Reviewerly/exHarmony huggingface dataset:
Prison X

Prison X is an innovative VR experience transporting audiences into a mythological Neo-Andean underworld. As a foundational part of the Neo-Andean Metaverse, it translates Andean perspectives on time, space, philosophy, and mythology into an immersive 3D realm. This collaborative project by indigenous artists reclaims indigenous aesthetics using pioneering technology. The prison environment was created through photogrammetry and hand-painted in Tilt Brush then imported into Unity. Characters represent Andean futurism, designed based on pop culture and folklore. Animation utilizes motion capture while spatial audio and interactivity enhance immersion. Premiering at Sundance, Prison X combines storytelling, immersion and interactivity to innovate emerging film futurism. It explores anti-colonial narratives, challenging notions of identity and reality. The diversity of perspectives expands possibilities for XR as a tool of empowerment. Prison X points to an inclusive creative future, pioneering new visual language and storytelling.
Flow: Connect the movement of Virtual Actor and Audience

Composed of light, movement, and AR, <Flow> is an AR immersive performance in which the virtual actor and the audience create movement together. The virtual actor appears on stage through AR technology, can predict and flexibly respond to the audience's behavior based on AI. The audience interacts with the virtual actor through hand interaction designed based on ‘Contact Improvisation’. The movements they form together are visualized on stage and tell a story of memory, while implicitly capturing the flow of relationships between two different worlds: virtual and reality, past and present, existence and non-existent.
General Software Platform for Designing and Developing of Augmented Reality Task Support Systems

Augmented reality (AR) task support systems have not yet been widely spread in actual companies despite the fact that many researchers have worked tirelessly to validate their effectiveness for various industrial tasks. One of the reasons for this is the excessive development cost of a practical AR system. Development still strongly depends on outstanding developers’ skills and trial-and-error. To solve this problem, we propose to separate an AR task support system into a reusable software part (including basic functions and its user interfaces) and task support contents that differ depending on each task. We have developed a general software platform and an original file format for describing task support contents based on analyzing various tasks. In addition, we have also proposed a web tool that enables easy design of AR task support content even for those without AR development experience. The output of the tool, an XML file written in the format, is loaded into the software platform to enable operators to use the AR task support system. We demonstrate a series of steps from the creation of task support content to the use of the AR task support system.
NVSHU: Virtual Reality Design and Narrative Popularization for Intangible Cultural Heritage Characters

This project reconstructs and reproduces the ecological context of “NVSHU” culture in an immersive (Virtual Reality) VR experience. We explore interactive approaches of communication for this unique intangible heritage context. "NVSHU" amplifies the effectiveness of intangible cultural heritage (ICH) preservation through narrative interaction and virtual character popularization techniques, aiming to enhance audiences’ experiential learning, and augment their sense of presence and immersion.
Special Issue on “Algorithms for Biomedical Image Analysis and Processing”

Biomedical imaging is a broad field concerning image capture for diagnostic and therapeutic purposes [...]
Semi-Supervised Image Stitching from Unstructured Camera Arrays

Image stitching involves combining multiple images of the same scene captured from different viewpoints into a single image with an expanded field of view. While this technique has various applications in computer vision, traditional methods rely on the successive stitching of image pairs taken from multiple cameras. While this approach is effective for organized camera arrays, it can pose challenges for unstructured ones, especially when handling scene overlaps. This paper presents a deep learning-based approach for stitching images from large unstructured camera sets covering complex scenes. Our method processes images concurrently by using the SandFall algorithm to transform data from multiple cameras into a reduced fixed array, thereby minimizing data loss. A customized convolutional neural network then processes these data to produce the final image. By stitching images simultaneously, our method avoids the potential cascading errors seen in sequential pairwise stitching while offering improved time efficiency. In addition, we detail an unsupervised training method for the network utilizing metrics from Generative Adversarial Networks supplemented with supervised learning. Our testing revealed that the proposed approach operates in roughly ∼1/7th the time of many traditional methods on both CPU and GPU platforms, achieving results consistent with established methods.
Education 4.0: Collaboration to Engage, Include and Enhance – Edu4Col@b

The Continuous Training Division of the Regional Directorate for Education, fulfilling its mission of developing teaching professionality, through continuous training, located in a metamorphic perspective with a view to improving the learning of all students and promoting the process of gradual transformation of the organizational and pedagogical Dialectics of teachers’ work, Develops the project Education
Reading Aloud and Repeated Reading Strategy Based on the ‘Callan Method’ on the Development of the Students’ Reading Skills

