Reviewerly/exHarmony huggingface dataset:
How Does Technology Affect Language Use?

In this chapter, we explore language use and change as they apply to electronically mediated communication – more specifically text messaging. We discuss how technology affects communication and how users adapt to the ever-changing affordances and limitations of technology to achieve their communicative goals. We examine some of the shifts in language use that can be linked to the evolution of text messaging, describe some of the peculiarities of “textspeak” and reflect on the relationship between the medium of communication and individual, social and situational variables. Finally, we conclude with a brief discussion of the advantages and drawbacks that text messaging may bring for language users.
The Development of Mobile Application for Digital Service Education

. Digital service is a pressing concern to organizations nowadays. It is also one of the issues in educational organizations, such as Polytechnic of Correctional Science (Poltekip), known as a university under the Ministry of Law and Human Rights. Many services are provided by Poltekip as an official college to cadets to perform daily activities. The concept of manual service to more than 1,200 cadets makes this a complicated thing to organize and control without the contribution of technology. This paper describes the development of a mobile application designed by Poltekip in terms of the contribution of digital services for cadets and also those in positions. This application is designed with a mobile-web-based programming language. The method used is Unified Modeling Language (UML) and System Development Life Cycling (SDLC) as a form of the design scheme. Testing the application with the white box and black box method. The result of the research showed that the digital service system can help manage the problem in services on the educational organization.
Sharing the IT Educational Experience of Developing 3D Applications for Medical Students Training

The importance of using the new technologies to develop educational and training applications for medical students is given by the times we live in and also by the continued development of the IT industry. New concepts used in 3D applications such as gamification bring added value to the use of learning applications. The introduction of technologies-based on virtual and augmented reality contributes to increasing of the interactivity. This paper presents an overview of the students' experience in developing a complex 3D application for medical students. The application development methodology is explained by splitting the design and development of the 3D learning application into steps. The main users' benefits provided by such applications are increased interactivity and learning benefits, and the continuous availability of the application wherein virtual laboratories within a medical clinic are simulated.
Automated Relational Triple Extraction from Unstructured Text Using Transformer

In modern times, large amount of textual data is generated. Quick comprehension of knowledge from this massive amount of data is difficult for human beings as well as machines. In this paper, we propose a deep learning based framework for joint extraction of entities and relations from unstructured text. This will be implemented with state-of-the-art Transformer based language model. Our model is a light version of the existing state-of-the-art models for the same task with only half of their trainable parameter while maintaining good evaluation scores. The model is trained and tested on NYT and WebNLG dataset and evaluation is done using metrics such as Precision, Recall and F1 scores.
Hierarchical Bayes Inference from Survey-Weighted Small Domain Proportions

The demand for acceptable disaggregate-level statistics from sample surveys has grown substantially over the past few decades due to their extensive and varied use in public and private sectors. It is the main endeavour of ‘small area estimation (SAE)’ approach to produce sound prediction of a target statistic for small domains to answer the problem of small sample sizes. The traditional survey estimation approaches are not suitable enough for generating disaggregate or small domain-level estimates because of sample size problem; hence, SAE becomes the suitable choice. This chapter describes a hierarchical Bayes (HB) approach of small area estimation for survey-weighted proportions. The HB approach has advantage over the frequentist framework due to its relative flexibility in handling complex models as well as provides quick and easier mean squared error estimation. The HB technique is applied for estimating the district-level employment proportions in the state of Odisha using the 2011–12 employment and unemployment survey of National Sample Survey Office of India and the 2011 Population Census.
Topometric Navigation Considering Movable Objects

Recently, the demand for mobile manipulator-type human support robots has been increasing. Human support robots recognize the surrounding environment using a previously generated environmental map and perform navigation, such as localization and path planning. Conventional environment maps do not consider characteristics of objects and do not have any option to move an object to clear a path making it difficult for robots to move efficiently when an object is placed on their path. In this study, we propose topological navigation that uses a topological map based on sensing information and representing a path that robots can pass, and a metric map based on geometrical information of objects and representing the presence of objects. Consequently, if necessary, it is possible for robots to move a movable object to clear the passage and realize efficient movement in living environments.
Cryptography—The basics

This chapter will provide an introduction to current cryptographic algorithms that are used for secure communications and to secure stored data within an IoT node. Before we begin, it is important to lay down a few rules about developing a cryptographic system.
Design and development ritatoon learning media to supporting preschool children's social emotional and language development

