Reviewerly/exHarmony huggingface dataset:
Study on visual machine-learning on the omnidirectional transporting robot

We present a computer vision solution integrated to an omnidirectional transporting robot to perform the position tracking of multiple trays moving on its planar acrylic plate surface. The trays were designed to carry lightweight materials on top of their surface so that the mechanism could be implemented as an automated transporting system for applications that require the displacement of products and/or materials in any given space. One hurdle faced by the visual system for suitable detection was the partial occlusion of the image of a tray when placing arbitrary objects on its surface. Our strategy to overcome this challenge consisted on the implementation of machine learning algorithms, such as Support Vector Machines (SVM), using datasets of images containing trays with different occlusion patterns for fast object detection through rigorous training. The results of experimental tests validate the implementation of our proposal as a reliable approach for the object tracking of multiple trays on the robotic device, even under partial occlusion. We also studied the accuracy of the position measurements performed by our visual system with respect to the position measurements taken by the OPTITRACK motion capture system and evaluated the processing time per frame required by the software implementation.
Constructive algorithms as a method of achieving plasticity of ANNs

Abstract Artificial neural networks are a model of natural neural networks. For natural neural networks is characterized by incessant genesis, which causes their plasticity and stability. In a changing environment, artificial neural networks must provide not only stability, but also plasticity. The solution to the problem is constructive algorithms that allow you to create architectures with an optimal structure.
End-to-end speech recognition models using limited training data*

Speech recognition is one of the areas actively commercialized using deep learning and machine learning techniques. However, the majority of speech recognition systems on the market are developed on data with limited diversity of speakers and tend to perform well on typical adult speakers only. This is because most of the speech recognition models are generally learned using a speech database obtained from adult males and females. This tends to cause problems in recognizing the speech of the elderly, children and people with dialects well. To solve these problems, it may be necessary to retain big database or to collect a data for applying a speaker adaptation. However, this paper proposes that a new end-to-end speech recognition method consists of an acoustic augmented recurrent encoder and a transformer decoder with linguistic prediction. The proposed method can bring about the reliable performance of acoustic and language models in limited data conditions. The proposed method was evaluated to recognize Korean elderly and children speech with limited amount of training data and showed the better performance compared of a conventional method.
Ñawi Project: Visual Health for Improvement of Education in High Andean Educational Communities in Perú

The UN General Assembly adopted the 2030 Agenda for Sustainable Development, an action plan in support of people, the planet and prosperity. Within the 17 Sustainable Development Objectives (SDO), we have quality education (fourth objective) and the reduction of inequalities (the tenth SDO). Rural communities tend to be one of the most disadvantaged environments and development education is one of the most effective mechanisms to alleviate these inequalities. In this framework, the Urubamba Project for International Cooperation is presented, and within it, the Ñawi Project for visual education. Both projects are developed in the Andean areas of Cusco (Peru) through university community participation. In these lines of action, Information and Communication Technologies (ICTs) are presented as a relevant and effective element to achieve their objectives: introduction of ICTs in education to create inclusive socio-educational environments and ICTs as an analysis tool for the visual education project (prevention and correction). This work focuses on the Ñawi Project and the satisfactory results that have been obtained.
TDVR: Tower Defense in Virtual Reality: A Multiplayer Strategy Simulation

Virtual Reality is a relatively new technology that has become a popular medium for games. This project is a virtual reality tower defense game that will allow for players to engage and play in a multiplayer environment. The users are given the option to either host a match or connect to a host player as a client. Once in the simulation, the users then compete against each other using various defense strategies. The game itself blends first person combat with top down view strategy mechanics. This paper details the implementation and design of the project as well as a detailed description and explanation of the current status of the project.
ON THE PRODUCT OF ELEMENTS WITH PRESCRIBED TRACE

