Reviewerly/exHarmony huggingface dataset:
The Ontological Status of an Artistic Image on the Example of Acting (II): Creation of a Stage Image

Relevance. In this work we continue to develop the range of problems raised in the first article, which shows that the ontological status of an artistic image is made up of its "materiality", sign-symbolic and metaphysical components. An urgent problem for the theory and philosophy of the theater is the development and substantiation of the processes of synthesis of the imagination and physicality of the actor in practice, in the embodiment of the stage image. The purpose is on the basis of the philosophical and methodological analysis of theatrical practice we are going to show that the embodiment of a stage image in a theatrical performance is possible only under the condition of a joint maximum concentration of perception, both by the actor and the spectator. Objectives: on the basis of various theatrical concepts and ideas of quantum-synergetic anthropology we plan to consider the formation of a stage image in practice; to reveal the relationship of the ontological status of this image with the problem of the unity of consciousness and body; to identify the features of the audience's perception of the game and the unique characteristics of theatrical practice as a post-non-classical practice. Methodology. Historical and philosophical approach to the problems of perception and the correlation of corporality and consciousness; philosophical reflection, hermeneutical method, methodology of generalized corporeality in quantum-synergetic anthropology. Results. The concept of a creative impulse of a theatrical action is introduced as an interpretation of the concept of A. Bergson's creative impulse in theatrical practice. As a result of the study, it was found that the completeness of the perception of the stage image mainly depends on the integrity of the states of the actor's generalized corporeality in the acts of the "creative impulse" of the theatrical action. Conclusions. The theatrical production gives the viewer much less space for interpretation (compared to other non-stage art forms) in the process of being captured by the general action, although, of course, it does not completely deprive him of this freedom. The ontological status of the stage image represents the integrity of the processes of the generalized corporality of the actor and the audience's perception.
AutoDiagnosis: Automatic Data-Driven Configuration of an Automotive Fault Diagnosis Algorithm Using Noisy Two-Stage Optimization

Several different methods for fault detection and isolation (FDI) have been proposed for various applications. Many of these methods rely on performance critical parameters, which usually need to be set by the designer, potentially leading to suboptimal designs. This contribution presents a two-stage optimization approach to find the optimal configuration for an automotive exhaust gas treatment FDI algorithm. The FDI algorithm is configured and validated using measurement data from a demonstrator car. Challenges are a large design parameter space (16 parameters), a noisy objective function and substantial computational cost when evaluating the FDI function for one configuration. These issues are addressed by using noisy Bayesian Optimization and Tabu Search. The presented approach shows superior validation performance in comparison to particle swarm optimization and random search. It consistently outperforms the default parametrization and gives the designer an insight into which parameters contribute the most.
A Subject-aware Attention Hierarchical Tagger for Joint Entity and Relation Extraction

Joint entity and relation extraction aims to detect entities and relations from unstructured text by a single model. This task becomes challenging due to the problem of overlapping relational triples and the lack of internal interaction of triples. In this paper, we propose a Subject-aware Attention Hierarchical Tagger (SAHT) to overcome these challenges. Firstly, this model identifies all subjects through a subject tagger. Secondly, the subject-aware attention mechanism that incorporates the subject features is designed to construct the specific sentence representation for each subject. Finally, the object multi-relation tagger is utilized to extract objects and relations by this representation, and this process is regarded as a multi-label task. Based on this hierarchical extraction, SAHT can make full use of the internal characteristics of subjects to closely contact with the corresponding objects and relations. Experiments on two public datasets demonstrate that our SAHT achieves significant improvement in extracting overlapping relational triples compared with previous joint extraction models.
Evaluating XR Techniques in Air Travel Design for Early Technology Readiness Levels

