Reviewerly/exHarmony huggingface dataset:
A Handwriting Document Encryption Scheme Based on Segmentation and Chaotic Logarithmic Map

A one-dimensional chaotic logarithmic map (CLM) is proposed. Characteristics of the CLM are investigated and used to develop a symmetric handwriting document encryption scheme that consists of three phases. The segmentation phase divides a handwriting image into graphemes. The permutation phase shuffles pixel locations of each grapheme. Finally, the substitution phase modifies pixel intensity values of the corresponding permutated grapheme utilising the chaotic logarithmic map. Experimental results indicate that the proposed CLM poses interesting characteristics such as wide range chaotic behaviour, robust chaos, s-unimodality, and high sensitivity to a small change in initial condition. The results also indicate that the randomly generated keystreams by the CLM pass the NIST statistical tests. Furthermore, the proposed segmentation and encryption scheme achieves a key space of 2180 and provides a high encryption performance for handwriting documents. In addition, statistical results indicate the superior permutation and substitution properties of the proposed encryption scheme over other image encryption schemes of the same structure.
The ‘Hoffmann’s complex’ in the Dramatic Trilogy of A. Blok (A Puppet Show, King on the Square and The Unknown Woman)

The article examines the ‘Hoffmann’s complex’ in the lyrical trilogy of A. Blok: pictorial and musical harmony (synesthesia of arts); romantic irony and grotesque; the problem of mechanization of life and a human, which is revealed in the images-symbols of the mask, a doll, a puppet and a double. Synesthesia is an important part of Blok’s style, manifested in the special lyricism of the works, which helps to reveal the subtle soul of the lyrical hero. The problem of mechanization of life and human in the Blok’s dramas is revealed in the images of a mask, a doll, a double, which express one of the sides of the poet’s contradictory soul and appear as a reaction to the imperfection of the modern world. Another embodiment of the mechanization of life and a human is the problem of merging the mask and the actor, as a result of which the actor loses his true face. Important elements of Aleksandr Blok’s lyrical style in the trilogy are rooted in the tradition of Hoffmann’s romantic irony and the grotesque, which get a new semantic content in dramas: the creative irony of Hoffmann transforms in a devastating irony in Blok’s works.
Establishing an Evaluation Metric to Quantify Climate Change Image Realism

With success on controlled tasks, generative models are being increasingly applied to humanitarian applications [1,2]. In this paper, we focus on the evaluation of a conditional generative model that illustrates the consequences of climate change-induced flooding to encourage public interest and awareness on the issue. Because metrics for comparing the realism of different modes in a conditional generative model do not exist, we propose several automated and human-based methods for evaluation. To do this, we adapt several existing metrics, and assess the automated metrics against gold standard human evaluation. We find that using Fr\'echet Inception Distance (FID) with embeddings from an intermediary Inception-V3 layer that precedes the auxiliary classifier produces results most correlated with human realism. While insufficient alone to establish a human-correlated automatic evaluation metric, we believe this work begins to bridge the gap between human and automated generative evaluation procedures.
Installing PeopleSoft Cloud Manager on Compute Classic

You should now have all the bits and pieces you need to move forward with your PeopleSoft Cloud Manger application installation. This chapter will walk you through the steps necessary to obtain the PeopleSoft Cloud Manager Image (currently image 7) from the Oracle Cloud Marketplace, provision that image in the Compute Classic Service, and fully install PeopleSoft Cloud Manager in the Oracle Cloud.
PENGEMBANGAN MEDIA FLASH UNTUK MENINGKATKAN HASIL BELAJAR SISWA SD KELAS IV SD HANGTUAH VI SURABAYA

Learning media is a tool that can be used to support the achievement of learning objectives. Entering the industrial era 4.0, with the development of digital technology, all lines are required to adapt. Education area cannot be separated from that influence. Schools must have flexibility towards the times so that graduates can adapt and develop in society. Flash media is one solution that can be developed in implementing learning that is in line with the times. This study uses the 4D development method of Thiagarajan, Semmel, and Semmel (1974: 5). There are four stages in developing 4D, namely stage (1) Define; (2) Design (design); (3) Develop (development); and (4) Disseminate. The target of the study was fourth grade students at SD Hangtuah VI Surabaya. The development of producing flash media that is effective and efficient and successfully improves student learning outcomes.
The Application of Game Teaching Method in English Classroom of Secondary Vocational Schools

As is described in the syllabus published by Education Ministry of China, the main goal in learning English for middle vocational school is turning from knowledge-centered teaching to competence-trained teaching. It is necessary to arouse students' interest and develop the positive attitude towards English learning as well as help students build up the confidence in English learning, so that the students can master adequate basic language knowledge on English to meet the professional need. According to the author's teaching experience, and through interview with some students, it is found that the students are tired and bored by the traditional vocabulary teaching methods. The essay tries to apply game teaching methods to arouse students' interest and develop the positive attitude towards English learning as well as help students build up the confidence in English learning till improving the communicative competence.
Git Guides : Ett Git-baserat modulsystem