Abstract This paper deals with the following problem. Given a finite extension of fields $\mathbb{L}/\mathbb{K}$ and denoting the trace map from $\mathbb{L}$ to $\mathbb{K}$ by $\text{Tr}$ , for which elements $z$ in $\mathbb{L}$ , and $a$ , $b$ in $\mathbb{K}$ , is it possible to write $z$ as a product $xy$ , where $x,y\in \mathbb{L}$ with $\text{Tr}(x)=a,\text{Tr}(y)=b$ ? We solve most of these problems for finite fields, with a complete solution when the degree of the extension is at least 5. We also have results for arbitrary fields and extensions of degrees 2, 3 or 4. We then apply our results to the study of perfect nonlinear functions, semifields, irreducible polynomials with prescribed coefficients, and a problem from finite geometry concerning the existence of certain disjoint linear sets.
Production and reception of Fathers' construction of their daughter’s sexuality on Twitter

Research has found humour and gender to be linked (Davies, 2006, Gendered sense of humor as expressed through aesthetic typifications. Journal of Pragmatics, 38(1), 96–113. doi:10.1016/j.pragma.2005.06.006; Kotthoff 2006, Gender and humor: The state of the art. Journal of pragmatics, 38(1), 4–25. doi:10.1016/j.pragma.2005.06.003), specifically within languages/cultures (see Thielemann, 2011, Displays of’ new’ gender arrangements in Russian jokes. In M. Dynel (Ed.), The pragmatics of humour across discourse domains (pp. 147–172). John Benjamins, for jokes in Russian). In this respect, women are often subject of jokes and, in some cases, this reproduces the gendered imbalance of suitable roles in private and public spaces. In this paper, I examine the message of two jokes told by Italian fathers policing their daughters’ sexuality, as well as the interactions between myself and these fathers on Twitter. Using Feminist Critical Discourse Analysis (Lazar, 2007, Feminist critical discourse analysis: Articulating a feminist discourse praxis. Critical Discourse Studies, 4(2), 141–164. doi:10.1080/17405900701464816; Lazar, 2018, Feminist Critical Discourse Analysis. In J. Flowerdew, & E. J. Richardson (Eds.), The Routledge Handbook of Critical Discourse Studies (pp. 372–387). Routledge), Social Media Critical Discourse Studies (KhosraviNik, 2018, Social Media Critical Discourse Studies (SM-CDS). In J. Flowerdew, & E. J. Richardson (Eds.), The Routledge Handbook of Critical Discourse Studies (pp. 582–596). Routledge) and through adapting a framework designed to approach sexist jokes (Sunderland, 2007, Contradictions in gendered discourses: feminist readings of sexist jokes? Gender & Language, 1(2), 207–228. doi:10.1558/genl.v1i2.207), I discuss: (a) the ‘who/what the text is about’, and (b) a desire to a traditional fatherhood emerging from the interactions in it’s just banter and the good and happy father. Specifically, I discuss fatherhood as linked to an ontological desire (Kiesling, 2011, The interactional construction of desire as gender. Gender and Language, 5(2), 213–239. doi:10.1558/genl.v5i2.213) in connection to an alleged transition from old to new fatherhood (Cannito 2019, Beyond ‘Traditional’ and ‘New’: An Attempt of Redefinition of Contemporary Fatherhoods through Discursive Practices and Practices of Care. Men and Masculinities, 1–19; Magaraggia, 2013, Tensions between fatherhood and the social construction of masculinity in Italy. Current Sociology, 61(1), 76–92. doi:10.1177/0011392112464231) in Italy.
EWRI Friends Visit London Water and Steam Museum and 26 July 2020, Union Chain Bridge—IHCEL

