Reviewerly/exHarmony huggingface dataset:
OpenGAN: Open Set Generative Adversarial Networks

Many existing conditional Generative Adversarial Networks (cGANs) are limited to conditioning on pre-defined and fixed class-level semantic labels or attributes. We propose an open set GAN architecture (OpenGAN) that is conditioned per-input sample with a feature embedding drawn from a metric space. Using a state-of-the-art metric learning model that encodes both class-level and fine-grained semantic information, we are able to generate samples that are semantically similar to a given source image. The semantic information extracted by the metric learning model transfers to out-of-distribution novel classes, allowing the generative model to produce samples that are outside of the training distribution. We show that our proposed method is able to generate 256 × 256 resolution images from novel classes that are of similar visual quality to those from the training classes. In lieu of a source image, we demonstrate that random sampling of the metric space also results in high-quality samples. We show that interpolation in the feature space and latent space results in semantically and visually plausible transformations in the image space. Finally, the usefulness of the generated samples to the downstream task of data augmentation is demonstrated. We show that classifier performance can be significantly improved by augmenting the training data with OpenGAN samples on classes that are outside of the GAN training distribution.
Phenomenological Hermeneutical Method and Neutrosophic Cognitive Maps in the Causal Analysis of Transgressions against the Homeless

The homeless are a social group that does not have a profession, job, basic rights, or a house to live in, and have been excluded by society. In Quito, Ecuador, especially in the center, it is common to see people living on the street without a roof or a dwelling to live in. They are referred to by society as the excluded population, marginalized, homeless, among other terms. Living on the street does not imply having to be a victim of aggression, but there are more demonstrations of this type of behavior every day. There are several organizations designed to help or improve the lifestyle of these people to mitigate this situation. Then, to contribute to the strengthening of the work of these institutions, the research objective of this research is to develop a cause-and-effect analysis of the crimes committed against the homeless, improving their services with knowledge, standards, and methods to be able to manage the problem, along with activities to guide the Homeless to contribute to the Good Living Plan. For the research development, a hermeneutical approach was applied and a cause-effect tree based on the neutrosophic cognitive maps was built.
Making Computer Graphics History Public

panel Making Computer Graphics History Public: SIGGRAPH 2021 Retrospective Panel Share on Authors: Jacob Gaboury UC Berkeley, United States of America UC Berkeley, United States of AmericaView Profile , Alvy Ray Smith MIT Press, United States of America MIT Press, United States of AmericaView Profile , Mary Whitton SIGGRAPH History Committee, United States of America SIGGRAPH History Committee, United States of AmericaView Profile , Adele Newton SIGGRAPH History Committee, Canada SIGGRAPH History Committee, CanadaView Profile , Dave Kasik SIGGRAPH History Committee, United States of America SIGGRAPH History Committee, United States of AmericaView Profile Authors Info & Claims SIGGRAPH '21 Panels: Special Interest Group on Computer Graphics and Interactive Techniques ConferenceAugust 2021 Article No.: 8Pages 1–3https://doi.org/10.1145/3450617.3471253Published:09 August 2021 0citation38DownloadsMetricsTotal Citations0Total Downloads38Last 12 Months38Last 6 weeks13 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Hierarchical and K-means Clustering in the Line Drawing Data Shape Using Procrustes Analysis

One of the problems in the clustering process is that the objects under inquiry are multivariate measures containing geometrical information that requires shape clustering. Because Procrustes is a technique to obtaining the similarity measure of two shapes, it can become the solution. Therefore, this paper tried to use Procrustes as the main process in the clustering method. Several algorithms proposed for the shape clustering process using Procrustes were namely hierarchical the goodness-of-fit of Procrustes (HGoFP), k-means the goodness-of-fit of Procrustes (KMGoFP), hierarchical ordinary Procrustes analysis (HOPA), and k-means ordinary Procrustes analysis (KMOPA). Those algorithms were evaluated using Rand index, Jaccard index, F-measure, and Purity. Data used was the line drawing dataset that consisted of 180 drawings classified into six clusters. The results showed that the HGoFP, KMGoFP, HOPA and KMOPA algorithms were good enough in Rand index, F-measure, and Purity with 0.697 as a minimum value. Meanwhile, the good clustering results in the Jaccard index were only the HGoFP, KMGoFP, and HOPA algorithms with 0.561 as a minimum value. KMGoFP has the worst result in the Jaccard index that is about 0.300. In the time complexity, the fastest algorithm is the HGoFP algorithm; the time complexity is 4.733. Based on the results, the algorithms proposed in this paper particularly deserve to be proposed as new algorithms to cluster the objects in the line drawing dataset. Then, the HGoFP is suggested clustering the objects in the dataset used.
Brief Study and Analysis of Promising Animals' Behavior to Design New Swarm Intelligence based Technique for Solving Optimization Problems