The goal of this project has been to develop a system that helps Wikinggruppen solve the problem of long programming queues on reoccurring programming for their customers web shops. As their produc ...
Sentiment Analysis of Product Reviews using Weighted Distance-based Whale Optimization assisted Deep Belief Network

This paper proposes a new sentiment analysis of product review based on intelligent techniques. The proposed model involves six stages: pre-processing, keyword extraction and its sentiment categorisation, semantic word extraction, semantic similarity checking, feature extraction and classification. Initially, the MongoDB documented tweets are subjected to pre-processing steps like stop word removal, stemming, and blank space removal. Further, the keywords are extracted from the pre-processed tweets. With respect to extracted keywords, the existing semantic words are extracted after categorising the sentiment of keywords. To the next, the semantic similarity score with the keywords is measured. The upcoming stage is the feature extraction, which uses two holoentropy measures like joint holoentropy, and cross holoentropy. The classification of the extracted features is done using a deep learning classifier named DBN, in which the optimised activation function is done by WD-WOA. Finally, the enhancement of the proposed model over the conventional models is evaluated through an effective comparative analysis in terms of positive and negative performance measures.
Implementasi Multimedia Pembelajaran IPA Berbasis Game Edukasi pada Siswa Kelas V di SD IPK Muhammadiyah Delanggu Menggunakan Construct 2

The purpose of this study is to produce educational media based on educational games with construct 2. The benefits of this research are a solution in an effective, interesting and more enjoyable learning process and facilitates the learning process. This research is a Research and Development study and uses the development model ADDIE (Analysis-Design-Development-Implementation-Evaluation..The results of this study are as follows: 1) The average percentage of results from material experts is 91.32% which is included in the very feasible category ; 2) The average percentage of results from media experts is 99.21% which is included in the very feasible category; 3) The average results of student assessment is 82.22% which is included in the feasible category. The conclusion in this study is a science education game with human and animal breathing material that is suitable for use in natural science subjects.
A Study on the Construction of Foreign Language Proficiency Assessment System in Higher Vocational Colleges

As soon as the concept of National Foreign Language Proficiency Assessment System is put forward, it has brought about a new direction of reform for all levels of foreign language teaching in China.Based on this concept and China's Standards of English Language Abilities implemented on June 1, 2018, this paper analyzes the realistic demands of the construction of the foreign language assessment system in higher vocational colleges and puts forward some thoughts on constructing this system and improving the ability of information-based teaching of in higher vocational colleges so as to provide the necessary reference and basis for the construction of the foreign language evaluation system, the reform of foreign language teaching and the information-based teaching ability of foreign language teachers in higher vocational colleges.
LibGuides: Learn Online: Home

Resources & Ideas for self-directed professional learning, from short courses & digital badges to longer online courses.
Comparing Observation and Action Representations for Deep Reinforcement Learning in MicroRTS.

This paper presents a preliminary study comparing different observation and action space representations for Deep Reinforcement Learning (DRL) in the context of Real-time Strategy (RTS) games. Specifically, we compare two representations: (1) a global representation where the observation represents the whole game state, and the RL agent needs to choose which unit to issue actions to, and which actions to execute; and (2) a local representation where the observation is represented from the point of view of an individual unit, and the RL agent picks actions for each unit independently. We evaluate these representations in $\mu$RTS showing that the local representation seems to outperform the global representation when training agents with the task of harvesting resources.
Gary Taylor and Gabriel Egan, eds. <i>The New Oxford Shakespeare Authorship Companion.</i>

This volume in The New Oxford Shakespeare series is like a cross between the 1987 Textual Companion and an authorship roundup, such as Brian Vickers’s Shakespeare, Co-Author (2002) or Hugh Craig and Arthur F. Kinney’s Shakespeare, Computers, and the Mystery of Authorship (2009). While its core remains the “Canon and Chronology” essay, here updated by Gary Taylor and Rory Loughnane, most of its pages are devoted to original essays on attribution, starting with eight pieces on methodology by six different scholars, and an additional sixteen case studies by almost that many individuals. Unlike its predecessor, then, this Companion is less an owner’s manual for the complete New Oxford set than it is a series of lab results concerning a pressing set of problems: Arden of Faversham, 3 Henry VI, the Additional Passages to the 1602 Spanish Tragedy, the fly-killing scene in Titus Andronicus, the Mucedorus additions, Middleton’s contributions to All’s Well That Ends Well, and the Shakespearean remnants in Double Falsehood. Taylor himself revisits “Shall I Die?,” if only to recuse himself as a biased witness.
PeopleSoft Cloud Manager Prerequisites