We strongly recommend EWRI people visit the London Water and Steam Museum. This presentation includes many slides of this outstanding museum near the Kew tube station. London Museum of Water and Steam features artefacts and interactive exhibits on water. On 26 October 2018, David Gilbert and Jerry Rogers toured the London Museum of Water and Steam, located at Green Dragon Lane, Brentford, London TW8 0EN near Kew Station. Kew Bridge Pumping Station was originally opened in 1838 by the Grand Junction Waterworks Company. In 1999, the United Kingdom Government Department for Culture, Media, and Sport described Kew Bridge pumping station as “the most important historic site of the water supply industry in Britain.” The heart of the museum showcases a majestic collection of steam pumping engines, including engines from Cornwall, as well as rotative engines. There are many good London water supply and treatment exhibits also. In addition, there will be an ASCE, Institution of Civil Engineers (ICE), and Japan Society of Civil Engineers International Historic Civil Engineering Landmark plaque ceremony 26 July 2020, for the 200 year-old Union Chain Suspension Bridge at Berwick-upon-Tweed. There is a free: “Union Chain Bridge Bicentenary 1820–2020 Conference” coordinated by The Friends of the Union Chain Bridge in association with Northumberland County Council to present a mini-presentations programme 26 July 2020. Note the book: Samuel Brown and Union Chain Bridge: Gordon Miller, Friends of the Union Bridge, 306 pp., 135 photographs, 15.5 GBP. People can visit the Paxton Estate (Paxton Trust), a historic house at Paxton, Berwickshire. In addition, the Scotland ICE group invites ASCE members to visit the “Engineering Foresight From Hindsight Conference” in Edinburgh 24 July 2020, and a summer ICE Scotland tour of Newcastle and historic sites 25 July 2020. Some photos from the co-authors’ tour of Union Chain Bridge in October 2018 will be featured at the EWRI 2020 Conference.
Touch &amp; Live. An immersive experience for acting in others’ bodies

This work shows an immersive experience for the user to feel a disability while doing a simple task. The narrative looks for that the user feels empathy with other’s conditions through living a situation multiple times, first in the body of someone without disabilities and then, each time in the body of a different person with a different disability: hearing impairment, visual disability, and reduced mobility. So, we support the experience in human-mediated-interactions, focused on triggering the animations and providing physical-haptic feedback, including a touch that triggers the virtual change of the body for re-living the situation, like a déjà vu..
OS Services for VR in Psychology: A Position Paper

We envision a richer support from Virtual Reality (VR) development environments than the one available today. We believe this will be part of an Operating System (OS) for VR applications, since those services should be uniform and widespread for all experiences within a VR system, they are generic enough to be part of any application, and possibly they will not have to be developed from scratch. This position paper explores some of the shortcomings in current technology we are identifying while developing an application for the intervention of kids with ADD (Attention Deficit Disorder), and how these OS services might be defined and used.
Crafting and Detecting Adversarial Web Requests

Deep learning (DL) techniques have provided state-of-the-art results for many machine learning tasks. In response to the increasing demand for web security, many researchers have been focusing on applying DL to detect web attacks. However, these works just pay attention to the detection accuracy, not the robustness of the detection model itself. In this paper, we proved that it is possible to generate adversarial web requests by modifying only a few characters of them, which can lead the existing DL based model to wrong predictions. The attackers may take this vulnerability to trigger false positive alarms or even disable the whole detection model. As the defensive measure, we propose to use a combined method of kernel density estimation and model uncertainty estimation to detect these adversaries. Through experiment, we report a ROC-AUC of over 95% of detecting these adversarial web requests.
REAL-TIME DIAGNOSIS OF AN EARLY BARRETT’S CARCINOMA USING ARTIFICIAL INTELLIGENCE (AI) - VIDEO CASE DEMONSTRATION

Introduction We present a clinical case showing the real-time detection, characterization and delineation of an early Barrett’s cancer using AI.
Virtual Family Room: Bridging the Long Distance

