Reviewerly/exHarmony huggingface dataset:
Lightweight Mutual Authentication Scheme Enabled by Stateless Blockchain for UAV Networks

The UAV network composed of resource-constrained lightweight UAV swarms can efficiently accomplish mission with time critical requirements in dynamic and complex environments. However, the trusted authentication of network nodes poses a huge challenge due to its own resource constraints, the lack of trusted centralized support, frequent joining or departure of UAVs to or from the network, and the presence of cyber-attacks. In this paper, we propose a stateless blockchain based on triple aggregatable subvector commitment and present a dynamic proof of trust authorization consensus mechanism with a periodic random selection of authorized nodes to guarantee the trustworthiness of mutual authentication of UAV nodes. Our proposed triple vector authentication solution solves several of the challenges mentioned above very well. The extensive experiments demonstrate that our blockchain-based authentication scheme enjoins significant advantages over the four schemes currently available for UAV network authentication in terms of single authentication latency, speed of energy consumption, average computational cost, and end-to-end latency.
Compiler Directives

Compiler directives control the preprocessor part of Verilog-A compilation. These directives are capable of performing various transformations on the Verilog-A code but know nothing about the Verilog-A syntax and simply make textual changes as directed. It typically involves the inclusion of the text files, substitution of strings, conditional inclusion or exclusion of code, and setting defaults. The scope of a compiler directive is independent of module definitions and extends from the point where the directive occurs to the next compiler directive that supersedes it.
Postponement

Postponement Dimitris Tsaloumas (bio) Translated by Matina Doumou I mean to quit the spells they wove for methose sharp-nosed, rat-faced hagsthere in their soot-blackened lair.And chase from my rooftop the birdsthey assigned to serve my every need—ravens, owls, bats,nightjars and magpies,fouling my courtyards and seducingmy sleep with their off-key cacophonous row.What I've acquired is enough for methere's no room in my house for more.I mean it! If it weren't for my fear of that neighbor,his sudden prosperity. His possessions,ever multiplying, and his conversationstill warm and good-natured. Let me waitand see where this will lead. If need be,if there's no other way, I'll build a tower,a labyrinth of cellars and vaults. [End Page 165] Dimitris Tsaloumas Dimitris Tsaloumas's poem "Postponement" belongs to his most recent collection of poems, Dipsa (Thirst), published in Greek by Planodion Press (Athens, 2010). Tsaloumas has published many books and received numerous awards for his work, including the Patrick White Award in 1994. "Postponement" has been translated into English by Matina Doumos. Copyright © 2020 Wayne State University Press
A Critical Study on the Basic Academic Skills Guarantee Policy in Korea

Objectives This study attempted to suggest an improvement strategy for the design of the basic academic skills guarantee policy by examining the basic academic skills related policies implemented in each period in Korea, and by investigating the problems that appear in the implementation of basic academic skills policies.&#x0D; Methods Research methods employed in this study were literature review related the basic academic skills guarantee policy implemented in each period in Korea.&#x0D; Results The problems that appear in the basic academic skills policies in Korea are as follows. First, rather than continuous policy planning and implementation based on objective data and scientific methods, the implementation and reversal of basic academic skills policies are repeated according to the political inclinations of policy makers. Second, there are insufficient measures for students with normal academic skills or higher, and policies for low level basic academic skills guarantee are being implemented. Third, without legal and institutional supplementation, a heavy responsibility is placed on the unit school.&#x0D; Conclusions Accordingly, the following improvement measures are suggested. First, it is necessary to create a system that can diagnose and prescribe basic academic skills through objective and scientific diagnostic tools. Second, it should be possible to design the national curriculum flexibly and to design and implement the basic academic skills guarantee policy within the broad framework of the national curriculum. Third, the Ministry of Education, the Offices of Education, and the Offices of Education Support should prepare plausible project plans and provide practical support so that the unit school can get them implemented.
GMRNet: A Novel Geometric Mean Relation Network for Few-Shot Very Similar Object Classification

With the widespread use of Deep Learning (DL), the use of DL has increased to provide a solution to the problem of object recognition and classification. In addition to classifying many different types of objects, the Deep Metrics Learning(DML) technique is effective in classifying objects that are visually very similar to each other. In this study, a novel Relation Network (RN) based DML has been designed to classify objects in two different datasets we created. We distinguished groups of objects that had a high degree of similarity to each other. These objects have been categorized using few-shot learning(FSL) since they are quite similar to one another. The impact of changing the number of classes and samples in the database on the network’s performance has been studied. It is shown how the network’s accuracy varies depending on the N-way (number of classes) and K-shots (number of samples) combinations used in its design. Additionally, the performance of the network has improved by an average of 15% thanks to the contribution of the recently introduced geometric mean module to the RN in our study. The accuracy rate of our recommended RN in screw and spare parts datasets is 96.1% and 92.3%, respectively. The first dataset consists of 1800 screw images with 18 classes, while the second dataset consists of 4100 spare parts images with 20 classes. The effectiveness of our method is expressed by the two datasets that we have extensively experimentally studied.
Education as a Social Institution: Evolution of Concepts and New Directions of Development

