Reviewerly/exHarmony huggingface dataset:
Detection of Canine Parvovirus using SIFT and Support Vector Machine Algorithm

Nowadays, canine parvovirus is a common virus that is spreading to dogs especially newborn puppies. The detection of this virus can be done in two ways; testing kit and laboratory. The testing kit is the popular testing, but the accuracy is low while the laboratory is that the results will come out 1 to 2 days. This paper presents another way of detecting the virus which is through image processing. It used a device that will help the experts at the laboratory to detect the virus. The device will be a raspberry pi that has a camera, and this device will be placed at the electron microscope's lens to detect whether the pathogen has a canine parvovirus or not. The SIFT algorithm and SVM were implemented to detect the parvovirus. The SIFT algorithm will help the device to extract the images of the pathogen of the virus while the SVM will classify whether the extracted data is a pathogen of a canine parvovirus or not.
Emerging Business Models

This chapter discusses in detail what might be key features of a so-called network-organized business school verse a more traditionally organized one. These particularly key features of the networked school are discussed in detail: the critical importance of trust among members of a network, that cooperate and compete among network members typically might be the norm, and that creativity tends to flourish in such network-orientated groups. These examples of such network-orientated educational institutions are then discussed in terms of approaches, experiences (pluses and minuses), as well as outlooks: the Lorange Institute of Business, SHARE, and the Lorange Network.
Enterprise Information Systems enhancement: A HyperLedger Fabric based application

Nowadays data analytics and Artificial Intelligence (AI) tools are used at all levels of the extended enterprise, from the shop floor level to run and improve operations, to the strategic process level to make high levels decisions. Failing to provide a unique and fit for all solution, the system providers focus on joining the dots along the digital threads with data continuity in mind. Unfortunately, the existing separate solutions contribute to data overlaps and involve data safety issues. Re-defining the place of the Enterprise Information System components such as Product Lifecycle Management (PLM) and Supply Chain Management (SCM) solutions in a wider digitalization landscape, from product creation to smart factory/Industry 4.0 is the scope of many current works. This includes enhancement in terms of traceability and timely information sharing, addressed through blockchain as digital platforms with features like immutability, transparency, and decentralization of data and information. In this paper, we show how blockchain can overcome such barriers and propose a case study for improving the Enterprise Information System through a blockchain-based solution. The solution would provide more transparent supply chains with improved product traceability as a consequent result of the tamper-proof and decentralization nature of blockchains.
Low-End XR Practices for Libraries

This chapter presents and discusses a review and comparison of low-end 360-degree and extended reality (XR) practices. The goal of the chapter is to assist both technologically and organizationally with the ubiquitous acceptance of these two technologies as part of the move toward immersive teaching and learning. The chapter shares an overview of rather fluctuant terminology: 360-degree videos and images, virtual reality, augmented reality, mixed reality, extended reality, immersive teaching, and immersive learning. Fostering and accepting a standardized and understandable terminology is an important part of the application process of these technologies to enable immersive teaching and learning. Furthermore, this chapter will argue the importance of a low-end approach toward immersive teaching and learning due to constraints of various characters and as a part of the scalable construct of immersive teaching and learning in academic libraries and respectively on campus.
Receding horizon directional unscented filter for heavy-duty vehicles incorporating sensor modeling constraints

This paper proposes a new wheelbase and mass estimation algorithm called the receding horizon-based directional unscented filter (RHDUF) algorithm, which is developed based on the lateral dynamics model. The unscented Kalman filter (UKF), which is widely used for estimating nonlinear systems, has an infinite impulse response structure. However, the UKF is vulnerable to uncertainty and accumulates errors gradually. To address this problem, filters with a receding horizon structure can be introduced, but they may lead to a heavy computational burden, which is not desirable for fast estimation. To overcome this problem, we propose a new sigma-point distribution method combined with the receding horizon structure in this paper. The formula is derived through the measured sensor value and the modeling equation of the sensor, and the direction of the sigma points is determined using this equation. This formula can improve performance and reduce the increase in the computation time caused by the receding horizon structure by reducing the number of sigma points simultaneously. The accuracy of the new estimation algorithm is verified through an experiment for heavy-duty vehicles.
Integration of QKD in WDM networks

The theme of the integration of Quantum Key Distribution (QKD) in existing WDM optical networks will be discussed. Some evaluations about a reduced-cost implementation of BB84 protocol for QKD will be presented, where a QKD channel in O band is added to classical C-band WDM channels in the same fiber.
Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments

Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as players are usually limited to experience the virtual world by vision and hearing only. One prominent example of such open challenges is the disparity between the real surroundings and the virtual environment. As virtual obstacles usually do not have a physical counterpart, players might walk through walls enclosing the level. Thus, past research mainly focussed on multisensory collision feedback to deter players from ignoring obstacles. However, the underlying causative reasons for such unwanted behavior have mostly remained unclear. Our work investigates how task types and wall appearances influence the players' incentives to walk through virtual walls. Therefore, we conducted a user study, confronting the participants with different task motivations and walls of varying opacity and realism. Our evaluation reveals that players generally adhere to realistic behavior, as long as the experience feels interesting and diverse. Furthermore, we found that opaque walls excel in deterring subjects from cutting short, whereas different degrees of realism had no significant influence on walking trajectories. Finally, we use collected player feedback to discuss individual reasons for the observed behavior.
Higher education for sustainable development: Research-based learning (the case of the Ural State University of Economics)

Development of higher education requires academics to search for new forms and approaches to teaching. Research-based teaching and learning is a sound approach that meets the requirements of the state for attraction of your people to scientific and research activities. Research-based learning is a process of knowledge acquisition with the help of analysing, experimenting and interpretation of data with the help scientific methods of analysis. A serious of lessons designed with the help of research-based learning principles have been integrated into the discipline Foreign language. As a result, 18 research papers have been written by students, 15 of them have been published. A survey has been conducted to reveal the students’ attitude to and interest in research work.
Advantages and disadvantages of regularly using a laptop computer in class, in primary and secondary schools and in higher education from the point of view of preservice teachers

Purpose Education systems worldwide are facing the question whether to adopt the “Bring Your Own Device (BYOD)” approach and allow students to bring their personal laptops to school. The purpose of the study was to understand the advantages and disadvantages of using a laptop during lessons in schools and in institutions of higher education, from the perspective of preservice teachers who watch the lessons and practice teaching in schools, while studying at an institution of higher education. Design/methodology/approach The research questions were: What are the pros and cons of a regular use of personal laptops during lessons? How do learners use their laptop during lessons in schools and colleges? This was a mixed-method study with emphasis on quality analysis. Methods. Participants were 215 preservice teachers studying at academic institutions for teacher training in Israel. Findings The findings indicate that the benefits of using laptops are in the availability and accessibility of the digital environments and the many possibilities to integrate these environments and achieve goals of acquiring skills in the process of learning and teaching that takes place in the classroom. The findings further show that all learners, and especially adolescents, extensively and frequently use various digital developments. Research limitations/implications This study examined the integration of laptops in the teaching and learning processes of preservice teachers who are in the process of forming their identity as future professionals teaching in the twenty-first century. The lessons chosen by preservice teachers to conduct during their teaching practicum have not been examined, therefore it is desirable that future studies examine the way in which preservice teachers choose the lessons to teach and how they practice teaching: whether in the traditional or the constructivist way, and if so, why? Practical implications It is advisable to enable preservice teachers to look at a combination of digital environments in teaching and to experience teaching in these environments, to increase e-readiness for teaching in a digital environment. Social implications How do learners use their laptops during lessons in school and in higher education? Originality/value Acquiring skills in the process of learning and teaching that takes place in the classroom.
Materiality and Post-Digital Storytelling

In the context of book publishing, cultural capital can be acquired in relation to material qualities, and the growth in the market for collectible print publications appears to be part of a post-digital desire for “slow publishing” and analogue culture (Cain, The Guardian, 2017; Flatt, Bookseller, 2017; Turkle, Alone Together: Why We Expect More from Technology and Less from Each Other, 2017). As Sherry Turkle suggests, while we are “tethered” to our phones, we are conscious of the need to be free in our analogue lives (Turkle, Alone Together: Why We Expect More from Technology and Less from Each Other, 2017). Similarly, with the increase of online home-working, many consumers are seeking alternative forms of consumption in their leisure time. As Barrios O’Neill puts it: “(post-)consumers are emerging who are looking for less, smaller, deeper, slower, more interesting products and services, and are willing to pay for them” (Barrios O’Neill, Post Growth Publishing: Renaissance or Reckoning? 2020).
Method for Increasing The Accuracy of Tracking The Center of Attention of The Gaze