PeopleSoft Cloud Manager is the key software that allows you to quickly and easily deploy and manage PeopleSoft instances within the Oracle Cloud Infrastructure. PeopleSoft Cloud Manager can deploy PeopleSoft environments on both Linux and Windows virtual machines and provides you with environment management tools to make supporting those environments easier.
Certification of a quantum network functionality

We consider testing the ability of quantum network nodes to execute multi-round quantum protocols. Specifically, we examine protocols in which the nodes are capable of performing quantum gates, storing qubits and exchanging said qubits over the network a certain number of times. We propose a simple ping-pong test, which provides a certificate for the capability of the nodes to run certain multi-round protocols. We first show that in the noise-free regime the only way the nodes can pass the test is if they do indeed possess the desired capabilities. We then proceed to consider the case where operations are noisy, and provide an initial analysis showing how our test can be used to estimate parameters that allow us to draw conclusions about the actual performance of such protocols on the tested nodes. Finally, we investigate the tightness of this analysis using example cases in a numerical simulation.
Moving to the Cloud: Lift and Shift

One of the most difficult parts of any project to move an on-premise application to the Cloud infrastructure is the actual migration of that environment to the cloud – whether the cloud is AWS, Google Cloud, Oracle Cloud, or other cloud infrastructure. Oracle has streamlined and simplified this process for customers looking to move PeopleSoft applications to the Oracle Cloud and PeopleSoft Cloud Manager by providing the Lift and Shift utility. This utility helps simplify the packaging, migration, and deployment of PeopleSoft applications to the Oracle Cloud.
Aspek Perjuangan Tokoh Utama Dalam Novel Dia Adalah Kakakku: Kajian Psikologi Sastra Dan Relevansinya Sebagai Bahan Ajar Sastra Di SMA

The purpose of this research are, (1) To describe the structure of the novel Dia adalah Kakakku by Tere Liye, (2) To describe the struggle aspects of the main character in the novel Dia adalah Kakakku by Tere Liye by psychology of literature, and (3) To describe the relevance as Indonesian language teaching material in high school. The method that used in this research is descriptive qualitative, strategy that used in the research is fixed case study. Techniques of data collection is done by content analysis technique namely literature study, data validation technique with triangulation theory. Data analysis technique of this research using semiotic reading method, namely heuristic and hermeneutic readings. The result of this research are: (1) The structure of novel Dia adalah Kakakku has compatibility between elements so as to form a unity consisting of the theme of struggle, by four round character (Laisa, Dalimunte, Ikanuri, Wibisana) and two flat character (Mamak end Yashinta), and have palce setting in Lembah Lahambay, house on stilts, and strawberry gardens; time setting in the 1999, 2001, and 2021 or present, (2) Aspect of the main character’s strunggle in this novel consists of the value of willingness to sacrifice, sincerity, togetherness, courage, never give up, and democratic value, (3) The results and analysis are relevance with learning education in high school on 3.9 KD grade XII, criteria of literary covers three things teaching material, linguistic aspeck, psychology aspect, and student cultural background.
Automatic Diet Generation by Particle Swarm Optimization Algorithm

Deficient nutrition has caused high rates of overweight and obesity in the Mexican population, increasing the cases of people with diabetes and hypertension. In order to solve this, it is necessary to promote a change in the alimentation to reduce the rates of overweight and obesity. To achieve this, we propose a friendly solution to generate a change in the eating habits of the Mexicans by the generation of balance diets. Diet automation has been already created with different algorithms and applications in the past, but with a different purpose and objectives. Particularly, this work is focused on the design of balanced diets applying a Particle Swarm Optimization algorithm. The proposed methodology considers the physical characteristics of the user. To validate the accuracy of the proposed methodology several experiments were performed to asses if the proposal is capable of achieving the calorie goal in terms of the Harris-Benedict equation. The experimental results suggest that it is possible to generate diets using Particle Swarm Optimization algorithms with an error less than 10%.
LibGuides: 6th grade social studies unit on the Stone Age: Paleolithic Vs. Neolithic: How do they compare?

The following guide will be used in a 6th grade social studies class to help students learn about the the Stone Age. This LibGuide will focus on the Paleolithic and Neolithic time periods and how they compared.
A Learned Representation for Scalable Vector Graphics.

