deep residual network for JPEG Images steganalysis which outperforms the state-of-art in terms of detection accuracy. Inspired by Yu et al.’s Deep Layer Aggregation, we introduce the structure to our architecture for better integrating residual features in the later layers in order to improve detection performance. Besides, we use residual blocks to utilize shortcut connections to help propagate gradients to upper layers and enhance the signal-to-noise ratio (between the stego signal and the image signal). Finally, downsample blocks are adopted to abstract the image features, reduce the size of feature map and enlarge the receptive fields. Extensive experimental results verify the feasibility of this method and show that the superior performance of the network in JPEG domain has been significantly improved. The network is better than other three methods such as SCA-GFR, XuNet, and PNet when it is used to detect two JPEG algorithms UED and J-UNIWARAD with a variety of datasets and payloads.
Preliminary Experiment for Navigation on Tactile Display Using DC Motor

In this paper, as a preliminary experiment for walking navigation, conduct experiments of the pseudo force sense using four different waveforms when holding the DC motor with three fingers. In addition, two types of the DC motors with different rotation per minute or RPM and torque, are used to examine an impact of those properties of motors on the pseudo force sense. As a result, it is found that people would feel the pseudo force sense in the direction of the weak rotational acceleration. And There can also be a tendency for people to perceive the pseudo force more easily in the extending direction of the wrist. Moreover, by comparing results from two type of motors with different RPM and torques, it is found that the motor with higher RPM and torque would cause people to feel easily pseudo force.
Design Method of 3D-Printable Ergonomically Personalized Stabilizer

In photography and videography, it is a challenge to align a sight toward the target continuously and steadily, as considerable practice and experience are required. Blurry photographs are often captured by camera users who lack the necessary skills. To address the problem, stabilizers have been developed. However, conventional stabilizers involve a steep learning curve because they are designed to be mass produced, and thus not tailored according to an individual. We herein present the design method of a three-dimensional printable personalized stabilizer. It is optimized ergonomically through topology optimization, which is a typical method to optimize the shape of materials.
SiaMemory: Target Tracking

This paper proposes, develops and evaluates a novel object-tracking algorithm that outperforms start-of-the-art method in terms of its robustness. The proposed method compromises Siamese networks, Recurrent Convolutional Neural Networks (RCNNs) and Long Short Term Memory (LSTM) and performs short-term target tracking in real-time. As Siamese networks only generates the current frame tracking target based on the previous frame of image information, it is less effective in handling target’s appearance and disappearance, rapid movement, or deformation. Hence, our method a novel tracking method that integrates improved full-convolutional Siamese networks based on all-CNN, RCNN and LSTM. In order to improve the training efficiency of the deep learning network, a strategy of segmented training based on transfer learning is proposed. For some test video sequences that background clutters, deformation, motion blur, fast motion and out of view, our method achieves the best tracking performance. Using 41 videos from the Object Tracking Benchmark (OTB) dataset and considering the area under the curve for the precision and success rate, our method outperforms the second best by 18.5% and 14.9% respectively.
MANAGEMENT OF ELECTRONIC EDUCATIONAL RESOURCES USING WEB-ORIENTED COMPUTER SYSTEMS

This article examines the types of electronic educational resources used in higher education institutions. The main types of webbased computer systems for managing electronic educational resources are considered. It describes how, using web-based computer systems, it is possible to manage the electronic educational resources of a higher education institution.
Unleashing quantum into the world [quantum applications]

The author discusses the application of quantum technologies in the real world, from a UK perspective. The paper concentrates on quantum communication over fibre networks and over space links. Quantum key distribution is also considered. Mention is briefly made of quantum clock technology and quantum gravity sensors.
Teacher’s Speech: Facilitative Technologies In Master’s Programmes In Education

The essence of facilitative pedagogy is viewed through the humanistic educational paradigm in the aspect of master's programmes in education.Facilitation as an integrated educational technology let student be free in education choosing activity and the way to reach the educational goals.We define facilitation as a technology of students' self-development and as a way of stimulation, support and guidance on their professional development.It is connected with facilitative technologies in education and teacher's speech as a professional means.Facilitation is viewed as a technology of student's self-development and as a way of stimulation of their professional development.Teacher's speech is studied as a means of facilitative influence with the use of a broad range of teacher's roles and teacher's speech.Teacher's facilitation helps to provide students' progress and stimulates their self-development.In that way the position of the teacher changes, depending on the level of management of students' activity.The teacher acts as facilitative manager, motivating the student, and the student takes a role of the object of facilitation and motivation.We work out the algorithm of facilitation.It includes such steps as diagnosing problems, agreeing on educational goals and planning of the study process, carrying out the educational process, analyzing the results of the educational process.It promotes conscious study, student's active position and helps to work out individual educational trajectories of students who do master's programmes in education.
Universal Quadrant Model (UQM): Enhancing Usability of a Collaborative Cloud Tool for Sharing Best Practices Among Novice Users

This paper proposes and simulates an innovative approach to hierarchical group management model, the Universal Quadrant Model (UQM); a recursive, nondeterministic and backtracking generic algorithm. The model is as a result of For Youth For Life (FYFL) cloud tool research that was tasked to identify a unique solution to a problem of identifying an easy to use, scalable, cost effective, and fault tolerant collaborative system or tool for members of communities of practice to share best practices in line with Computer Supportive Collaborative Work (CSCW) field. The research was conducted in 4 phases; Phase I dealt with requirements gathering, Phase II was prototyping the system, Phase III was testing and comprehensive evaluation and Phase IV was to solve the Group Management Problem. Phase I - III problems were deciphered following the software engineering principles solutions, however, we could not find a proper documented method for managing groups spread across a spatial locality i.e. 4-H members (study group) which then necessitated the design of UQM. We consider UQM a computational framework that manages self-purporting and emerging groups and provides a mechanism that limits fictitious accounts within an online community. It estimates the number of quadrants to represent spatial locality of groups relying on population density as its main input factor. UQM is designed to cope with issues of adaptability, scalability, effectiveness, and efficiency in managing groups within a community of practice and is used for moderating users, navigation, locating and distribution of resources within an online system. The model provides a user friendly and efficient method for moderating a high number of users within groups by automating group formation. It also addresses the membership anonymity problem, and perpetuates self-purporting and sustaining groups within a spatial locality i.e. (a community of practice group). In terms of performance compared to the initial non-recursive method of group creation and management, UQM is recursive, segmenting and self-managing with a O(nlog4n) run time. Therefore, implementing UQM presents highly significant run time theoretical gain compared to the initial solution’s O(n) performance.
A Privacy-Preserving Electricity Trading Scheme Based on Blockchain

Traditionally, transactions on the Internet need to be handled by trusted third-party credit agencies. As a new technology for the encrypted transmission of transaction information, blockchain technology is based on the principle of cryptography, so that it does not require the participation of third parties. Blockchain technology can be widely used in many fields, such as the power industry. On the one hand, blockchain technology can greatly reduce the system cost in electricity trading because it can be independent of the central organization and ensure the authenticity and non-tampering of data. On the other hand, in electricity trading, the user’s personal information and transaction information need to be encrypted and protected, and a fine-grained access control scheme is provided to ensure the security of the transactions. In our paper, we propose a privacy-preserving electricity trading scheme which applies blockchain technology to electricity trading and combined with the decentralized policy-hiding attribute-based encryption scheme to achieve fine-grained access control and protect users’ private information.