The fast-paced nature of the modern world and opportunities in far-flung locations, especially due to military deployment, will invariably lead to long episodes of separation between family members. It is imperative that we use VR to mitigate the effects of such separations, particularly for young families and families with young children who are in their developmental phases. This poses unique challenges. First, the participants are of different ages and have differing levels of experience in virtual reality and secondly, the environment needs to be customizable and unique from family to family. Here, we describe our efforts to design the Virtual Family Room (VFR) which is a customizable and persistent virtual environment that offers an authentic distance parental and bonding tool. The vision of the virtual family room is that it will grow into a framework for many environments that seek to naturally emulate the day to day interactions between people in different settings. The ease of set-up and mobility of the system are particularly desirable.
The effect of online extensive reading on building the reading fluency of EFL university students

Research on extensive reading (ER) has typically focused on the effect of reading programs on students’ language proficiency rather than the topic of online extensive reading (ER) that relates to reading fluency. The present study examined how students build reading fluency, particularly their reading rate, automaticity, and comprehension. Several studies have suggested that extensive reading is required to build reading fluency [1,2,3]. Fifty EFL university students participated in an online extensive reading (ER) program comprising of eight meetings twice a week using ten graded readers. Three research questions were addressed: a) the effectiveness of online extensive reading, b) the amount of graded readers that should be read to develop reading fluency, c) if there is a difference in effect between learning simplified text and complicated text. The findings show that online extensive reading (ER) enhanced reading fluency. This implies that online extensive reading promotes the improvement of comprehension, automaticity as well as reading rates in a strategic way.
User abnormal behaviour sequence detection method based on Markov chain and SVDD

Abstract In order to solve the problem of insufficient use of sequence information and low detection efficiency of traditional anomaly detection methods, this paper introduces Markov chain into user behaviour sequence detection, and proposes a description based on Markov chain and support vector data field ( SVDD) User Behaviour Sequence Detection Method (ASDMS), which first uses the Markov chain to accurately quantify the user behaviour sequence, then constructs the user’s normal behaviour sequence model based on the support vector data field description model, and identifies the user anomaly behaviour. The experimental results show that the ASDMS method has better performance and timeliness than the traditional abnormal behaviour detection method.
Architecture of Spacecraft Control Software Based on Component Perception

The basic principle and characteristics of component-based software system were studied. According to the characteristics of spacecraft control software, a construction method of spacecraft control software based on component perception is proposed. A variety of functional and perceptual components based on control requirements are designed. The design method based on concrete software components realization is given, which solves the problem of rapid reconstruction of spacecraft control software effectively with high reusability and reliability.
Kinetic Skin: Feasibility and Implementation of Bare Skin Tracking of Hand and Body Joints for 3D User Interfaces

Kinetic Skin is a thin, adhesive patch that employs resistive sensing via a meandering carbon ink trace, where the circuit designs are printed on temporary tattoo material, similar to ones worn by children for decorative play. Each tattoo sensor is worn on your body across a joint (ie. finger, wrist, and elbow joints). In this paper, we present implementation details of prototyping Kinetic Skin worn on the finger and wrist joints for relative tracking to control 6-DoF manipulation. We demonstrate translation, rotation, and scale of virtual objects, including camera navigation. In this paper, we describe four interaction techniques that map finger joint input to 6-DOF control. The potential of this technology could be used for long-term light weight tracking of body movements to inform rehabilitation; for dance, music, or other performing arts; for gaming; and for other 3D User Interaction in Virtual and Augmented Reality Applications.
PENGEMBANGAN PERANGKAT EVALUASI BERBASIS ANDROID UNTUK SISWA SEKOLAH DASAR KELAS VI DI SD TRIDARMA BUDHIDAYA