The article considers education as a social institution of modern society, analyzes methodological approaches of the evolution and transformation of the education system; in the article the genesis of the concepts of the intellectual sphere development as the basis of institutional transformations is presented, new directions for the development of the education system in the conditions of the information society are considered, the conceptual framework of the new Education 2.0 strategy as a system of institutions, adequately and adaptively responding to changes in the modern economy as a result of information development is systematized, the main contradictions of informatization and the development of the education system in Russia from the position of classical and new paradigms were considered, a model of state regulation of the Education 2.0 sphere was developed, the main tasks of the state in regulating of this sphere in the context of digital transformation were formulated.
Method for Detecting Sources Cited with Browsing to Prevent Reference Omissions

Abstract This study demonstrates the gaze position on a PC monitor while typing with and without browsing any sources. Six subjects (touch‐typing and non‐touch‐typing) entered text with and without browsing a web page, and we analyzed the percentage of gaze on each window of the software running on the monitor. The proposed method comprises three steps: detecting the entry operation of a word processor or text editor, determining the browsing in inactive windows, and outputting the referenced source title. Experiments show that the proposed method can accurately determine whether any source is browsed during the entry operation. © 2022 Institute of Electrical Engineers of Japan. Published by Wiley Periodicals LLC.
Pembuatan Website Penyedia Layanan Bisnis Digital “Usaha Pelajar” Menggunakan Framework Codeigniter

Student Business is a provider of digital product services such as credit, quotas, PLN tokens, and others. One of the efforts to improve service and member registration for student businesses is to create a website. On the website, users can register without having to wait for the manual verification process from the admin. Student business service users have difficulty in purchasing because they have to wait for verification from the admin first. The purpose of this research is to create a student business tool/website to make it easier for admins to manage sales directly and users become members without having to wait for the verification process. The website was created using the SDLC waterfall method with the stages of needs analysis, system design, implementation, program testing, operation and maintenance. Student business website consists of member and admin pages. Members can directly select and buy the desired product efficiently. This student business website can make it easier for members to register and make it easier for admins to sell via the internet.
Robots in Partially Known and Unknown Environments: A Simulated Annealing Approach for Replanning

The path planning problem using mobile robots is a key problem in robotics. It is known as robot motion planning. The goal is to find a collision-free path from a starting to a target point in an environment with obstacles. Algorithms for online robot motion planning should be fast, effective, and adaptive to tackle the complexity of changing environments. In this work, we propose a framework based on a simulated annealing approach to solve the path planning problem in known, partially known, and unknown environments. Our approach is able to find short and smooth paths in low computational times in a set of large-scale instances with different features.
Sequential Clique Optimization for Unsupervised and Weakly Supervised Video Object Segmentation

A novel video object segmentation algorithm, which segments out multiple objects in a video sequence in unsupervised or weakly supervised manners, is proposed in this work. First, we match visually important object instances to construct salient object tracks through a video sequence without any user supervision. We formulate this matching process as the problem to find maximal weight cliques in a complete k-partite graph and develop the sequential clique optimization algorithm to determine the cliques efficiently. Then, we convert the resultant salient object tracks into object segmentation results and refine them based on Markov random field optimization. Second, we adapt the sequential clique optimization algorithm to perform weakly supervised video object segmentation. To this end, we develop a sparse-to-dense network to convert the point cliques into segmentation results. The experimental results demonstrate that the proposed algorithm provides comparable or better performances than recent state-of-the-art VOS algorithms.
Autonomous Vehicles and Machines 2022 Conference Overview and Papers Program