Swarm intelligence is the area of problem-solving techniques which are inspired by the behavior of animals, natural or artificial. Some of the well-known swarm intelligence techniques are ant colony optimization, particle swarm optimization, fish schooling, bee’s algorithm and so on. To design such techniques, one must thoroughly study the reallife behavior of such promising animals, based on which, new such techniques can be devised. This paper represents such study of promising animals like dog, eagle, snake, chameleon, and cat. For all these animals, their behavioral aspects are briefly discussed. This can be a base for the one who would like to devise a completely new swarm intelligence-based techniques for solving optimization problems.
ROLE AND VALUE OF DIGITAL LITERACY

The article analyzes the importance of informatization of education in Kyrgyzstan, the role of information technology in improving the lives and activities of citizens. Informatization of education is a factor in the development of the education system as a whole. It allows the young generation to learn the capabilities of information technology, acquire skills and their application in life situations. The article traces the development of the concept of computer and information literacy, the constituent elements of these concepts. The development of mobile technologies, the adoption of conceptual documents on digital transformation made it possible to talk about the need to ensure digital literacy of citizens. The content of the concept of “digital literacy”, the point of view of researchers on this issue, and the varieties of this concept are analyzed.
CHALLENGES IN SPEAKING SKILLS OF STUDENTS AT B ENGLISH CENTER

The purpose of this study was to explore challenges in English speaking skills encountered by a group of students at B English center. In this study, the reasons for difficulties in English speaking skills and the effects of these challenges on their speaking skills were investigated. This paper took the form of quantitative research with the use of a questionnaire. The statistical analyses showed that students at B English center had a number of challenges in English speaking skills, including pronunciation, listening, grammar and vocabulary. Moreover, findings suggest that they lacked confidence, maintained high anxiety or lacked opportunities for communicating in English outside the classroom. In addition, the results of the study reveal that these challenges affected negatively on their English performance and the target of learning the language as well as their motivation. Findings suggest that teachers may encourage students to overcome challenges in English speaking skills through the employment of interesting activities, which possibly provide students with more opportunities to practice English.
PERANCANGAN GAME PEMBELAJARAN ILMU FIQIH MENURUTMAZHAB IMAM SYAFI’I BERBASIS ANDROID

Technology is increasingly developing, almost all aspects of life are inseparable from the presence of technology, as well as in the current teaching and learning process. Children and adults prefer interactive learning which tends to be more fun than conventional learning which is so boring. The science of Fiqih is currently very difficult to find in ordinary schools, because the study of Fiqih is usually only found in Islamic schools or religious schools, not only that Fiqih is very difficult to understand, where the science of Fiqih is very important for Muslims. With the Android Based Fiqh Science Learning Game Application, children and adults can play while learning. Material that is designed with pictures and audio will evoke a fun learning atmosphere, making the player's interest in learning increase. This media design uses the Game Development Life Cycle (GDLC) and Unified Modeling Language (UML) methods as a tool in media modeling, Construct 2 for its design. The results of the trials of some TKA / TPQ children are more interested and easier to remember the material displayed in interactive learning media than using books
Religious and Philosophical Implication of Opera Jake Heggie’s “Moby Dick”

It is stated that interpretation of classical literary works in the art of the 21st century is a problem that is increasingly facing researchers. From this point of view, the stage adaptation of H. Melville’s novel “Moby Dick” by American composer J. Heggie, is an example of the careful preservation of the timeless philosophical and religious content of literary basis. Thereby the work of the opera authors on the novel’s text, the polystylistic features of J. Heggie’s musical thinking, the composer's mastery in the construction of the character system became the subject of the detailed scientific analysis. The purpose of the study was to identify methods of the reflection of philosophical issues in the opera “Moby Dick” by J. Heggie. It was found that composer J. Heggie and librettist J. Cheer skilfully rethought the most significant theatrical elements of G. Melville’s novel. Attention to the dramatic aspects of the story and a clear understanding of the psychological individualities of characters has transformed the world-famous literary text into a vivid musical story. The opera preserves and reproduces the archetypal symbolism of the novel “Moby Dick”: worship, pilgrimage, initiation, sacrifice. The pagan motives of hunting, killing, dismembering the flesh, consecrating of blood are contrasted with the purely Christian understanding of the ideas of salvation and resurrection. It is proved that the work of composer J. Heggie reflects one of the promising ways of developing contemporary opera. Moby Dick is pushing the boundaries of its genre: the creators of this neoromantic opera are rejecting outdated stereotypes, adding cinematography elements, overcoming the barrier between the spectator and the stage. At the same time, the opera has an accentuated classic nature (well-written libretto, number structure, impeccable vocal lines and orchestration); it combines the extraordinary lyricism and the diversity of philosophical and religious content. The example of the opera of J. Hеggie “Moby Dick” shows the possibilities of modern stage embodiment of the complicated literary works of classical writers. It is concluded that the music of the composer J. Heggie in a sense fulfils the role of the metalanguage, because it expresses the deep meanings embedded in the text of the novel, which formally remained beyond libretto
THE USE OF ENGLISH MOVIES IN TEACHING VOCABULARY MASTERY