The purpose of this study is to develop a medium for learning ritatoon to support the social, emotional, and language development of preschool children. The method used in this research is research and development. The implementation of research and development uses the Borg and Gall model development procedure. The sample in this study was children aged 5-6 years. The data analysis technique is quantitative analysis in the form of a percentage used to percentage the validity of the ritatoon media and the paired sample t-test for the effectiveness test. The development product in the form of ritatoon learning media has gone through the process of validating learning designs, media experts, linguists, and early childhood social-emotional experts and obtaining score 88.88%, based on the eligibility criteria, the Ritatoon learning media can be said to be very valid or suitable for use. Furthermore, the results of the effectiveness test using paired sample t-test showed a sig value &lt; .001, so it could be concluded that the ritatoon learning media was able to improve children's language and social-emotional development.
Making of Children’s Bed Brochure Based on Augmented Reality

Objective The goal of this article is to establish an augmented reality page for some high-end furniture manufacturers, increase the customer’s understanding of furniture and increase sales volume. Method Through the investigation of furniture market and people’s life, we found the demand of children’s bed. Through the production of traditional leaflets, 3D models and other multimedia resources and the realization of augmented reality function, a new version of the leaflet is established. Result The development and production of augmented reality page and mobile terminal are completed by using 3dsmax, unity 3D and PS design software. Conclusion Based on augmented reality technology, we should develop a new generation of propaganda pages, increase the added value of propaganda pages, and promote the reform of printing and publishing industry.
Social and Academic Impacts of CoViD19 - related Emergency Remote Teaching on Japanese University Students

ABSTRACT This study will detail how a university in Western Japan has implemented its English for Academic Purposes (EAP) program during the onset of CoViD-19. In the spring semester of 2020, after a 2 week delay, all courses within the school’s EAP program The course coordinators were tasked with consolidating the materials originally designed for face-to-face,14 week courses, for a 12 week asynchronous online semester, and with uploading the modified course materials to the university’s Learning Management System (LMS). Twenty one students participated in semi-open interviews to determine the social and academic impacts of this CoViD-19 Emergency Remote Teaching (ERT) approach. The lessons learned from this experience will be discussed in terms of future curriculum design and implementation in a post-CoViD world. There are a wide variety of lessons that were salient. The role of the classroom as a social institution was very prominent; however, online asynchronous format. awareness of cognitive burdens and strategies to mitigate them may be more valuable for teachers. The lessons learned during this period of ERT can help teachers moving forward. were offered in an Keywords— asynchronous online learning, emergency remote teaching (ERT), online curriculum design, CoViD19
Path-Preserving Anonymization for Inter-domain Routing Policies

The Internet consists of tens of thousands of autonomous systems (ASes), which exchange routing information through policy-based routing protocols, such as Border Gateway Protocol (BGP). BGP allows network administrators/operators to configure routing policies independently. The routing result is derived from complex interactions controlled by the configured policies. Thus, the routing policies of all networks are essential to understand which network a packet uses to reach a destination or whether there is a path to reach a destination. However, the routing policies of a network are proprietary information. The majority of networks in the Internet do not publicly share their routing policies. In this paper, we anonymize the routing policy with the aim to preserve the utility to understand the routing system. To this end, we perturb both the routing policies and the AS-level topology. We propose a series of anonymization schemes that perturb the AS-level topology to derive a k-anonymity graph. We further perturb routing policies to preserve the best path. We evaluate the anonymization schemes against sophisticated de-anonymization attacks exploiting rich structural information of AS-level topologies, such as neighborhood and reference distance. The experimental result shows that the de-anonymization attack exploiting rich structural information can identify less than $$1\%$$ of nodes.
Construction of Business English Writing Corpus Based on Data Management System

A corpus is an electronic collection of texts representing a variant or text category of a language, according to certain sampling criteria. A parallel corpus is made up of the original text and its parallel counterpart in translation, and is most closely related to translation teaching and practice, providing a wealth of teaching material and a convenient means of translation. Business English writing is increasingly important as a language skill and a communicative skill. In order to give full play to the role of information technology, this paper constructs a parallel corpus of business English writing and proposes strategies to improve business English writing skills. The corpus is built on the SSH2 architecture, using IntelliJ IDEA Ultimate integrated development tool, Oracle as the database management system, Python and Java for programming, and Apache Tomcat as the web server, reflecting the advancement of the art technology.
A unified &amp; powerful figure forgery identification program using gated recurrent unit

