Reviewerly/exHarmony huggingface dataset:
Systematic Literature Review of Text Feature Extraction

Text data has essential information in it depending on a party who can process the data. Text feature extraction techniques have opened various ways to carry out the analysis process from structured to unstructured data. Based on the development of text extraction, which is widely used today. This Systematic Literature Review (SLR) paper analyzes the methods widely used in current text extraction research studies. Writing this SLR implements the PICOC method. Trends in previous studies regarding text extraction have been analyzed in this study. The total publications used are 23 articles that have been carefully observed in a systematic literature review to answer the research questions that have been formulated.
Improvisation of Decision Tree Classification Performance in Breast Cancer Diagnosis using Elephant Herding Optimization

A recent analysis found that ductal carcinoma, another name for breast cancer, is increasingly prevalent in women any time after puberty. Their brain, bones, liver, lungs, and other organs might acquire cancer as a result of their negligence during that particular time period. Hence to diagnose the breast cancer, the Decision Tree classifier can be implemented on the gene expression data. To enhance the results provided by decision tree classifier, the Elephant Herding Optimization will be used to transform the input gene expression data in this work. Principal Component Analysis is utilized for decreasing the dimensionality of gene expression data since the dimensionality of original dataset is very huge. The experiment is carried out on the dataset downloaded from the CuMiDa website. Through experiments it is found that, transform based on Elephant Herding Optimization helps the decision tree classifier for providing improved performance.
Live Feed Emotion Detection During Project Meetings To Estimate Possible Success of Projects

This paper describes a method done to collect emotions from people's faces during project meetings in one of the companies. The work includes the built algorithm and the working of the system, including the live feed display of the information, basically the emotions detected. The work describes the handling of a large number of images captured consecutively throughout the working hours. The algorithm was built using Support Vector Machine and Image processing. Other tools were used for displaying the live results. This research can result in valuable conclusions for companies to help in estimation of the success rate of projects, based on the emotions detected during project meetings.
IoT-Based Label Distribution Learning Mechanism for Autism Spectrum Disorder for Healthcare Application

This chapter proposes an IoT-based auxiliary diagnosis method for autism spectrum disorder (ASD) that addresses the issue of label noise using label distribution learning (LDL), addresses the issue of sample imbalance using a cost-sensitive mechanism, and utilizes a support vector regression (SVR)–based method. By mapping the samples to the feature space, the label distribution learning approach overcomes the classification challenges imposed by high-dimensional features and eventually enables the IoT-based auxiliary diagnosis of multiclass ASD. The experimental findings demonstrate that, in comparison to existing approaches, the suggested method eliminates the imbalance between the majority and minority classes’ effect on the results. It successfully addresses the issue of unbalanced data in ASD diagnosis, provides more accurate and consistent classification performance, and aids in ASD diagnosis.
The Perception of Intangible Digital Tourism Heritage towards the Development of Collaborative Heritage Digital Industrial Revolution 4.0 (IR 4.0) Model

Cross-border digital tourism is possible, and international cooperation has been expanding recently.Performance in the tourism sector makes up a significant portion of Malaysia's service economy (The World Factbook, 2019).Malaysia experienced an economic crisis in 2021, which has an impact on the tourism industry.Additionally, according to data from the Ministry of Tourism, the number of visitors decline by 1.5% in March 2020.The most crucial aspects of the performance of the tourism industry, such as Intangible Cultural Heritage, will be evaluated by the model definition.This study will improvise the model by including digital viewpoints by using the hybridization technique.The preservation of intangible cultural assets is important for the economy.Therefore, safety precautions must be taken.Unfortunately, among all agendas in 21 Action Plans, none of it mentions digital heritage tourism.Therefore, participation in safeguarding efforts from society, the populace, and, when appropriate, those who are descendants of such legacy is always required.To sum up, intangible cultural heritages build links between the past, present, and future; they maintain continuity; and they alter the social structure as a result of experiences.Hence, the main objective of this study is to adopt a new Heritage Digital Industrial Revolution 4.0 (IR 4.0) Model for National Ecotourism Plan.The findings will help the government in updating the National Ecotourism Plan under NKEAs.Lastly, it will guide the government by understanding the important need of visitors and it can apply to other heritages sites in Malaysia.
Anzac Day, Same-Sex Marriage and “Eternal Damnation”: Free Speech in the Australian Public Sphere