ABSTRACTThe purpose of this study was to determine the value of students when using film media, and to determine students' vocabulary skills when learning with movies, and to determine the significance of using film media on the vocabulary mastery scores of class VIII A SMPN 2 PURWOSARI students. In achieving the research objectives, the author uses qualitative descriptive research. There were 20 students and teachers in class VIII at SMPN 2 Purwosari who were part of the research. The instruments used in this study were observation, interviews, questionnaires, and documentation. The findings of teacher and student interviews, it has shown a very positive response about the use of movies. then from the results of the questionnaire students have shown a positive response as well with an average value of (1) 90% the information strongly agrees, (2) 88.75% the information strongly agrees, (3) 87.5% the information strongly agrees, (4) 90% the information strongly agrees, (5) 88.75% the information strongly agrees, (6) 85% the information strongly agrees, (7) 75% the information agrees, (8 ) 72.5% the information agrees, (9)78.75% the information agrees, (10) 88.75% the information strongly agrees. The conclusion is students at SMPN 2 Purwosari really enjoy learning vocabulary using movies. and then based on the learning implementation plan the goal of learning is through English Movie, it is hoped that students can add vocabulary to their vocabulary, and also through English it is hoped that students will be able to use and pronounce the vocabulary they get accurately.Keywords: Teaching Vocabulary, Movie
국내 치위생(학)과의 경쟁력과 유튜브 플랫폼을 이용한 학과홍보의 효용성

Objectives: As the school-age population continues to decline in Korea, the consolidation and abolition of departments continues with the economic logic. This study aimed to analyze the relative competitiveness of the department of dental hygiene and to investigate the effectiveness of the YouTube platform being used to promote admission. Methods: Using the admission result data provided by the Korea council for university education, the new student competition rate and recruitment rate of the department of dental hygiene were compared with those of the departments of natural sciences and all other departments. Also, the effect of YouTube channel operation on them was analyzed. Results: The department of dental hygiene showed a slight advantage but it was not particularly the case compared to other departments of natural sciences. The promotion using YouTube did not have any significant effects. Conclusions: Considering that the school-age population will rapidly decrease in the future, more active strategies are needed.
Rancang Bangun Sistem Penjualan Dengan Metode Prototype Berbasis Web (studi Kasus : Toko Bunda Laxana)

The application of information technology is still uneven, one of which is the Bunda Laxana Store which sells various kinds of daily goods, such as sugar, milk, rice, and others. Some of the problems that are often faced by Bunda Laxana Stores are when there is a sales transaction, the store must record the transaction into the sales transaction log book. The risks faced are errors in data processing and frequent loss of transaction evidence. As a result, the store could not calculate the total sales and suffered a loss to the store. The second problem is when customers want to buy goods in large quantities, the store must first ensure the availability of goods in the warehouse. The store does not yet know whether the availability of goods is adequate. Based on the problems above, this research proposes to create a web-based sales system with the title Design and Build a Sales System Using the Prototyping Method. This system is designed using the PHP and MYSQL programming languages as the DBMS. Testing on this system using black box testing) with the results concluded that the functionality of the sales system has been successful as a whole. In the User Acceptance Test (UAT) testing, the system functionality has been tested for shop owners and employees, and based on the test results, the overall system has been functioning well functionally.
Real-Time Identity Censorship of Videos to Enable Live Telecast Using NVIDIA Jetson Nano

