Reviewerly/exHarmony huggingface dataset:
Enhanced Honey Bee Load Balancing in Large Heterogeneous Cloud Environments

Recently, abundant domains such as education, healthcare, science, finance and many other applications have been popular to establish the recent contemporary content-based applications. These applications need large gathering, generation and processing of data and have all of them in a big heterogeneous system consisting of a diverse range of public/private cloud systems that are dispersed geographically. With this context, provisioning and allocation of resources become a great challenge to distribute modern systems because of unpredictable workload that change or fluctuate during their execution. To cope with this, an adaptive algorithm, namely enhanced honey bee (EHB) load balancing algorithm, is proposed. The main aim of this algorithm is to distribute the workloads of numerous network links to avoid overutilization and underutilization of resources through self-aggregation and the concept of foraging nature of honeybees. This is achieved by assigning the ready tasks to virtual machine (VM) by satisfying two yardsticks. One is that the tasks count of the current available VM should be lesser than other VMs and second is that the deviation/variation of the processing time of current VM from the meantime of processing in all VMs should not exceed the predetermined threshold. The evaluated empirical results show efficiency of the proposed EHB model through the response and processing time, deviation of load and the extent/degree of the imbalance.
Elicitation of knowledge from a defence expert

Abstract The aim of this work is to understand the way that a defence expert defines the concept of importance in relation to the ideas contained in a scientific document. The expert’s views on the importance of the concepts in this document were elicited in two phases. In the first phase, the expert was asked to summarise an eight-page document on the effects of electromagnetic fields on propellant combustion. Completion of this task generated a series of ’key points’. Phase two of the methodology was a sit-down interview with the expert. This interview comprised three parts: asking the expert to talk through why each of the key points were important, asking the expert to sort the key points into categories according to how important they are and then asking the expert to generate categories of why the points are important. The techniques used for expert elicitation proved highly successful in relation to this domain of knowledge. Not only were the procedures able to extract the underlying categories through which the expert structured their understanding of the field, but the results indicated reliability in the content of knowledge extracted through different methods. Subsequent papers in this project compare this work to parallel analysis conducted using Natural Language Processing tools.
Schematic and structural optimization of group water supply systems

Abstract Group water supply systems (GWSS) are designed for centralized water supply of settlements located in waterless areas and remote from drinking water sources. GWSS are an object of increased attention, have a great social and environmental significance, require significant capital investments and financial resources for operation, ensuring the required reliability and manageability. Therefore, the issues of optimization of design solutions for the structure and parameters of structures are relevant and require improvement and development of methodological and software solutions to these problems. The paper proposes a method of redundant design schemes and a method of schematic and structural optimization based on a sequential and iterative solution of two problems: for a fixed value of flows in the graph of the redundant scheme, network parameters are optimized (pipeline diameters, heads, and the composition of pumping stations); with fixed network parameters, the problem of the distribution of water flows is solved in the GWSS.
Touch and Go: On the use of proprioception to convey a meaningful experience in virtual reality

Proprioception is the usually unconscious ability to monitor the position of our body in the world.Two aspects of proprioception may be of particular interest in the construction of virtual reality environments.The first, proprioceptive memory, occurs when a recalled position of our body overrides the actual position of our body or limb.The second, proprioceptive drift, occurs when the sense of ownership of part of our body is transferred externally.The abstract navigable virtual reality environment The Sonic Stage employs these two aspects of proprioception to enhance the place illusion and plausibility of the environment.Proprioception.
Efficient Bernoulli Probability Distribution Estimation for Arithmetic Coding

State-of-the-art arithmetic coding utilizes finite state machines to select symbol probability estimates from the predefined finite set, resulting in inherently limited precision and increased code length. This paper presents novel method for Bernoulli probability distribution estimation, based on low pass filtering with varying dominant pole. This solution uses integer-only arithmetic, without multiplication or division operations, thus providing significant reduction in required resources of IoT devices.
A Cooperative Storytelling Card Game for Conflict Resolution and Empathy