Recent free speech controversies in Australia have given rise to deep-seated disagreement between protagonists. These protagonists seek to advance rival and conflicting imperatives in such controversies that are centred, respectively, on the defence of “free speech” and the need to limit such speech for the sake of competing ideals. This article seeks to investigate these competing imperatives and their relative priority by focusing on four recent speech controversies in Australia centred upon ANZACs, Anzac Day, same-sex marriage and “eternal damnation”. The article seeks to distinguish the four speech controversies along a number of dimensions, and to determine in which circumstances, and on what grounds, it is possible to prioritise one of these imperatives relative to the other, with the result that conclusions might be reached as to whether free speech, or limits on speech, ought to prevail.
Conclusion

Open world expectations concerning the free flow of information, persons and goods occupy an uncomfortable space between cyber victims and accused hackers. Well-conceived hackback regulations protect open world expectations from the potential chaos of hackbacks by balancing the entirely reasonable demands of private firms and governmental institutions who want to retaliate against attackers against the equally reasonable demands of law enforcement agencies, international institutions and self-governing cyber communities that want to punish or deter attackers without resorting to retaliationRetaliation.
Digital Play in Early Childhood Education: Re-conceptualization and Case Study

2019 개정 누리과정 방향에 따라 유아의 놀이 경험이 강조되고 있는 유아교육 현장에서 대면수업과 함께 원격교육이 병행되면서 디지털 놀이에 대한 재개념화가 요구되고 있다. 이에 유아교육에서 디지털 놀이와 관련된 문헌 분석을 통해 디지털 놀이 개념과 범주를 제시하였다. 또한 현직 유아교사들의 디지털 놀이에 대한 인식과 경험을 조사하였다. 본 연구의 결과, 디지털 놀이의 개념은 실세계의 놀이가 디지털로 재현되고 실제 세계와 디지털 세계의 경계가 없는 상황에서 유아가 주체로서 참여하며 디지털화된 대상물이나 상징을 활용, 변경, 구성하는 활동으로 정의될 수 있다. 놀이와 디지털 놀이는 “상호 확장적인 관계”를 가지지만 현직 교사들은 상호보완적 관계 혹은 경계가 모호하다는 관점이 비교적 높게 나타났다. 본 연구의 기대효과는 다음과 같다. 첫째, 연구에서 재정립된 디지털 놀이의 개념과 사례 분석 결과들은 개정 누리과정에서 놀이중심의 교육에 적합한 디지털 기술의 활용 방안 및 교수학습 전략을 제공할 것으로 기대된다. 둘째, 유아교육 분야의 놀이 연구 지평을 확장할 수 있는 디지털 놀이에 대한 이론적 연구의 토대를 제공할 것으로 기대된다. 더 나아가 디지털 놀이의 효과 연구를 수행하는 연구자들에게 실증적 연구의 이론적 기반을 제공할 수 있을 것으로 기대된다. In accordance with the direction of the 2019 revised Nuri curriculum, a reconceptualization of ‘digital play’ is required as face-to-face classes and distance education are paralleled in early childhood education. Accordingly, digital play concepts and categories were presented through literature review related to digital play in early childhood education. In addition, in-service early childhood teachers’ perception and experience of digital play were investigated. As a result of this study, the concept of digital play is defined as an activity in which real-world play is reproduced digitally and children participate as subjects in a situation where there is no boundary between the real world and the digital world, and utilize, change, and construct digitized objects or symbols. Although play and digital play have a “mutually expanding relationship”, in-service teachers have a relatively high view that the relationship is complementary or the boundaries are ambiguous. The expected effects of this study are as follows. First, the concept and case analysis results of digital play re-established in the study are expected to provide a method for selecting and using digital technology suitable for the play-oriented educational field in the revised Nuri curriculum, as well as teaching and learning strategies. Second, it is expected to provide a basis for theoretical research on digital play that can expand the frontier of play research in the field of early childhood education. Furthermore, it is expected to provide a theoretical basis for empirical research to researchers conducting research on the effects of digital play.
The Mediating Effect of Creative Personality in the Relationship between Early Childhood Teachers’ Playfulness and Their Play-Based Curriculum Implementation Competences