This study aims to develop an Android-based evaluation device for grade VI elementary school students. This research was conducted at SD Tridarma Budhidaya North Jakarta City in the academic year 2019/2020. This research uses the Research and Development (R&amp;D) method. The product produced from this research is an evaluation device. This evaluation device is software that is made using WEB by using Android as a supporting tool. Testing the feasibility in this media, an expert validation trial was conducted. Expert validation was carried out by media experts with research subjects namely all grade VI students of SD Tridarma Budhidaya North Jakarta as many as 13 students. From the data obtained, this Android-based evaluation device gets an average score of expert validation of 94.15%, so that it gets the category of "very feasible", and gets an average score of 94% of student responses and falls into the criteria of "very good ", Subsequently scored 87% of the responses of teachers who get the criteria of" very good ". So it can be concluded that this android-based evaluation tool is feasible and can be used in grade VI students of elementary schools.
Technoeconomic analysis of a solar rooftop: a case study in Medan city, Indonesia

Indonesia has released its pledge on reduction Green House Gases (GHGs) emission. The mitigation action includes increasing the renewable energy utilizations. Solar rooftop is one of the potential mitigation actions to meet the GHG emission reduction and renewable energy target. In this work, techno and economic analysis on the solar roof top presented. The analysis is made based on the solar irradiation in Medan city of Indonesia. The solar irradiations for several days are measured. The measured data and solar photovoltaic panel available in Indonesia market are used to perform technical analysis. Based on the technical analysis the economic analysis is carried out. The results are expected to supply the necessary information to build a city with low emission.
Rule-based Approach for English-Indonesian Code-switching Acoustic Model

The usage of English in daily conversation and many aspects in everyday life is increasing in Indonesia. It affects the usage of Indonesian as the main language. People often communicate using both English and Indonesian (code-switching). English-Indonesian code-switching causes degradation of the performance of Indonesian automatic speech recognition system. Other than out of vocabulary of foreign words, the system fails to recognize the foreign phonemes and predicts them as the most similar Indonesian phonemes. An investigation is conducted to improve the Indonesian automatic speech recognition system. To support the investigation, an English-Indonesian code-switching corpus is built. Rule-based approaches for English-Indonesian code-switching acoustic model are developed and experimented. Those approaches are English to Indonesian phone mapping and International Phonetic Alphabets based phone merging. The phoneme mapping approach succeeds to decrease the word error rate from the baseline system. This method outperformed the phone merging approach.
A First Step to Specify Arcade Games as Multi-agent Systems

The lack of formalities in the development of video games is one of the main obstacles for the incorporation of new professionals to the field. Although there are general proposals to describe and specify video games with techniques such as Game Design Document or Game Description Language, these are usually aimed at implementations in predetermined media, which determines the game specification from the outset to its implementation in the selected platform. This paper proposes a method for the definition, specification and implementation of a video game based on multi-agent systems, where its elements, functionalities and interactions are established independently of the platform used for its development. To prove its validity and capabilities, the classic arcade game Frogger has been used as a demonstrator. This game has been defined in its general form and subsequently implemented on three different platforms following the same specification. Each of these implementations has been made using different engines, languages and programming techniques, but in any case, meeting the requirements of the game and multi-agent systems.
A New Entropy Based Fuzzy Clustering Algorithm for Volumetric Noisy Brain MR Image Segmentation

In this paper we have proposed a new entropy based fuzzy clustering algorithm for segmentation of volumetric noisy brain MR image data. The algorithm utilizes intensity distribution from spatial cubic local neighborhood characterizing a possibility measure that defines likeliness of a voxel under consideration to belong into a cluster or region. This is realized by judiciously defining a Gaussian density function. We then normalized these likeliness measures to use them as an alternative membership function. In addition to the fuzzy membership function, this normalized likeliness measure is also incorporated into the objective function using a regularizing parameter that resolves the trade-off between these two terms. Finally, a fuzzy entropy defined by Shannon's function using the normalized likeliness measures is introduced that defines the vagueness and ambiguity uncertainty while classifying a voxel into its possible cluster. Therefore, the cluster prototypes of the proposed algorithm utilize the fuzzy membership functions, likeliness measures and fuzzy entropy. To validate the algorithm, we have performed both qualitative and quantitative analysis on noisy simulated and clinical brain MR image volumes. Its results are found to be superior while comparing with some of the state-of-the-art algorithms.