Extended Reality (XR) is an emerging technology and potential tool to support the creation of design concept sketches for remote review and evaluation. Design and engineering for air travel can be a lengthy and expensive process, interfering with rapid innovation. In the field of air travel design, researchers, designers, and engineers have been studying the use of XR (e.g., Virtual Reality and Augmented Reality) to support design workflows and comparing this technique to traditional industrial design methods. Early steps in aerospace design, i.e. research and brainstorming, have largely employed traditional methods, including sketching concepts and eliciting user feedback on early development work. In recent years, XR tools have been adopted to augment the design process and help drive innovative solutions, such as using virtual (VR) and augmented reality (AR) for simulated architecture design. However, XR development has primarily focused on simulating experiences; comparatively fewer resources are available to support the implementation of XR in the early phases of the design workflow. In response, this study investigated the application of XR techniques to support the early stages of the air travel design workflow with a focus on the industrial design contribution to the process. Specifically, the study evaluated the use of XR techniques to support the early stages of design within the Technology Readiness Levels (TRL) framework. The study used VR as a tool for 3D sketching and VR/AR hardware and software to engage users in evaluating the 3D design sketches generated using VR. The concepts generated were related to aircraft cabin concepts focused on a timely event, namely, creating concepts to support air travel during the COVID-19 pandemic.The study consisted of two phases: (1) comparing sketching in VR to traditional sketching methods from the researcher’s first-hand experience; and (2) the distribution of traditional 2D versus 3D VR developed sketches for design and evaluation. In Phase 1, we compared the use of VR versus traditional methods for design sketching by way of journaling first–person experience. In Phase 2, 2D and 3D sketches developed were shared in an online survey with two user groups: designers and non-designers (general population). These groups reviewed the sketches remotely via an online survey, and their experience was evaluated using the System Usability Scale to evaluate the system (traditional 2D illustrations versus VR/AR simulation). The designers completed an additional questionnaire (Technology Acceptance Model) to evaluate the ease and usability of the use of XR techniques in designer workflow. This paper presents initial results of Phase 1: A comparison of VR vs traditional sketching. An analysis of Phase 2, with a focus on the sharing of completed designs as traditional sketches vs VR/AR simulation is underway. The findings will support the development of best practices for embedding XR within the aerospace design and evaluation process.
Improved Data Segmentation Architecture for Early Size Estimation using Machine Learning

Software size estimation plays an important role in project management.According to the report given by Standish Chaos, about 65% of software projects are beyond companies budget or overdue; which could have been saved if an early estimation was imposed.Though the software size can't be measured directly, but it is related to effort and hence a low effort will lead to low size.The calculation of effort depends upon how the data is organized or segmented.This research paper focuses on the improvement of data segmentation in order to reduce the effort and parallel the size.In order to improve the segmentation architecture, the project data is divided based on the similarity indexes which the projects have in between their attributes.Three similarity measures were used namely Cosine Similarity (CS), Soft Cosine Similarity (SC) and a hybrid similarity index which combines CS and SC.Based on these similarity indexes, the project data is divided into groups by Kmeans algorithm.In order to estimate the size, the co-relation between the formed groups are calculated.To calculate the correlation, Mean Square Error (MSE), Square Error (SE), and Standard Deviation (STD) is calculated and the normalized parameters are used to evaluate the software size.
Digital Learning Experiences in virtual Museums

Due to the COVID-19 pandemics, the virtual space became relevant in teaching practice. It has been necessary to find new ideas to teach, being this the perfect setting where the virtual museum is seen as a space for teaching and learning. In today's digital ecosystem, there are many resources, so the educational application of these resources makes them interesting, exciting, and relevant. The research’s objective is to create a virtual museum articulated with the axes and areas of development and learning of the national curriculum of Ecuador for pre-school children and to analyze the effects on the teaching-learning process. With the opening and democratization of the knowledge of these cultural centers, it is possible to create synchronous and asynchronous learning experiences and explore fine arts world by selecting artworks, figures and objects that allow meaningful learning. The methodological design of this study is based on the qualitative-quantitative paradigm, with the participation of teachers and pre-school children, integrating collection, analysis and interpretation of quantitative and qualitative data, as well as experts’ criteria about the subject, which allowed obtaining data concerning the use of virtual museums and the applicability of relevant interactive resources. With the focus group technique, 30 children aged 4 to 5 years old expressed their opinions, feelings, and experiences, generating an enriching debate about users’ experience in the virtual museum. The design of the museum was developed on a platform that allowed the creation of a guided visit circuit similar to that of a physical museum, where the teacher becomes a mediator and interpreter of this new virtual museology focused on the user. The results are encouraging with a pertinent design and according to the national curricular logic. Promoting the use of other non-formal spaces, highlighting the importance of cultural centers use such as physical or virtual museums and routes as well as city or world’s corners to develop learning sessions, and expanding the scope of visits to the physical and virtual museums in a kind of hybrid didactics will be the subjects of this research.
(Non-)Human Education in the Capitalocene