본 연구는 유아교사의 놀이성과 놀이중심 교육과정 실행 역량의 관계에서 창의적 인성의 매개효과를 검증하기 위해 실시되었다. 이를 위해 충청남도에 재직 중인 유아교사 282명을 대상으로 놀이성, 놀이중심 교육과정 실행 역량, 창의적 인성에 대한 질문지를 배부 및 회수하였다. 분석은 SPSS 23.0을 활용하여 빈도, 백분율, Cronbach’s α, Pearson 상관계수를 산출하였고, 평균, 표준편차, 왜도, 첨도를 통해 분포의 경향성과 정규성을 검토하였다. 매개효과는 The PROCESS macro SPSS version 4.1에서 4번 모형을 이용하여 검증하였고, 유의확률 95% 수준에서 표본 수 5,000개를 고정시킨 후 Bootstrapping을 통해 매개효과의 통계적 유의성을 확인하였다. 연구결과 유아교사의 놀이성이 놀이중심 교육과정 실행 역량에 미치는 영향에서 창의적 인성이 부분매개효과를 가지고 있음이 확인되었다. 이러한 결과를 통해 유아교사의 놀이성이 놀이중심 교육과정 실행 역량에 영향을 미치는 교사 개인 변인임을 확인하였고, 놀이성이 낮은 교사에게는 창의적 인성을 함양할 수 있도록 지원해 줌으로써 놀이중심 교육과정 실행 역량을 높일 수 있음이 논의되었다. The purpose of this study was to verify the mediating effect of creative personality in the relationship between early childhood teachers’ playfulness and their play-based curriculum implementation competences. To this end, questionnaires on playfulness, play-based curriculum implementation competences, and creative personality were distributed to and collected from 282 early childhood teachers working in Chungcheongnam-do. The SPSS 23.0 was used for data analysis, and the frequency, percentage, Cronbach"s α, and Pearson coefficient were computed. Also, the tendency and normality of distribution were reviewed through mean, standard deviation, skewness, and kurtosis. The mediating effect was verified using model 4 in the PROCESS macro SPSS version 4.1. The statistical significance of the mediating effect was confirmed through bootstrapping, after fixing 5,000 samples at 95% significance probability. As a result, it was confirmed that creative personality had a partial mediating effect on impact of the early childhood teachers’ playfulness on play-based curriculum implementation competences. Through the result, it was discussed that the early childhood teachers’ playfulness was a teacher’s personal variable affecting play-based curriculum implementation competences and that play-based curriculum implementation competences can be enhanced by fostering creative personality for the teachers with low levels of playfulness.
An analysis of literacy and artistic characteristics of steady sellers picture books

본 연구는 스테디셀러 그림책의 기본 정보, 문학적 특징, 예술적 특징을 살펴보는데 연구의 목적이 있다. 본 연구에서는 분석대상인 스테디셀러 그림책을 추출하기 위해 국내 주요 서점 3사의 홈페이지에서 스테디셀러 그림책 목록을 수집하여 총 47권의 그림책을 분석 대상으로 하였다. 분석 결과는 다음과 같다. 첫째, 스테디셀러 그림책은 대부분 2010년대에 출간된 작품들이였다. 환상 그림책이 35권으로 전체의 74.47%를 차지해 절대적으로 높은 비중을 보였다. 그림책 작가를 살펴보면, 국내 그림책 중에서는 백희나 작가, 국외 그림책 중에서는 앤서니 브라운 작가에 대한 선호를 보였다. 둘째, 스테디셀러 그림책의 주제는 생활·자립을 주제로 하는 그림책 16권(34.045%), 가족 12권(25.53%), 친구·놀이 11권(23.40%) 등이 비교적 높은 비율을 차지하고 있었다. 플롯은 단선형 형식을 취한 그림책이 33권으로 전체 비중의 70.21%를 차지하였고 언어 표현력의 경우, 리듬감이 있는 그림책과 리듬감이 없는 그림책이 각각 23권(48.94%)으로 동일하게 나타났다. 등장인물은 의인화된 동물이 나타나는 그림책이 26권(55.32%)으로 가장 많았다. 셋째, 스테디셀러 그림책은 4색 이상의 다양한 색을 사용한 경우가 37권(78.72%)으로 대부분을 차지하였고, 선의 경우, 단정한 선으로 표현된 그림책이 28권(59.57%)으로 가장 많았으며 공간의 경우, 입체적 3차원 공간이 27권(57.45%)으로 가장 많았다. 질감은 그리기 재료로 표현된 그림책이 39권(82.98%)으로 대부분을 차지하였다. This study aims to examine the general, literacy, and artistic characteristics of steady seller picture books. In order to select the steady seller picture books, lists of the steady seller category from three major bookstores were collected. A total of 47 picture books were used in this analysis. The results were as follows. First, most of the picture books were published in the 2010s, and 74.47% (35 books) of those were categorized in the fantasy genre. Author analysis revealed that the most popular authors were Hee-na Baek (domestic), and Anthony Brown (international). Second, observing the literacy characteristics, 16 books (34%) featured theme of life and independence, 12 books (26%) covered family theme and 11 books (23.4%) explored themes of friends and play. There were 33 books (70.21%) in s single linear plot, and in the case of verbal expression ability, picture books with and without a sense of rhythm were the same at 23 books (48.94%), respectively. As for the characters, picture books with anthropomorphic animals were the most with 26 books (55.32%). Third, when observing the artistic characteristics of picture books, 37 books (78.72%) used more than four colors, 28 books (59.57%) were expressed with neat lines, 27 books (57.45%) featured three-dimensional space, and 39 books (82.98%) contained textured pictures using drawing material.
Displaying Data in Lists