Defending against threats in today's world requires the latest technology. One of the promising methods for solving problems is biometric. The algorithm of operation of optoelectronic biometric security systems, the task of which is to assess the emotional response of a person to a specific test object, must include a marker by which the system will distinguish a predetermined emotional response of a person. Pupillometry and tracking can be successfully used in such systems. Biometric systems aimed at searching for certain signs of a psychophysical state with the help of pupils must be able to interpret them correctly. The decryption process is very difficult because the size of the pupil depends on many factors. Thus, one of the most important tasks, the solution of which is a determining factor in whether the developed biometric system will work, is to explain each plot of the pupil. In addition, the task of accurately contouring and building a spotlight track comes to the fore. Our research aims to improve the accuracy of attention tracking without using infrared lighting.
Development and Application of a Design Thinking Program that Utilizes Technology as an Educational Model for Creativity and Convergence Competence －Focusing on the Case of A University

The purpose of this study was to design a technology-based extra-curricular program in order to improve creativity and convergence of university students. To this end, we first analyzed a literature review concerning an extra-curricular program that dealt with creativity and convergence competence. Through these analyses, we selected the DMM model, design thinking as instructional models, and the jigsaw and process-folio were selected as instructional strategies. Second, based on previous studies, we developed first draft both of an edcation model and an extra-curricular program. Moreover, a group of three experts was formed to examine the validity of the educational model and the draft of the program. Third, the final blueprint of the program was derived by reflecting upon the results of the expert’s review. Fourth, the program designed in this study was operated for 32 students of A University located in Seoul, and the changes in creativity, convergence, and entrepreneurship competence of the participating students were measured to analyze the effectiveness. The program used in this study, can be expressed as one that moves from individual creativity to team creativity. Furthermore, it consists of three stages. The first stage is the ‘Learning by Experiencing’ program that allows the students to express creativity while utilizing technology. The second stage is the ‘Learning by Doing’ program, wherein students learn the mindset and methodology of design thinking. The third stage is the ‘Learning by Making’ program, which allows students to express team creativity with their peers from various other majors, with the aim of creating convergent values. As a result of measuring the pre-post changes of the students' creativity, convergence, and entrepreneurship competence by applying the third stage of the program, We confirmed that all of students experienced a statically significant increase in their creative, convergent and entrepreneurship competency.
Hey BERT! Meet the Databases: Explorations of Bidirectional Encoder Representation from Transformers Model Use in Database Search Algorithms

Bidirectional Encoder Representations from Transformers (BERT) is an open-source algorithm that allows for easier searching in search engines as it looks for natural language combinations in Google. The same algorithm could be applied to free database resources and commercial databases to make searching easier for users. This article examines the possibilities of BERT in resources other than Google. Many of our users come to database searching using Google type searches only to find controlled vocabulary is the way in which many databases are structured. If BERT is incorporated into popular databases along with controlled vocabulary, searching for information and finding it would be much easier for novice and advanced users, though careful consideration should be given to the search bias the algorithm may induce.
Blockchain Networks as Constitutional and Competitive Polycentric Orders

Institutional economists have analyzed permissionless blockchains as a novel institutional building block for voluntary economic exchange and distributed governance, with their unique protocol features such as automated contract execution, high levels of network and process transparency, and uniquely distributed governance. But such institutional analysis needs to be complemented by polycentric analysis of how blockchains change. We characterize such change as resulting from internal sources and external sources. Internal sources include constitutional (protocol) design and collective-choice processes for updating protocols, which help coordinate network participants and users. External sources include competitive pressure from other cryptocurrency networks. By studying two leading networks, Bitcoin and Ethereum, we illustrate how conceptualizing blockchains as competing and constitutional polycentric enterprises clarifies their processes of change.
VR-DesignSpace: A Creativity Support Environment Integrating Virtual Reality Technology into Collaborative Data-Informed Evaluation of Design Alternatives