In this chapter, I deal with four different approaches concerning posthuman education. These four are humans morphing with technology, human and other animals, the posthumanities, and the end of humanity. I connect these four approaches to potential pedagogical concerns and the idea of a democratic world. The Work of Donna Haraway (Anthropocene or Capitalocene: Nature, history and crisis of capitalism. Kairos, 2016a, Staying with trouble: Making kin in the Chthulucene. Duke University, 2016b), Vinciane Despret (What would animals say if we asked the right questions? University of Minnesota, 2016), and Hallam Stevens (Life out of sequence: A data-driven history of bioinformatics. University of Chicago, 2013) to stress the importance of the rise of the Capitalocene and posthumanism.
What Are You Looking At? Using Gaze Following to Understand Web Browsing on E-commerce Sites: Insights from Eye-Tracking: An Abstract

Although website designers consider aesthetic appeal and usability in designing web pages, it is important to understand which areas of website or design elements are more appealing and informative to visitors than other design elements. Visitors will most likely be more inclined to spend more time looking at more appealing design elements than others. In turn, these appealing design elements will have greater influence on the purchase behavior of site visitors than other elements on the site. Two underlying processes might play a role in directing visitors to pay more attention to certain areas of the site as opposed to other areas: inward bias and eye gaze following. The objective of this research is to examine the effect of inward bias and eye gaze following on the web surfing behavior of individuals on e-commerce sites. Essentially, inward bias means that in framed images people prefer those images in which figures/people face inwards as opposed to outward, particularly when these figures/people are located away from the center of the framed image toward the periphery (e.g., Chen and Scholl 2014; Minton, Sperber, and Hernik 2020; Palmer and Langlois 2017; Palmer, Gardner and Wickens 2008). The space in front of the person in the image is inherently more interesting than the space behind the person in the image because it represents the area where future action will take place. Gaze following can be defined as “the act of following another person’s line of regard” (Brooks and Meltzoff 2014, p. 171). Also, called deictic gaze, it “indicates spatial attention, suggests future actions, and defines the target of facial signals” (Shepherd 2010, p. 1). It serves as the basis of joint attention. The direction in which a person is looking indicates the objects he or she may be paying attention to, his or her interests, and possible intentions with respect to that object (Bock, Dicke, and Thier 2008). In an experimental study (female participants, n = 66) using eye tracking technology (Tobii screen-based eye tracking hardware, X3-120, and Tobii studio software) this study found evidence of inward bias among users of e-commerce sites. Also, although evidence was found that supported operation of eye gaze following, it was not conclusive. These findings have implications for designers of e-commerce sites in terms of how models and other elements of the page could be oriented to make them more appealing to shoppers and potentially produce more positive results.
Structure and Content of Social Competence as One of the Key Competencies in Higher Professional Education

The author elaborates on the structure and concept of social competence being one of the core competencies in higher professional education. A comprehensive analysis of various approaches to the structure and content of this phenomenon developed by both domestic and foreign authors has been presented in this article. A generalized description of the structure and content of social competence among core competencies of the individual is also given by the author. In conclusion, the necessity of developing skills of social interaction in the process of professionally-oriented teaching is considered.
Evaluation Test Generation Model Using Degrees of Difficulty and Keywords

With the restrictions related to “face to face” teaching activities, they have developed in a way fast online and video teaching and evaluation mechanisms. In addition to the means developed on online evaluation-related platforms, many researchers have developed their test models. In this paper, we present a test generator model based on genetic algorithms. The tests are created starting from a certain degree of difficulty and a list of keywords that their questions must contain.
Non-content Message Masking Model for Healthcare Data in Edge-IoT Ecosystem Using Blockchain

Blockchain technology deals with the cryptographic decentralized database information storage and sharing among peer-to-peer (P2P) nodes immutably. Recent growth in decentralized edge-Internet of Things (IoT) ecosystem has aroused the issue of man-in-the-middle attack due to the inherent vulnerability of resource-constrained system-pool involvement. Thus, an extreme privacy-aware support in such context is required for hiding of non-content transactions in the absence of central monitoring authority. This paper proposes a novel decentralized non-content message masking system model in covering P2P edge-IoT decentralized framework (DTC). We also characterize the proof of work, non-content message masking scheme, masked broadcasting feature and plausible deniability pacifying approaches.
Improving the Robustness of EPS to Solve the TSP