This study was conducted to determine the effectiveness of utilizing the reading aloud and repeated reading strategies of the Callan Method in improving the reading skills of the Grade 8 students from the selected high school in Surigao del Norte. The 29 students participating in this study have shown poor reading performance based on the
Transformation of Fresh Groundwater Composition over Time in the Republic of Tatarstan

The spatio-temporal variability of fresh groundwater composition was analyzed in four regions with different natural and technogenic conditions. The results obtained show no significant changes in the groundwater composition of the agricultural areas over the last 60 years. As for the industrial oil refinery zone, intense groundwater pollution was observed only in the nearby areas of sludge reservoirs and waste landfills. However, it did not extend further than 1.0–1.5 km in the direction of the filtration flows. This is partly due to the high buffer capacity of the geological environment. In the areas with intensive oil production, the composition of fresh groundwater changed most negatively over long distances. Depending on the temporal concentration gradients, the following four degrees of change in the groundwater composition were distinguished: extremely weak, weak, medium, and high. The latter two were typical of the central parts of the oil-bearing areas, with the groundwater mineralization in the upper part of the section reaching 10 g/L and the hardness of 70 mmol/L.
Development of Tools to Support the Creation of Programming Test Questions

The purpose of this research is to support the creation of programming test questions. Source code, class diagrams, specification tables and execution results are often used in programming test questions. In this case, these are related. Therefore, when these are created, the contents must match. However, when correcting a part, it is easy to make
Betr Selektr: A University Program Recommender System Utilising Personality Type and Academic Results

The goal of this system is to empower first-year students to make well-informed decisions about their university programs by providing tailored recommendations based on their individual profiles. Selecting the right university program can be a daunting task for first-year students. In response to this challenge, we have developed Betr Selektr, an all-encompassing program recommender system.
Understanding Agile: A Case Study in Educational Complexity

As the nature of engineering concepts, products and processes becomes more intricate and detailed, so the task of understanding, managing and implementing them becomes more complex. This paper takes one such development concept, Agile, and examines how the orthogonal, multi-faceted nature of both the concept and its application makes it difficult to understand and employ
Missing 10 Hours VR

M10H (Missing 10 Hours) is a narrative VR project directed by Fanni Fazakas. In the multi-ending experience, the user is embodied as the bystander (the buddy of the perpetrator), who can influence the narrative. By consulting with psychologists and experts, we made sure that the experience is ethically correct and has a measurable impact. In the experience, users can explore a similar night to that that of a real-life victim of GHB, the ’date rape drug from the Bystander’s perspective. Multiple interactive gameplay elements will allow the user to influence how the story evolves and gain a multi-perspective understanding of the issue. After onboarding, the bystander can explore real-life scenarios where a “pal” called Greg puts GHB into a drink that belongs to their common friend, a young woman called Mara. Since GHB makes it impossible for Mara to defend herself, or even to ask for help, the only possibility is that the user will recognize what happens and save her from Greg and his questionable intentions. During the multi-ending storyline, the user has to think, react and challenge themselves.
Enhanced High Activity for Removal and Adsorption Process of Cationic Dye by Using Active Nanocomposite Surface: Reactivation and Isotherm Models

In this research, a new low-cost material was synthesised multi carbon nanotube/Zinc oxide nanocomposite (MWCNT/ZnO), nanocomposite used as a sorbent for dye removal from industrial Water treatment, as like cationic model Maxillon blue (GRL) dye in order to find the adsorption mechanism of adsorption methods were studied via FESEM, TEM, and BET. Two models of Freundlich and Langmuir isotherm were studied, and according to the data, it was established that it conforms to the isotherm Freundlich estimation on the value of R2 &gt; 0.9798. The reactivation and re-use of (MWCNT/ZnO) nanocomposite were performed by using water in the GRL dye up to Cycle 5 under the best conditions. After the 3 cycles of using (MWCNT/ZnO) nanocomposite, the efficiency is still significant (&gt;80%) and it appears that the (MWCNT/ZnO) nanocomposite is a probable re-newable absorber, moreover, the effect of ionic strength increases the solubility of the GRL dye in aqueous medium. Thus, when salt is added, the aqueous solution decreases the removal percentage. Also, a comparison among several surfaces (ZnONPs, MWCNT, MWCNT/ZnO), found MWCNT/ZnO nanocomposite the best surfaces to remove GRL dye.
The Clarinet as a Tangible Acoustic Interface: New Features