Advancements in sensing, computing, imaging processing, and computer vision technologies are enabling unprecedented growth and interest in autonomous vehicles and intelligent machines, from self-driving cars to unmanned drones and personal service robots.These new capabilities have the potential to fundamentally change the way people live, work, commute, and connect with each other and will undoubtedly provoke entirely new applications and commercial opportunities for generations to come.Successfully launched in 2017, Autonomous Vehicles and Machines (AVM) considers a broad range of topics as it relates to equipping vehicles and machines with the capacity to perceive dynamic environments, inform human participants, demonstrate situational awareness, and make unsupervised decisions on self-navigating.The conference seeks high-quality papers featuring novel research in areas intersecting sensing, imaging, vision, and perception with applications including, but not limited to, autonomous cars, ADAS (advanced driver assistance system), drones, robots, and industrial automation.AVM welcomes both academic researchers and industrial experts to join the discussion.In addition to the main technical program, AVM will include interactive and open forum sessions between AVM speakers, committee members, and conference participants.
A Case Study on Arts Education for Community Resilience in Pandemic Situation

The catastrophic situation of the pandemic has brought us all into a world that no one has ever experienced. In particular, arts that values expression and creativity and educational activities that share arts were stopped to the point that it was close to extinction enough to be dismissed as a disaster. The pandemic situation of loss, pain, and isolation naturally raised the issue of healing, recovery, and solidarity to the main goal and issue of art education. Therefore, this study examines the concept and process of community resilience and the necessity of arts education, introduces the case of arts education to explore new ways of meeting each other in disaster situations, and presents various possibilities and visions of dance education. First, it provides the validity of the role of arts education to overcome disasters. Second, the concept of resilience of elasticity-reintegration is discussed by examining the process to overcome disasters. Third, in order to promote the recovery of the community of reintegration to overcome disasters, the necessity of developing bonds not only in individuals but also in society as a whole is considered, and validity is provided for the role of arts education accordingly. Fourth, by applying these contents, three convergence arts education programs developed in practice based on dance were developed and operated, and conclusions are drawn by analyzing them. The program was recorded by analyzing the planning intention and purpose, program design method, and expected effect. In addition, the conclusions and implications were drawn by analyzing the meaning of the program''s planning process and execution results.
Gamification as a method to build lexical speaking skills at a foreign language class in the mainstream school

Introduction. Knowledge of a foreign language is one of the most necessary conditions for a specialist of any profile to be in demand in the labour market. New teaching formats provide an opportunity to use gamification technologies that contribute to efficiency of learning and proper acquisition of mastered material. The purpose of the study is to assess the efficiency of gamification technologies embedded in the process of teaching a foreign language for successful mastery of the lexical material on the fifth year of the mainstream school. Methodology and methods. The experimental teaching was effectuated on the basis of a number of schools in Lipetsk and Moscow regions (Russian Federation). The initial and final diagnostics of the level of foreign-language communicative competence in all kinds of verbal activities (listening comprehension, speaking, reading, writing) was used. The method of mathematical statistics – Pearson’s chi-squared test – was applied. Results. The ascertaining stage results made it possible to view a statistically insignificant difference in the level of fifth-year pupils’ proficiency in English lexical speaking skills in the control and experimental groups. Didactic testing was used as a research method. The final testing results demonstrate that the experimental group learners showed a higher level in lexical skills, which is confirmed by the Pearson’s chi-squared test calculations. With the variance of system indicators equal to 3, the value of criterion χ2 = 8.212, the critical value of χ2 =7.815 (with the significance value of p&lt;0.05). Consequently, the complex of didactic linguistic games developed and implemented in the educational process influences efficiently the development of lexical speaking skills of 5th-year school learners. Scientific novelty. It was revealed that gamification technology in the learning process would be efficient on the condition that it is of regular nature, covers all the learners, with the creation of appropriate psychological atmosphere and combination of games with the traditional didactic tasks. Practical significance. The parameters of the highlighted problems, the definition of the role and significance of gamification in the context of educational opportunities in mastering a foreign language will be interesting and may help in practical activities of a wide range of specialists: psychologists, educators, methodologists, organisers of supplementary education.
Enhancing Students’ Vocabulary Mastery by Using Bingo Game

Nita amanda aprilia. Enhancing Students’ Vocabulary Mastery by Using Bingo Game at the First Grade of SMPN 2 Kulo Kabupaten Sidrap(Supervised by Mujahidah and Ahdar.)&#x0D; Vocabulary is an important factor in all language English teaching. Many methods, strategies and technique had been used by the teacher, lecturers, and instructors in teaching vocabulary. Using Bingo game is suitable for the teacher in teaching vocabulary and it gives solutions for the teacher in teaching learning activities.&#x0D; This reaserch was aimed to see the enhancement of the students’ vocabulary mastery before and after the using of Bingo game on leaerning process. The result of the reaserch are useful for the teacher and students. The teacher should aware that it is important to supplied before teaching make the students more active in learning process.&#x0D; This reaserch was conducted at SMPN 2 Kulo Kabupaten Sidrap the population of this reaserch were the students of class VII Consisted 40 students and the sample of this reaserch were class VII.2 consisted 20 students. The sample was taken by using purposive sampling. The reasercher used pre-test and Post-test to collected the data.&#x0D; Based on data analysis, the researcher found that there is enhancement of the students’ vocabulary mastery at the first grade students of SMPN 2 Kulo Kabupaten Sidrap by using Bingo game, it was indicated by the students mean score of post-test (81.25) was greater than pre-test (51.25). Even, for the level of significant (p) 5% and df=N-1, df= 20-1=19, and the value of t-table 1.729, while the value of t-test is 4.26. it means that the t-test value is greater than t-table value (4.26 ≥ 1.729). Thus, it can be concluded that the students’ vocabulary mastery is significant better after getting treatment. So, the null hypothesis (Ho) is rejected.
The Teachers’ Technique in Teaching Speaking Skill