In this paper we present a prototype for a cooperative storytelling card game focusing on the resolution of conflict and empathy in a narrative. The story-making process in the proposed prototype design is based on Maslow’s hierarchy of needs, and consists of five types of story cards(characters, setting, objects/actions, goals, and emotions) as its story elements. We have developed and tested a prototype game using Unity3D game engine on an Android platform with two play modes - single-player and multi-player. In the multi-player mode, three players can play together: each player is assigned the role of an initiator, a conflictor and a mediator in wireless network environments. Our ultimate goal is to encourage players to empathize with other players by letting them create and resolve (or mediate) emotional conflicts through the process of perspective-taking in a collaborative storytelling game.
Expanding and Embedding a High-Level Gesture Vocabulary for Digital and Augmented Musical Instruments

This paper reports ongoing initiatives to explore how digital and augmented musical instruments gestural vocabulary is developed over time, and how embedding the high-level gesture descriptors in those instruments can fomenting their use and contribute to their maturity toward established music instruments. The instruments included in this research are the T-Stick (Digital Musical Instrument), and the GuitarAMI (Augmented Music Instrument). Finally, we discuss present and future strategies for instrument longevity for the presented instruments.
Dimensions of the Transmedia Design

The transmediality consists of products, practices, and processes involving stories expanded in various media, either through strategic market actions or spontaneously by his prosumers. It ranges from ARGs to the complex entertainment franchise systems. In this context, it is possible to perceive an expressive design role, facing complex interfacial instances, with their respective actors, platforms, and markets. Therefore, this work, derived from an exploratory investigation that resulted in the TRADE System’s conceptual framework (Sens in Design transmídia: um sistema para análise e criação das interfaces de mundos narrativos multimidiáticos ), aims to present and discuss the different dimensions of transmedia design, as well as their components. The results point to a discussion about the design potentials and limitations in the analysis and creation of multimedia storyworlds.
Influence of data aging on artificial and living systems

This paper is an introductory part of studies focused on various aspects of the ageing of data /information/ knowledge. This article introduces basic concepts of problem area under study and then is mostly focused on relations existing among data, concerning artificial, natural and living systems, being represented by the values of their parameters or their states, either certain or uncertain, and described by corresponding structures, which all are exposed to the impacts of independent factors. The attempt used in this paper stems from the theory of prediction diagnostics. The study presents that standard concepts and tools of prediction diagnostics can be efficiently used for solving some tasks of data ageing as well. This is valid for certain processes of data ageing within the area of Smart Cities e.g. Alternative aspects of data ageing based on concept of system time or focused on ageing because of context decline, or ageing of respective grammars are out of the scope of this paper. The authors intend to publish their view on these problem areas in near future.
Survey of Fraud Spotting Techniques

Fraud  spotting is a topic  applicable to many  industries including  banking  and  financial  sectors, insurance, government agencies and  lawn  for cement and  more… Through  the  use of sophisticated data mining tools, millions of transactions can  be searched to spot patterns and detect fraudulent transactions. Spotting  fraud  involves  monitoring  the  behavior  of  users ' populations  to  estimate,  detect or  prevent unwanted behavior. Undesirable behavior is a broad  term  including  violence, theft  invasion, and  defaulting accounts. This  paper provides  an  overview  of  current techniques  used in  spotting  credit   card   fraud, spotting telecommunications  fraud,  and  spotting computer intrusion. The  purpose of  this  paper is  to provide an in-depth review of various techniques for detecting fraud...
Supporting Information Recall for Elderly People in Hyper Aged Societies

As people become elderly, they often suffer from memory loss. This can present itself in a conversation where the participants cannot recall, for example, the name of a place they visited or a person they met. In this work, we present a support system for people in such situations that 1) recognizes utterances that trigger situations where information recall is required and then 2) retrieves the necessary information from data sources such as news articles. Our system is composed of two modules: a recognizer for utterances that trigger information recall and a search engine to retrieve necessary information. We describe the task of detecting utterances that trigger information recall and present a novel corpus. Then, we present the details of the search engine. The performances of baseline models for detecting utterances that trigger information recall suggest that these models achieve excellent performances in terms of recall but there is still have room for improvement in terms of precision. Moreover, the performance of the overall proposed system suggests that the retrieval task is somewhat difficult and merits further investigation.
Research on Usability Evaluation and Redesign of Treadmill Man-Machine Interface