This article supports the concept that a clarinet can be transformed and considered as a Tangible Acoustic Interface (TAI), when under the influence of new media art or digital components, and several approaches to achieve it. The traditional instrument, developed over centuries by luthier´s handcraft in collaboration with instrumentalists and composers, underwent an evolution triggered
Woven Cultural Probes as Enablers for Multisensorial Design and Collaborative Practices

The importance of addressing and activating some or all human senses while engaging with digital products has been established: designers offer haptic feedback in digital games, implement aural ways of enabling visually impaired users to navigate a website or interactions with products or services in varying light or colour settings. There is nonetheless little research yet as to how designers of products and services working mainly digitally – and not generally exposed to multi-sensorial engagement in their work – might be motivated to bring such experience into their work, and what benefits might result therefrom. The presented research aims to help fill this gap by proposing that the engagement of the human senses with woven objects as cultural probes can stimulate new, collaborative ways of experiencing, thinking, and creating in the research and design processes of designers who mainly work in digital environments, e.g., service or interaction designers.
Contemporary Design Attitudes for Pluriverse: Review &amp; Introduction to Industry Practice

Why do more complex problems arise the more we design? What are the design attitudes for societal transitions? How are they connected? How can we transcend such approaches to develop an attitude in professional practice? This study explores why we need better design interventions and also evaluates, differentiates, and simplifies the contemporary design attitudes that are shaped across the globe in the last decades which helps in solving complex or wicked problems for a better future. It also tries to find commonalities and differences between Ontological design, Speculative design, Pluriversal design, and Transition design as approaches and links its connectedness to Pluriversal thinking. In the final part, it talks about the learnings in developing these approaches in the industry.
Transitioning Fitness Habits into Sustainable Practice through the Study of the Green Gym Community

Transition Design proposes a new approach to design which pushes for lifestyle changes at various socioeconomic levels to create a more sustainable future. We embrace the ethos of this new role of design and explore a new methodology to study an active group of people involved with sustainability. We spent some time with the Conservation Volunteers' Green Gym, a community of volunteers taking care of the environment while putting an emphasis on health and fitness through activity. We conducted interviews with fitness participants to understand their motivations, which inspired some valuable connections between the individual practice and the need for collective change. Through design, we propose a series of prototypes to invite fitness users to spend more time outdoors and participate in the care of a park as a new social practice. In doing so, we seek to establish new lifestyles as provocations.
Slow Design. Sustainable process for authorial production.

Design research has increasingly been concerned with sustainable processes for emerging technologies, guiding future directions in production. This article aims to present Slow Design as a sustainable process for authorial productions. It allows for a critique of the capitalist process, revealing practices for the future in which design can contribute to these emerging research areas. To do so, a combined narrative literature review was carried out on databases, which began with texts related exclusively to 'Slow Design' and 'Design for Sustainability'. Afterward, the search was expanded to the identified strands most related to design, namely 'authorial processes'. The results point to Slow Design as a contributor to new directions for authorial production, while it currently still exists in the accelerated strand. It is possible to argue that Slow Design has an important role in Design for Sustainability, opposing the accelerated capitalist logic of production.
Challenges and opportunities in combining physicalization with augmented reality - an exploratory case

Data is the new 'natural resource' of the 21st century. Recent years have witnessed its rapid expansion, increasing the production and availability of data. In this context, there are still significant challenges to fully realizing its potential, especially to make it accessible and more useful to the larger public. Considering design as an activity of cultural mediation and since 'data has no naturally corresponding form', we detail the process and challenges involved in combining different artifacts to support data visualization and exploration. 'GRAC' combines a physicalization (physical object embedded with data) with an augmented reality application, enabling users to explore two datasets related to design education and design companies in Portugal. The artifact was tested with 21 people at the DesignOBS exhibition of the Faculty of Fine Arts of Lisbon and Porto. Based on participants’ feedback, we draw design implications for artifact integration; and propose future research directions.
A SOCIO-TECHNICAL PERSPECTIVE ON SERVICE DESIGN IN SCOTTISH CARE

This research scrutinises the influence of service design in transitioning Scotland’s care delivery system towards a more person-centric, integrated, and technologically advanced approach, as well as its application and development in the region’s care system. Initial desktop research dissects the prevailing challenges in the Scottish care sector, segmented into social, economic, policy, and technological categories. Through case studies and comprehensive grey literature review, the paper probes how a person-centric, visual, transformative delivery approach might mitigate Scotland’s care concerns. Ultimately, four ways service design facilitates the shift towards a person-centric healthcare approach are presented: (1) fostering participatory design and co-design with patients; (2) offering a visual collaborative tool; (3) reframing problem perspectives, focusing on needs over solutions; and (4) enabling a systematic understanding.
The Aesthetics of Agency: Ethnofiction Recast in Generative Design Research for Illuminating Tacit and Latent Knowledge on Care Identity and Lens-based Technologies