Identifying a fake image is one of the largest alive research areas in the unsighted image rhetorical area. The majority of current systems support block and key-point strategies, or a mixture of the two. Lately, few neural network strategies have been used in figure collocation, figure forensics, figure decryption, and other areas, and they have outperformed the standard technique. In the existing system of image forgery detection, the system doesn't break the particular image into smaller units. It just matches the overview of the image which led to the neglecting of minute differences, thus making it ineffective. In order to make it more effective, we tried to divide the image into several pixels and segments, in order to scan the image and increase its efficiency. We implemented several algorithms along with the existing system such as, SURF, PCET, GRU Gated Unit and LSTM. These algorithms will validate the pixels of the image at every step, which increases its efficiency and duplicacy of the image detection. In our proposed system, the neural network will help to scan the image and breakdown it into several pixels. Then the filtration and matching of each pixel is carried out i.e.. length, breadth of the image etc. once the image is verified, its again combined and form the original image. This process will led to decrease in the image forgery and will be very effective for image verification as well.
Multi-view 3D Reconstruction Based on View Selection Network

In this article, we propose an end-to-end 3D reconstruction algorithm that uses a double-layer attention mechanism for accurate and complete point clouds reconstruction, which can expand the input scale and select a suitable reference view in a larger range, to obtain more detailed pixel information. At the same time, the robustness and integrity of the network can be improved. In addition, we have added a dual-channel attention mechanism to determine the accurate three-dimensional coordinates of pixels and restore more accurate pixel information. The experimental results show that our method has a significant improvement on the DTU data set.
Corpus Representativeness

As discussed in Chapter 1, corpus representativeness depends on two sets of considerations: domain considerations and distribution considerations. Domain considerations focus on describing the arena of language use, and operationally specifying a set of texts that could potentially be included in the corpus. The linguistic research goal, which involves both a linguistic feature and a discourse domain of interest, forms the foundation of corpus representativeness. Representativeness cannot be designed for or evaluated outside of the context of a specific linguistic research goal. Linguistic parameter estimation is the use of corpus-based data to approximate quantitative information about linguistic distributions in the domain. Domain considerations focus on what should be included in a corpus, based on qualitative characteristics of the domain. Distribution considerations focus on how many texts should be included in a corpus, relative to the variation of the linguistic features of interest. Corpus representativeness is not a dichotomy (representative or not representative), but rather is a continuous construct. A corpus may be representative to a certain extent, in particular ways, and for particular purposes.
Art gallery in the scientific library providing cultural and recreation activities

The cultural and recreation activities in the scientific libraries enable to build new functional spaces and widen their possibilities. By organizing art exhibitions (picture galleries), the libraries offer users to enjoy beauty and introduce them to cultural values. The author provides examples of art spaces in regional science libraries and describes the art gallery at RNPLS&amp;T.
History of Design Protection in South Korea

After the end of the Chosun Dynasty, Japanese colonial rule and the United States Army Military Government in Korea, the first law regarding design was enacted in 1961 in the Republic of Korea (South Korea)—the Design Act of 1961. Over the past 60 years, there have been three full revisions and close to 40 partial revisions of the Act, culminating in the current Design Protection Act. In order to keep pace with, and effectively protect, industrial development in South Korea, these revisions have included the introduction of a partially examined registration system and stricter registration requirements, and the gradual extension of the term of the design right. This chapter sets out the history of South Korean design law, focusing on the unique features of the South Korean system for design protection.
Uncovering the Identity and Causes of the Death of Victim of Murder Case in Indonesia through Forensic Science

Forensic science is the science of conducting examinations and collecting physical evidence found at the crime scene and then presented in court.The role of a forensic expert in the judicial process, namely examining the crime scene.This usually occurs in large cases.A forensic expert only comes to the scene of the crime at the request of the authorities.This present study aims to find out the role of forensic science in uncovering the identity and causes of death of victims of murder, and to find out the obstacles arise and the efforts that can be made in the process of uncovering the crime of murder.This study revealed that the usual forensic stages include collection, protection, analysis and presentation.Forensic science in uncovering crimes is very necessary.This aims to minimize the occurrence of wrong sentences, wrong arrests, and assist the performance of law enforcers in determining the perpetrators of crimes.In every handling of a murder incident, both in the processing of the TKP (scene of the case) and in determining the TKP, it does not rule out the possibility that the investigator experiences difficulties or there is something that applies in processing the crime scene of a murder case.
THE CONCEPT AND SKILLS OF COMPUTATIONAL THINKING IN DIGITAL EDUCATION