List views are probably one of the most important UI structures in iOS apps, and you’ll be hard-pressed to find an app that doesn’t use some sort of list.
Sentiment and Mobility Analysis on COVID-19 Restrictions with Autoencoder

In 2020, the world was attacked by a virus known as the COVID-19 virus. Restrictions on people’s activities were conducted in various countries to prevent the spread of the virus. However, since people were vaccinated, restriction levels have been reduced or eliminated, although the new cases of COVID-19 worldwide have not ended. People’s responses to restriction policies vary, including sentiment and human mobility. The possibility of sentiment is either support or resistance, while mobility is staying at home or not. This study analyzes the proportion between the two responses through two types of data: text for sentiment and time series for mobility. Sentiment text data is taken from Twitter and mobility time series data is taken from Google Mobility for February 2020 to April 2022. Twitter and Google Mobility data are collected from several countries using English and implementing restrictions: Australia, Canada, Singapore, the United Kingdom (UK), and the United States (US). The unsupervised Autoencoder model is leveraged to find clusters. Two Autoencoder architectures are proposed for each data type. Before being used in Multilayer Autoencoder, text data is converted to vector data by Word2Vec. On the other hand, LSTM-Autoencoder is used for time series data. Finally, hypothesis tests are performed to determine the mean between the clusters formed is the same or different, out of five countries, only Canada has a null hypothesis is accepted, that means people in Canada tend to be neutral in response to COVID-19 while mobilities are dynamics, it reveals that people in Canada obey the government’s decision on restrictions during the rise of COVID-19 cases.
An Efficient Student Attendance Scheme Based On QR Code and Device Identifier

Recently, Smartphones are considered the most prevalent items utilized in our daily life. The smartphone is used to quickly solve many problems, such as chatting, connecting to the internet, and capturing a picture through a mobile application. The use of mobile applications on a smartphone has made our lives simpler and easier. In this paper, the above-mentioned technology is employed to solve the attendance tracking problem. At most universities, attendance tracking has been done manually over the years. To solve the above issue, a student's attendance system is designed based on a quick response code (QR). The proposed system includes two types of applications: one is a website for creating QR codes by an instructor, and the other is a mobile application for taking attendance by scanning the QR code created by the instructor. After the teacher enters the classroom, he creates a QR code that the students will scan. To prevent the loss of the Internet connection, the suggested system works offline on a Local Area Network (LAN). This work verifies the student's identity based on his/her username and password as a first factor and the IMEI number related to a student’s smartphone as a second factor to prevent false attendance issues. Experimental results show the advantage of this proposed system in reducing the time-consuming attendance tracking and low hardware expenses compared to other related systems. In addition, a Smart attendance system based on QR codes provides high reliability and delivers output rapidly.
New Node Location Setting Using Random Sample Ratio In Occupancy Area On RRT Algorithm

The Rapidly Random Tree (RRT) algorithm works to grow trees gradually based on a random sampling process. Each growing branch needs to be arranged so that it can reach the target node. This arrangement is done by maintaining the distance between the edge knot and the parent knot so that they are always in the optimal direction and magnitude. This paper offers an alternative approach to adjust the position of the edge vertices in a branch based on the modeling occupancy area that can be occupied by random knots and the distance function which is formulated using the growth ratio of random samples that inhabit the target area and the area outside it. Based on the experimental results, the algorithm has succeeded in making the tree reach min = 0.5 at JI = 265 with PJ = 4.3 from the root node (1.5) and the target node (5.6). While the basic RRT algorithm has not been able to reach the target node at JI = 265 with the remaining distance to be reached is 2.7442 points.
EFL Students’ Anxiety in Oral Presentation in Thesis Examination during Covid- 19 Pandemic Era: Factors and Strategies