Embarrassingly Parallel Search (EPS) parallelizes the search for solutions in CP by decomposing the initial problem into a huge number of sub-problems that are consistent with propagation. Then, each waiting worker takes a sub-problem and solves it. The process is repeated until all the sub-problems have been solved. EPS is based on the idea that if there are many sub-problems to solve then the solving times of the workers will be balanced even if the solving times of the sub-problems are not. This approach gives rather good results for solving the Traveling Salesman Problem (TSP). Unfortunately, for some instances, sub-problems with extremely different solving times appear, for example one requiring a huge part of the total solving time. In this case the load balancing is poor. We show that a general increase in the number of sub-problems does not solve this imbalance. We present a method that identifies the presence of difficult sub-problems during the solving process and decompose them again. This method keeps the advantages of EPS: the communication is very reduced (the workers do not communicate with each other) and it is independent of the solver. Experimental results for the TSP show a good improvement of load balancing and a better scaling with hundred of cores.
A Trajectory Optimization Strategy for Merging Maneuvers of Autonomous Vehicles

In this paper we address the merging problem for Autonomous Vehicles (AVs) in presence of moving obstacles. The AV is required to follow a given desired path with a nominal (path-dependent) velocity profile, while keeping a desired safe distance with respect to moving obstacles. By using a new set of coordinates and a Virtual Target Vehicle (VTV) perspective, we propose a trajectory generation strategy to compute the (local) optimal collision-free trajectory that best approximates the desired one. In the proposed strategy, we exploit the extra degree of freedom of the VTV in order to generate a time parametrized reference, which helps to find the right space-time gap to perform a safe merging maneuver. We show the efficacy of the proposed strategy through a set of numerical computations and highlighting the main features of the generated trajectories.
SuperWarp: Supervised Learning and Warping on U-Net for Invariant Subvoxel-Precise Registration

In recent years, learning-based image registration methods have gradually moved away from direct supervision with target warps to self-supervision using segmentations, producing promising results across several benchmarks. In this paper, we argue that the relative failure of supervised registration approaches can in part be blamed on the use of regular U-Nets, which are jointly tasked with feature extraction, feature matching, and estimation of deformation. We introduce one simple but crucial modification to the U-Net that disentangles feature extraction and matching from deformation prediction, allowing the U-Net to warp the features, across levels, as the deformation field is evolved. With this modification, direct supervision using target warps begins to outperform self-supervision approaches that require segmentations, presenting new directions for registration when images do not have segmentations. We hope that our findings in this preliminary workshop paper will re-ignite research interest in supervised image registration techniques. Our code is publicly available from https://github.com/balbasty/superwarp .
Mining design elements of household medical products based on user comments

With the change of people's health concept, the increase of sub-health population and the aggravation of population aging, the proportion of family self-care in China's medical system has gradually increased, and the popularization of household medical products is unstoppable. Due to the lack of research on the user needs of household medical products, the problems of inconvenient use and unsightly shape of existing household medical products are gradually emerging. Therefore, it is very necessary to mine the real needs of users and study the user satisfaction degree of products.This paper uses user online comment mining technology to mine the characteristics and design elements of household medical products concerned by Chinese users. Firstly, we use the web crawler technology to obtain the online comment data of household medical products from the e-commerce platform, and then mine the product features concerned by users from the comment text, which provides designers with the main design elements of household medical products. Then the product features are clustered by different topics, and finally the user attention degree of product features with different topics is calculated. It is found that users of different types of household medical products pay different attention to the product characteristics of different topics, but the product characteristics of rehabilitation products are similar to treatment products in the user's attention.
Several aspects of assessing reliability of bibliographic data in the reported scientific publications

Being a scientific institution, RNPLS&amp;T promotes science and education and dissemination of scientific knowledge through providing access to hybrid integrated information resources. The Library delivers reliable information and offers information services to the interested divisions of the Ministry of Science and Higher Education of the Russian Federation. Researchers use the library for their studies and publications as a point of reliable access to demanded information. Traditionally, the users operate on the data they can find in the publication, including bibliographic references cited in an articles or a monograph. Unfortunately, some cited works might turn incorrect or even non-existing. Over-reliance may result in replication and multiplication of errors and dissemination of unverified information. While discussing plagiarism, we are missing no less important problem of reliability of bibliographic data on scientific publications, their accurate reflection in Russian and international databases. Within the framework of the state orders for the years 2016–2021, the RNPLS&amp;T Working Group has accumulated experience in this area, analyzed the most critical mistakes to be avoided when preparing research articles or qualification works, independing on thematic domain. For the study, the bibliographic data of over 15,000 scientific articles and 1,200 monographs were analyzed.