The purpose of the research was to analyze the teachers' technique in teaching speaking Englishand to find out the students' speaking skill at Second Grade of Smk Negeri 3 Parepare. Theresult of the study is beneficial for teachers and students because they will get properinformation about teachers' technique in teaching speaking English and it can be a reference tofind out a suitable method in another teaching process. Two English teachers and 58 studentswere the first and second samples of the study. The researcher method was Mix Method, itanswers the question in this research with qualitative and quantitative. Interviews anddocuments were used to collect the data. Analyzing the data, the researcher found that theteachers’ techniques in teaching speaking skill at Second Grade of Smk Negeri 3 Parepare wereretelling and discussion, it clearly found as effective techniques which could develop thestudents' speaking skill.&#x0D;
Increasing Students' Vocabulary Mastery by Using Stand Up Sequences Game

This research to find out the whether or not the increasing of vocabulary by using stand up sequences game at the second year students’ of MA-Al Amanah Waikaya Kab Mamuju Tengah. In this research, the researcher used pre-experimental method with two objects pre-test and post- test design. The instruments of collecting data used in this research was translation, matching and multiple choice. The population was at the second year students of MA-Al Amanah Waikaya Kab. Mamuju Tengah with total number of student 60 students. But the researcher took XIB. Class as the sample that was taken by using random sampling. Thus, the number of sample were 24 students. They were giving treatment about vocabulary by using stand up sequences game. The result of the research showed the mean score of pre-test was 60,25 and the mean score of post-test was 88,95.while the t-test was greater than the t-table(11,93&gt; 2.064). It showed that the H0 hypothesis was rejected and the H1 hypothesis was accepted. The conclusion is Stand up Sequences game is effective to Increase Students’ Vocabulary Mastery by Using Stand up Sequences Game at the Second Year Students’ of MA- Al Amanah Waikaya Kab Mamuju Tengah.
Towards Just-In-Time Feature Request Approval Prediction

Open user forums for software products have gradually become an important source of software new features. However, analyzing the rapidly growing user feature requests also brings a huge workload to software managers. Generally, only acceptable requests are of concern to the managers. Therefore, a tool that automatically determines whether the request is acceptable (i.e., to be approved) from the perspective of software managers is needed to enhance the request processing efficiency. In this paper, we lay the groundwork for the computational study of a feature request approval prediction by (1) formally defining the Just-In-Time Feature Request Approval Prediction (i.e., JITFRAP) task by collecting and manually annotating the real-world user feature requests, (2) constructing a standard data set for the JITFRAP task, and exploring characteristics of the task with experiments, and (3) presenting and discussing preliminary results from three basic aspects for the JITFRAP task, which can serve as useful baseline performance for future work. Experimental results prove that FRAP is timing-affected, just-in-time and affected by project status. We propose an approach with reference to these three characteristics and evaluation results indicate the proposed approach is promising. Our dataset is available at https://zenodo.org/record/6544368.
An Optimized Systematic Approach to Identify Bugs in Cloud-Based Software

The resolution of a software bug depends on the severity of the defect report. Open-source software defect tracking solutions have taken over as the principal means of processing enormous amounts of defect information data due to the ongoing increase in software scale. Dealing with software faults requires analyzing the implications of defect report severity in the data warehouse. Thus, the authors have proposed an optimized systematic approach through the research and analysis of Bugzilla defect tracking system data in this study, where it is found that the attribute characteristics of different projects are quite different and the statistical features of the repair rate, resolution time, developers, components, and other attributes are consistent. This technique, therefore, assumes that a rise in the severity of software defect reports will result in a rise in the defect repair rate and that the severity is normally based on the severity distribution of various components and projects. According to the study’s findings, developers hold the most defects when the repair rate is low and the defect resolution time is shortest.