This paper addresses gaps in understanding concerning the process and practice of knowledge and theory development in generative design research. Drawing on feminist scholarship, the research explores agential relationships between young people with lived experiences of care and lens-based technologies. The theoretical position was inspired by the habits of mind of filmmaker Jean Rouch. The paper foregrounds the trauma-informed research design and resulting digital artefacts towards developing a novel generative framework. The artefacts were co-created during trauma-informed Research through Design workshops with the care experienced young people. The collaborative workshops enacted generative design research techniques as relational ways of being and knowing at the intersections of Applied Theatre and Human-Computer Interaction. This syncretism elicited novel somatic meaning-making modalities of experience with the participants and lens-based technologies. The outcomes provide an understanding of trauma-informed design research focusing on latent phenomena, expanding the repertoire of generative design research processes, practices, and theory.
On elliptic curve $L$-functions integrated encryption scheme

In this paper, we present a cryptosystem based on the Fourier series coefficients of a modular form attached to an elliptic curve over the rational numbers. More precisely, we show how the techniques of encryption, decryption and digital signature can be
Genus distribution of random $q$-ary lattices

The genus is an efficiently computable arithmetic invariant for lattices up to isomorphism. Given the recent proposals of basing cryptography on the lattice isomorphism problem, it is of cryptographic interest to classify relevant families of lattices acc
DLP-based cryptosystems with Pell cubics

The classical Pell equation $x^2 - \mathrm{D}y^2 = 1$ can be extended to the cubic case considering the points $(x, y, z) \in \mathbb{F}^3$ such that, for fixed $\mathrm{R}\in \mathbb{F}$, $$ x^3 + \mathrm{R}y^3 + \mathrm{R}^2 z^3 - 3 \mathrm{R}x y z = 1
Building a shared relational identity: shifting notions of self in designing social innovation

While designing social innovation (DSI) is increasingly considering the role and value of relationships, little attention is placed on the complexity of relationality and the specific, situated dynamics of dealing with relational entanglements. In particular, as design’s ontological background comes into question, the designers’ identity and the processes of collective and personal transformation that characterise DSI need further consideration. This paper reports the outcomes of an exploratory qualitative study aiming at examining relational approaches to DSI pertaining to the construction of a collective sense of self. It provides insights into how practitioners interact and how they construct and nurture shared relational identities, concluding with suggestions for future DSI work based on these perspectives.
Models of the player’s interactions with strings

In the context of physically inspired models for the synthesis, the development of accurate models for the interaction of the player with the instrument plays a fundamental role. Depending on the musical instrument, the palette of possible interactions is generally very broad and includes the coupling of body parts, mechanical objects, and/or devices with various components of the instrument. In this work, we focus on models of the interaction of the player with strings, which include elastoplastic models of the fingers, dynamic models of the bow, the plectrum and the friction of objects such as bottle necks. We consider interactions both at the stimulation side (e.g., plucking or bowing) and at the fingerboard side, where collisions and/or imperfect pressures introduce nonlinear effects. Other possible interactions in less conventional play modes such as those based on rotating motors and electromagnetic stimulation are taken into account in this work. The proposed models do not depend on the specific implementation of the physical model in, e.g., Finite-Difference Time-Domain (FDTD)-based or waveguide-based schemes. While the former class of implementations may produce more accurate results, the latter allows for simplifications and lower computational costs provided that stability can be guaranteed.
Lessons Learned and Outlook

This final chapter discusses the “lessons learned” from previous research on NVM indexing and gives an outlook to future NVM indexing and indexing techniques in general. We analyze the potential reasons for the demise of Optane PMem, followed by the “legacy” left by NVM-based indexes discussed in previous chapters, and potential future work.
Towards data-driven physical modeling synthesis

A current research trend is the combination of physical models with machine learning. These hybrid models leverage the strength of both fields and require smaller datasets in training. Trained models are interpretable and well suited towards solving inverse problems. We present recent advancements on differentiable digital waveguide and reed modeling. The proposed models are implemented in the PyTorch framework and can extract physical parameters from audio data. The proposed models allows us to examine player interactions by retrieving player parameters from audio data.