This research discusses EFL students’ anxiety in oral presentation in thesis examinations. This research aims to reveal the factors causing students’ anxiety and the strategy that EFL students apply to overcome/reducing their anxiety. The researchers conducted this research in Islamic Higher Education and this research used a qualitative method with a case study approach. The participants of this research were 7 (seven) EFL students that the data were analyzed using thematic analysis based on Braun and Clarke (2016). Then, the researchers used Wilson’s (2004) model semi-structured interview that the researchers arranged as the research instruments. The results revealed that the factors causing students’ anxiety generally: linguistic factors and non-linguistic factors (psychology factors, environment factors, and individual factors). Furthermore, the researchers found that EFL students apply strategies to overcome anxiety in oral presentation: preparation, relaxation, positive thinking, peer seeking, self-entertaining, and praying. Therefore, the lecturers have to know their students’ anxiety in oral presentation and they have to apply the best strategy in teaching English as Foreign Language.
Multipurpose Surveillance System

Unlike in the olden day, crime rates and security issues are very common. These become paramount in our day-to-day life. Even if we have a proper system for providing security, they too have limitations. For every surveillance [1], applications we have individual systems. For example, traffic is controlled using traffic cameras placed at every point on road. For security-based surveillance, we have different systems like home security, CCTV, theft alarms etc. These technologies can record videos, some of which will alert the user. In our recent technologies, artificial intelligence is employed with each of these systems which makes them more efficient in image recognition. Let us assume that a user needs different surveillance in a single place. He wants to invest a huge amount in arranging them because we don’t have a single system that can satisfy more than one surveillance. Thus, a novel approach for surveillance by embedding more than one surveillance on a single system is implemented to overcome some of the limitationsHere we are integrating public surveillance, home surveillance, and attendance monitor in a raspberry pi kit and using a pi cam for capturing real-time environmental and process them to provide alarms according to the usage. The system can run this surveillance individually and as a combination of any of their applications.
IDENTIFICATION ALGORITHM FACES AND CRIMINAL ACTIONS

Currently, there are a number of unresolved problems in the identification of images. If a person is wearing something on their face, such as a mask or glasses, or at some point part of the face is covered by clothing, hair or an object, then the video surveillance system may lose sight of the person. Identification deteriorates significantly, and recognition of a person occurs only after some time. The purpose of this work is to improve the existing methods of recognition. The paper proposes an algorithm based on the multi-cascade method and the object detection method. This algorithm is able to identify a person by the actions of a criminal nature and by the face by highlighting some parts of the face in the form of squares and rectangles using the computer vision library. As a result of testing, the algorithm showed high detection accuracy using a GPU with 16 GB of video memory.
ANALYSIS OF THE BEST PRACTICES FOR FORMING A DIGITAL EDUCATIONAL ENVIRONMENT IN PRESCHOOL EDUCATIONAL ORGANIZATIONS

The article contains an overview and analysis of the best practices for the formation of the digital educational environment in preschool educational organizations. In the theory and practice of preschool education, the problem of developing the theoretical and methodological foundations for the digitalization of preschool education as the first level of domestic education has matured. A number of external and internal contradictions have arisen in the formation of a digital educational environment, including the contradiction between the need for its formation and the lack of specific methodological recommendations based on scientific foundations. In this regard, it is necessary to study the best practices in the formation of the digital educational environment, analyze and summarize the existing experience. The article reviews and analyzes the experience of a number of preschool educational organizations in the Russian Federation and neighboring countries. It has been revealed that, in general, the experience of forming the digital educational environment is described in fragments, it presents some replicated digital educational technologies, individual elements of the leader’s digital constructor. The publications also reflect the experience of digital support of traditional educational technologies and the use of modern digital equipment created specifically for the cognitive development of children: interactive sandboxes, interactive floors, etc. In the practice of preschool educational organizations, the introduction of digital technologies into the educational process is associated with certain difficulties: personnel, material and technical, financial, organizational, etc. In general, in the analyzed experience, there are tendencies of humanization, democratization, axiologisation of the formation of the digital educational environment. There is a need for a comprehensive development of the theoretical foundations for creating the digital educational environment, building its holistic, consistent model.