Nowadays, the role of digital technologies in human life and in the field of education is increasing. The concept of computational thinking is becoming a key concept in the digital age. The use of such thinking in the educational process allows students to solve problems and tasks, creatively and systematically perceive various information. The article deals with the concept of "computational thinking", elements of computational thinking (abstraction, decomposition, generalization, algorithms), approaches to evaluating computational thinking. The article is based mainly on the review and analysis of foreign scientific and pedagogical works, since the practical definition of the concept of computational thinking and its components is not widely reflected in the works of Kazakhstani researchers.
How Australians Are Coping with the Longest Restrictions: An Exploratory Analysis of Emotion and Sentiment from Tweets

Australia is one of the nations having the most extended international border closure and lockdown because of the COVID-19 pandemic. This provides a unique opportunity to explore and understand the emotion and sentiment in the tweets posted by Australians. To utilise this opportunity, tweets from Twitter were collected since the beginning of the pandemic till the 30th of October 2021. Search queries were generated to get COVID-19 and lockdown-related tweets that returned any tweets with the relevant tags. After collecting the tweets, several text pre-processing techniques were applied. Later, sentiment analysis and emotion detection were performed on the pre-processed tweets. Lastly, results were aggregated together and the findings were discussed. Findings from this study suggested that sentiments and emotions fluctuated depending on time and region. The understanding of people’s sentiment and emotion towards lockdown presented in this paper may help the policymakers in decision making in future especially with the new variant (Omicron) of COVID-19.
Using Unity’s UI Controls with the VRTK

This chapter is about setting up the VRTK to work with Unity’s UI system and controls. In the last chapter, we reviewed the VRTK’s spatial 3D UI controls. If you’ve used version 3.3.x of the VRTK in the past, you probably noticed that in some instances you were provided with a menu layout that includes the commonly used Unity UI controls. This menu layout is based on a Unity World Space UI canvas. To use Unity’s UI system in VR, you need to similarly base it on a World Space UI canvas.
Designing a Service for Compliant Sharing of Sensitive Research Data

Data-driven research is increasingly becoming fueled by access to open datasets, often shared publicly on the Internet. However, many research projects study sensitive data. They cannot easily participate in this shift as access to their data is significantly controlled by ethical and regulatory constraints. This paper discusses the requirements for building a service that enables sensitive data for sharing between collaborators in a controlled manner. We argue that a decentralized service that maintains metadata, a global view on all data usage, and active policy combined with local monitoring and security enforcement can provide automated compliance checking. With such a service, researchers can share sensitive data with a broader community rather than limiting access to core project members.
Sameh El Sayed Drwesh Ibrahim: The Effectiveness of a Program Based on Sheltered Instruction in developing some secondary graders' EFL Listening skills

This research aimed at developing 2 nd secondary students' EFL Listening skills through sheltered instruction.The participants of the research were sixty second year secondary graders at Mamdouh Bakheet Secondary School in Ashmoon.The participants were divided into two groups: experimental and control;30 students each, the experimental group were taught using a program based on sheltered instruction, while the participants of the control group received regular instruction in the first term of the school year (2020)(2021).The instrument of the present research was an EFL listening skills test.The data obtained were statistically analyzed.The findings revealed that using the sheltered instruction-based program was effective in developing 2 nd secondary graders' EFL listening skills.It was recommended that sheltered instruction programs should be applied to be used to enhance secondary school graders listening skills.
Arm-Swinging Movement

Teleporting and seamless locomotion are excellent. However, in certain situations, allowing players to swing their arms as they move can increase immersion, as in the real world doing this is as natural as walking. It allows the player to decide how fast they want to move and allows for small, accurate movements. If you were creating an endless runner game in VR, arm swinging would create a truly immersive and natural experience of moving. In this chapter, we’ll see how to set up an arm-swinging locomotion technique that we can use as we get moving in the VR world. Note that this aspect of locomotion isn’t provided in most VR frameworks that you purchase from the Unity Asset store.
Blockchain Based Cryptocurrencies’ Fundamental and its Comparison

Blockchain technology is gaining a momentum due to its immutable and decentralized way of storing encrypted data into distributed ledgers. It is not only the foundation to all cryptocurrencies, but also applicable to wide applications in different segments. This paper analyzes how the blockchain technology is applied to some of the cryptocurrencies and compare it.