The objective of this study was to propose a redesign solution to improve the user experience of the treadmill by evaluating the product usability. It was used the following methods: First, the human-machine interface between the user and the treadmill was evaluated using the subjective and objective multidimensional usability assessment method. Among them, the objective usability assessment is based on behavioral indicators (task completion time, task success rate) for analysis; subjective usability assessment uses a questionnaire based on user subjective evaluation. Secondly, combined with the subjective and objective evaluation of experimental results, the treadmill human-machine interface improvement suggestions are proposed and redesigned. Through the results of the experiment, we find that the human-machine interface of the treadmill has great problem with information management and button design. The interface contains too much information in each level and ranks in confusion. Besides, it shows low usage rate on certain buttons, which means a bad design on the usage flow. For a improvement, we select the features of the interface and redesign the interface by ranking the features by the users habits and importance of the features. We redesign the physical buttons into a touch screen but retain the position of each functional button. At the same time, we adjust the vibration feedback for users to reduce distracted from running.
Adaptive HTF-MPR

Deep neural networks are widely used in many artificial intelligence applications. They have demonstrated state-of-the-art accuracy on many artificial intelligence tasks. For this high accuracy to occur, deep neural networks require the right parameter values. This is achieved by a process known as training . The training of large amounts of data via many iterations comes at a high cost in regard to computation time and energy. Optimal resource allocation would therefore reduce the training time. TensorFlow, a computational graph library developed by Google, alleviates the development of neural network models and provides the means to train these networks. In this article, we propose Adaptive HTF-MPR to carry out the resource allocation, or mapping, on TensorFlow. Adaptive HTF-MPR searches for the best mapping in a hybrid approach. We applied the proposed methodology on two well-known image classifiers: VGG-16 and AlexNet. We also performed a full analysis of the solution space of MNIST Softmax. Our results demonstrate that Adaptive HTF-MPR outperforms the default homogeneous TensorFlow mapping. In addition to the speed up, Adaptive HTF-MPR can react to changes in the state of the system and adjust to an improved mapping.
Docuverse Despatch

Since the 1993 paper on Information Farming[5], hypertext has grown in scale and in the degree of its collective editing and use. This paper reflects on what these changes in scale and volume mean for the task of the information farmer and asks if we understand the skills and tools needed for the task of sustaining the docusphere.
Web-based Teleoperation System for Learning of 3D Prototype Designing and Printing

This research proposed the design and development of the web-based teleoperation control system for learning of 3D prototype designing and printing. The system was used as a supplementary education tool that integrated between technology development and learning approaches such as blended learning, project-based learning, and creative-based learning. The proposed system provided a sharing resource and resource utilization via the computer network. The students could access to learn, design, and observe the real process of 3D prototyping via the web pages. The system allowed the user to print 3D prototype via uploading a CAD file to the web server. The CAD file was then approved to be printed as a 3D prototype by the teacher and the admin. Afterward, the system managed the printing queue and displayed 3D printer status including video feedback from the 3D printer for the user. The actual teleoperated 3D printing system was installed at the FIBO building in Thailand and it could be accessed via the website. The proposed system has been used by 265 participants from 5 regions of Thailand, including Thai high school students, vocational students, and teachers. The experimental results showed that the learning achievement of students got improvement up to 30.13% by comparing average T-scores of pretest and posttest. The teachers and students showed a very good level of satisfaction on using the proposed teleoperation system for learning of 3D prototype designing and printing. Finally, this proposed system utilized the advance technology to increase the self-motivation in learning and promoted the concept of resource sharing in order to reduce the educational inequality.
Investigations on Monitoring Sensor Usage and Decision-Making: A Case Study in an Elderly Care Facility

This paper discusses the usage of a robotic monitoring device and decision-making by staffers at a care facility. The target monitoring device is a commercial product (Silhouette Monitoring Sensor, King Tsushin Kogyo Co., Ltd.) that monitors a person on a bed through silhouette images. We conducted research at a care facility before and after it started using the monitoring device, and recorded device operations and alert outputs over a three-month period. We conducted interviews in meetings to understand the decision-making processes of the staff. Through these interviews and by studying data logs on the device we detected changes in the usage of the device and leaned the reason for the changes.
An Interactive Coffee Table: Exploring Ludic Engagement During Lunch Breaks