Identity censorship of persons and fogging/censor of sensitive content for interviews and live streaming is a core process for news telecasting and live media streaming services. Identity censorship is a process of blurring or masking an individual’s face for legal or privacy concerns. In the current era, most Media houses are continuously competing to be the first to telecast a piece of news or event. Since video editing demands high preprocessing, human intervention, and most importantly “Time”, doing the same in real time is currently not possible. In this chapter we propose a low-cost and effective method to process and censor videos in real time for on-the-spot telecasting. The video is captured using the Jetson Nano device mounted with a high-definition recording camera. We censor the interviewee faces in real time by using a combination of face detection algorithms and image processing on the GPU architecture of NVIDIA Jetson Nano, so that the video stream is ready to be telecasted with no editing. In our experiment we are able to demonstrate live video censorship of interviewees while achieving best accuracy of 95.07% at 25 Frames per second speed. The limitation of the approach lies with the fact that the device being a budget device, it starts to have larger error rates as the number of persons to be identified in the frame increases beyond 2 persons. Plus the error rate is associated with lower frames per second generated. The same could be tackled in the future by using devices with more computational capacities and more refined algorithms. But given the fact that any other alternative is 10–15 times more expensive, this approach still seems viable for development. Smart city development has immense need for use of such small-edge computing devices combined with deep learning and Artificial Intelligence applications for security and monitoring purposes among multiple other uses.
Approach to Kirana Store Product Arrangement Using Machine Learning

Market Basket Analysis (MBA) is a method for determining the association between entities, and it has often been used to study the association between products in a shopping basket. Trained Computer vision models are able to recognize objects in photos so accurately that it can even outperform humans in some instances. This study shows that combining objective detection techniques with market basket analysis can assist Stores/Kirana in organizing the products effectively. With the use of MBA and Object detection, we formulated recommendations for store arrangements along with putting a recommendation engine on top to help shoppers. After deploying this to local Kirana stores, the Kirana store was able to see an increase of 7% in the sale. The recommendation engine performed better than just the domain knowledge of the kirana store.
THE FORMATION OF INFORMATICS COMPETENCY FOR FUTURE COMPUTER SCIENCE TEACHERS IN THE PROCESS OF STUDYING COMPUTER MATHEMATICS

Relevance and expediency of introduction of a training course of computer mathematics for students of “Secondary Education (Computer Science)” is caused by necessity of use of computer equipment with the corresponding software almost in all areas of human activity; the fact that computer mathematics is one of priority directions of research work both in the field of mathematical sciences, and in the field of computer science. Computer mathematics is a field of applied computer science in which problems of development, implementation and use of information technologies for solving mathematical problems are studied. The purpose of teaching computer mathematics is to study and use computer mathematics systems by students to solve applied problems; to master the conceptual and terminological base of modern computer science as a fundamental science; to master theoretical fundamentals of computer science related to formal systems, knowledge bases and models of their representation, models and algorithms of decision making. Formulation of the problem. The study of computer mathematics by future computer science teachers and the use of modern systems of computer mathematics to solve applied problems, creates their system of professional competencies, in particular, informatics competencies in computer mathematics, informatics and mathematical competencies and skills to use modern information technology to analyze mathematical models of processes and phenomena from a variety of fields of knowledge and human activities. Materials and methods. To achieve this goal, the following research methods were used: analysis of scientific and pedagogical literature on the research topic; analysis of curricula, work programs and manuals on the subject "Computer Mathematics"; empirical methods (questionnaire, conversation, pedagogical observation, modeling). Results. This paper has built the model of building informatics competence within the professional competence of the future computer science teacher at the expense of integration of mathematical and information knowledge on the basis of mathematical modeling in environments of systems of computer mathematics, as these systems are an effective means of realization of inter-subject connections of computer science with other subjects of a natural-mathematical cycle. Conclusions. The study of "Computer Mathematics" courses by future computer science teachers, using computer mathematics systems, contributes to the formation of components of the information competence system in the field of information, mathematical and computer modeling.
Tackling Challenges of Robustness Measures for Autonomous Agent Collaboration in Open Multi-Agent System

Open multi-agent systems (OMASs) allow autonomous agents (AAs) to collaborate in coalitions to accomplish complex tasks (e.g., swarm robots exploring new terrain). In OMASs, AAs can arbitrarily join and leave the network. Thus, AAs must often collaborate with unknown AAs that may corrupt coalitions, leading to less robust systems. However, measures to improve robustness of OMASs are subject to challenges, decreasing their effectiveness. To understand how to improve coalition robustness in OMASs and address challenges of existing robustness measures, we carried out a literature review and revealed three types of robustness measures (i.e., collaboration coordination, normative control, and reliability prediction). Moreover, we found 21 challenges for the identified robustness measures and 24 corresponding solutions. By carrying out this literature review, we forge new connections between existing measures and identify challenges and measures that apply to multiple existing measures. Hereby, our work supports more robust collaborations between AAs in open systems