In the Architectural, Engineering, and Construction (AEC) projects, the project team continuously evaluates and reflects on alternative design solutions during the design process. However, there are limited computational tools to support the real-time collaborative analysis of design alternatives and practical data-driven decision-making. This paper investigates the potential integration of Virtual Reality (VR) technology into the design process to augment real-time collaborative evaluation and reflection on design solutions in a data-informed architectural design context. We argue that: (a) the collaborative assessment of design ideas requires to occur in an immersive 3D environment since architectural design space and interactions are inherently three-dimensional; (b) reducing the cognitive load of shifting between various tools and multiple interfaces during the examination of alternatives augments decision-making accuracy and efficiency; (c) the collaboration experience can benefit from the advantages of VR over physical reality in addition to simulation of preferable in-person collaborations and interactions. To address these high-level considerations, we propose a technical approach for designing and implementing an interactive Creativity Support Virtual Environment called VR-DesignSpace, inspired by VirtualCoLab, an immersive scientific collaboration system used in the mathematics domain. VR-DesignSpace system facilitates real-time interactions between designers, clients, and stakeholders involved in an AEC project to promote evaluation and decision-making tasks. It also augments the interactions between the design team and the design solutions space. For future work, we develop a prototype VR-DesignSpace system using Tivoli Cloud VR and assess the system’s functionality in an architectural design setting through a formative expert review.
CargO-S: A pattern-based well-founded legal domain ontology for the traceability of goods in logistic sea corridors

Building legal domain ontologies is a prominent challenge in the ontology engineering community. The ontology builders confront issues such as the complexity of the legal domain, the difficulty of applying existing ontology engineering approaches, and the intention of developing legal models faithful to realities. In this paper, we discuss constructing a well-founded legal domain ontology, named CargO-S, for the traceability of goods in logistic sea corridors. For building CargO-S, a pattern-oriented approach is applied, supported by ontology-driven conceptual modeling, ontology layering, and ontology reuse processes. CargO-S is grounded in the unified foundational ontology UFO by using the ontology-driven conceptual modeling language OntoUML. Besides, ontology layering is proposed to simplify the development process by dividing CargO-S into three layers located at different granularity levels: upper, core, and domain. For building the upper and core layers, conceptual ontology patterns are reused from the foundational ontology UFO and the legal core ontology UFO-L. These patterns are applied, either by extension or analogy with legal rules, for building the domain layer. CargO-S is then validated by implementing the ontology as OWL and SWRL rules. Finally, the performance and the semantic accuracy of CargO-S are evaluated using a dual evaluation approach.
Modelling – Mechanistic reductionism extended with holistic empirical components

We discuss the underlying aspects of our computational engineering suite, implementing application-specific reductionism. Our Process Modelling suite (ProMo) supports complex multi-discipline and multi-scale models using discipline-specific basic building blocks. An application-domain-specific ontology captures the involved disciplines and their respective basic entities being the smallest granulates in each field. Each basic entity is primarily equipped with a mechanistic mathematical input/output representation. We augment this mechanistic approach with a holistic component by allowing multiple definitions of these behaviour descriptions, thereby enabling empirical models. ProMo’s ontology reasoner handles the resulting multi-directed variable/equation graphs representing the entity models. The discipline-related model components are linked together over two mechanisms depending on the nature of their interaction. The concept of “tokens” provides the necessary abstraction, allowing for a network of networks description of multi-disciplinary models.
Segmentation Method of Food Packaging Inkjet Characters Based on Computer Vision

This paper focuses on the character segmentation in the process of food packaging detection. After preprocessing the collected food packaging image, in order to recognize and analyze the characters, it is necessary to segment the string into a single character. In view of the adhesion phenomenon in the process of character segmentation, this paper uses vs2015 development environment and opencv, Eigen and other open source libraries to develop under win10 system, improves the projection segmentation method used in character segmentation in the past, realizes the accurate segmentation of food packaging characters, and lays a good foundation for the next character recognition.
EDPANs: Enhanced Dual Path Attention Networks for Single Image Super-Resolution

In this paper, we propose an enhanced dual path attention network (EDPAN) for image super-resolution. ResNet is good at implicitly reusing extracted features, DenseNet is good at exploring new features. Dual Path Network (DPN) combines ResNets and DenseNet to create a more accurate architecture than the straightforward one. We experimentally show that the residual network performs best when each block consists of two convolutions, and the dense network performs best when each micro-block consists of one convolution. Following these ideas, our EDPAN exploits the advantages of the residual structure and the dense structure. Besides, to deploy the computations for features more effectively, we introduce the attention mechanism into our EDPAN. Moreover, to relieve the parameters burden, we also utilize recursive learning to propose a lightweight model. In the experiments, we demonstrate the effectiveness and robustness of our proposed EDPAN on different degradation situations. The quantitative results and visualization comparison can sufficiently indicate that our EDPAN achieves favorable performance over the state-of-the-art frameworks.
The Impact of Pleasure Reading on Enhancing Writing Achievement and Reading Comprehension

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