Dramatic advances in generative models have resulted in near photographic quality for artificially rendered faces, animals and other objects in the natural world. In spite of such advances, a higher level understanding of vision and imagery does not arise from exhaustively modeling an object, but instead identifying higher-level attributes that best summarize the aspects of an object. In this work we attempt to model the drawing process of fonts by building sequential generative models of vector graphics. This model has the benefit of providing a scale-invariant representation for imagery whose latent representation may be systematically manipulated and exploited to perform style propagation. We demonstrate these results on a large dataset of fonts crawled from the web and highlight how such a model captures the statistical dependencies and richness of this dataset. We envision that our model can find use as a tool for graphic designers to facilitate font design.
Complexity and Information in Invariant Inference

This paper addresses the complexity of SAT-based invariant inference, a prominent approach to safety verification. We consider the problem of inferring an inductive invariant of polynomial length given a transition system and a safety property. We analyze the complexity of this problem in a black-box model, called the Hoare-query model, which is general enough to capture algorithms such as IC3/PDR and its variants. An algorithm in this model learns about the system's reachable states by querying the validity of Hoare triples. We show that in general an algorithm in the Hoare-query model requires an exponential number of queries. Our lower bound is information-theoretic and applies even to computationally unrestricted algorithms, showing that no choice of generalization from the partial information obtained in a polynomial number of Hoare queries can lead to an efficient invariant inference procedure in this class. We then show, for the first time, that by utilizing rich Hoare queries, as done in PDR, inference can be exponentially more efficient than approaches such as ICE learning, which only utilize inductiveness checks of candidates. We do so by constructing a class of transition systems for which a simple version of PDR with a single frame infers invariants in a polynomial number of queries, whereas every algorithm using only inductiveness checks and counterexamples requires an exponential number of queries. Our results also shed light on connections and differences with the classical theory of exact concept learning with queries, and imply that learning from counterexamples to induction is harder than classical exact learning from labeled examples. This demonstrates that the convergence rate of Counterexample-Guided Inductive Synthesis depends on the form of counterexamples.
Facial Emotion Recognition using Deep Learning

Face Emotion Recognition (FER), the human face assumes a significant job in programmed acknowledgment of feelings in the field of recognizing human feelings and the cooperation among humans and PC for some genuine applications. The greater part of the revealed facial feeling acknowledgment frameworks aren't completely viewed as subject free unique highlights thus they are not hearty enough for reality. The feelings are successfully variable happenings that are evoked because of affecting power. In this way, all things considered, applications, recognition of feeling is an extremely testing assignment.
Causal inference for climate change events from satellite image time series using computer vision and deep learning

We propose a method for causal inference using satellite image time series, in order to determine the treatment effects of interventions which impact climate change, such as deforestation. Simply put, the aim is to quantify the 'before versus after' effect of climate related human driven interventions, such as urbanization; as well as natural disasters, such as hurricanes and forest fires. As a concrete example, we focus on quantifying forest tree cover change/ deforestation due to human led causes. The proposed method involves the following steps. First, we use computer vision and machine learning/deep learning techniques to detect and quantify forest tree coverage levels over time, at every time epoch. We then look at this time series to identify changepoints. Next, we estimate the expected (forest tree cover) values using a Bayesian structural causal model and projecting/forecasting the counterfactual. This is compared to the values actually observed post intervention, and the difference in the two values gives us the effect of the intervention (as compared to the non intervention scenario, i.e. what would have possibly happened without the intervention). As a specific use case, we analyze deforestation levels before and after the hyperinflation event (intervention) in Brazil (which ended in 1993-94), for the Amazon rainforest region, around Rondonia, Brazil. For this deforestation use case, using our causal inference framework can help causally attribute change/reduction in forest tree cover and increasing deforestation rates due to human activities at various points in time.
Game Edukasi Pengenalan Negara Negara ASEAN untuk Sekolah Dasar Kelas VI Berbasis Android ( Studi Kasus : SD IT Nur Hidayah Surakarta)

Current technological developments are increasingly rapid, especially in the field of gaming. In elementary school student, game is very supporting the students in the learning process in the class because elementary school students really like the game. When the material of lesson is about the ASEAN countries students will be more inclined to get bored because the introduction of maps of the country, the capital city and natural features is only on the book. Therefore, is needed to make a educational game for learning media that must be used by teachers so students do not get bored quickly in learning. Therefore, an educational game for the introduction of countries in ASEAN was made in accordance with the 2013 curriculum. The purpose of the research is to facilitate teachers in giving material and make it easier for students to teach the material of ASEAN countries. The making of this educational game uses contruct software 2. The results of the research are educational games in which there are learning materials adapted to the 2013 curriculum. Android-based educational games with files ending in .apk. Based on the results of the questionnaire conducted by the author, it can be concluded that this educational game makes it easier for teachers to deliver material and students more easily in learning the introduction material of countries in ASEAN.
Main components and stages of the hybrid-optional doctrine development

The SAT elaboration was based upon an adoption of the mathematical tool of the well-known from the statistical physics Jaynes’ principle. This implies the idea of the Entropy Paradigm (EP) conversion from the theoretical physics domain into the area of psychology, sociology, human behavioral sciences, which is indispensable at the decision making and other types of the human, natural or artificial intelligence manipulations.