University classes may be demanding and tiring. The lunch/coffee breaks are the opportunities to reload energies for the next hour by interacting with other students and have fun together. Technology can help in enhancing this positive experience. Thus, we used the Interaction Design process to study the needs for a digital solution, which can enhance a ludic experience during lunch breaks in schools and developed an interactive prototype. Through interviews and observations, we explored what students considered ludic during breaks. Socializing in common areas and being involved in activities that require collaborative engagement, was highlighted. We used the assumptions of ludic design discussed by Gaver et al. [1] for designing our prototype, an Interactive Coffee Table, called Willy’s Pond. The solution consists of a tabletop transformed into a digital pond for Willy, the fish, to swim around. The prototype was tested in a natural setting with approximately 25 students in groups and individually. We found that the Interactive Coffee table enhances the ludic experience. Moreover, a relevant finding was that collaborative engagement was seen as a critical element for ludic design in addition to Gaver et al. [1] assumptions for designing for a ludic experience.
Babe: An Experience Sharing Design for Enhancing Fatherhood During Pregnancy

The distribution of family responsibilities between men and women is still unfair in modern families. The design theme of this work particularly focuses on the issue that father-to-be often lacks the awareness of fatherhood. For this purpose, several design research methods such as literature research and questionnaire were applied to explore the relationship between female and male during pregnancy. According to the research and analysis results, the user needs can be identified: males' consciousness of being a father should be enhanced and father-to-be should be encouraged to be more proactive in caring for the fetus and wife. Therefore, a pair of wearable devices for couples is designed, which enables the male to feel the fetal heartbeats and movements in real time. Through this way, father-to-be can also share part of females' experience during pregnancy. At last, a prior usability test was performed in a laboratory environment. Both the usability of the wearable devices and the supportive application were tested. In conclusion, Babe provides a new way of interaction and creates an artificial connection between father and fetal. Sharing experience through devices can be a creative way of alleviating gender conflicts.
Dive2Views: A Mobile Camera Application that Dives into Another Device’s Camera View

As one of the attempts to propose an interaction design of using multiple devices in collaboration, we devise an application that allows users to use another camera's image through their smartphones by simply directing their smartphone's camera toward the other camera. By using this application, taking photos from any vantage point becomes possible, while remaining at the same location. We implement a prototype application and confirm that it is possible to switch to images of multiple cameras. Moreover, it is also possible to capture a scene from any direction from the viewpoint of other cameras as we introduce 360-degree cameras as target devices to connect. We expect this interaction would provide an impression of diving into the other camera's view. The objective of this research is to design such a new experience, but not to realize the function of connecting dynamically with other cameras. We would like to design an interaction that makes a user feel it natural for using the function. Experiment results with a prototype convinced us of the validity of the interaction design.
Research on Visual Search Performance of Security Inspection Operations Based on Eye Movement Data

In order to improve the visual search performance of security inspection and ensure the transportation and public safety environment, experiments for visual search performance of security inspection operations is carried on. Tobii X2-30 is used for dynamic visual search experiments to study the effect of moving speed, the moving direction, and the number of search backgrounds on visual search performance. SPSS data analysis soft was used to analyze the eye movement data such as fixation count, average of fixation time, saccade count, and total saccade duration. The comprehensive search performance is the highest when the moving speed is 2.0667 m/min. And the phenomenon of missing detection would occur when the moving speed reaches 2.2 m/min. The search performance of a complex search background was higher than that of a single search background, and the search pattern moving from right to left is more conducive to improve the efficiency of visual search. Security inspection performance can be optimized in velocity, moving directions, and search background.
Enhanced Monomodal Image Registration Process With Cuckoo Search Algorithm

Abstract Medical image registration is one of the processes involved in medical image analysis. During the process, an image will be computed and transform it for mapping the reference image to the target image to analyze the similarity merits as to help in diagnosis the situation in the medical field. However, the accuracy of the image registration is in question, might be improved if we can make use some optimization during the image registration process. In this research, we propose an enhancement of image registration algorithms based on monomodal registration by incorporating Cuckoo Search (CS) method for Lévy flight generation while simultaneously modifying and optimizing it to work on MRI image scanners, specifically to detect brain cancer. The performance of the proposed monomodal registration with CS algorithm was compared with basic traditional monomodal registration. The experimental results were validated by measuring the Normalized Mutual Information (NMI) and CPU run-time for all cases investigated. Our results show that the proposed monomodal registration with CS algorithm achieved the best 2% improved in NMI results and 42% reduced in CPU run-time. The method evolved to be more promising and computationally efficient for medical image registration.