Reviewerly/exHarmony huggingface dataset:
Holographic Application of Endemic Origami Animals from the Galápagos Islands that Self-Folds

This paper presents the development and validation of a mobile application that explains the fauna of the Galapagos Islands through a 3D holographic visualization technique. The three-dimensional figures are step-by-step self-fold using the Japanese Origami technique. In this way, the user can see how a piece of paper takes life and becomes, by itself, in complex figures of endemic animals of the Galapagos. Complementary to this, the application teaches about relevant aspects of the natural environment where such species live. In this way, the present work presents two main objectives which complement each other. The first one is to create a useful 3d holographic visualization mobile application based on a development engineering process. The application teaches to the secondary students about the endemic animals of the Galapagos Islands. Thus, the motor and creative skills are reinforced through the origami technique by following the steps shown in the 3d holographic visualization. The final product is a holistic design based on the (Science, Technology, Engineering, Arts and Mathematics) STEAM model. The latter is the basis on which this work has been developed. For this reason, the second main objective is to validate the competency indicators and the students attitude generated through this educational convergent model. STEAM combines the learning of these species as part of the Natural Sciences through cutting-edge technologies such as holography. The application development followed a process of Software Engineering which allowed incorporating one of the oldest arts such as Origami as the basis for the construction of figures. Moreover, Mathematics also has an essential role in the design of the prism which together to the screen of a mobile device allows the 3D visualization. The validation of the application was carried out with a sample of 19 students of permanent courses offered by the Ecuadorian Origami Association. The obtained results demonstrated that the incorporation of the holographic visualization technique reinforces the learning process and enriches the experience of the user. The application achieved 93.7% of satisfaction, the effectiveness was 88.3%, and 82.2% in efficiency.
Cognitive Systems for Monitoring: Architectural View

The modern stage of information technology development is characterized by the acute need to use cognitive technologies for the solution of tasks of practice, in particular, in the sphere of real world objects monitoring and management.Practical usage of cognitive systems of monitoring is significantly limited to two factors now: operation at the level of knowledge leads to loss of speed, and the high complexity of software solutions leads to increase in cost of development.In order to solve these problems it is suggested to use architectural cognitive approach to design of systems of monitoring.In the article the concept of cognitive monitoring is defined.A new approach to creation of cognitive systems of monitoring which functioning is based on use of model of a target object and the model of monitoring system presented in terms of knowledge are proposed.The idea of this approach is generation of the loaded architecture according to these models.The generalized structure of cognitive system of monitoring is given, the concept of the cognitive monitoring machine, which basic elements are the subsystem of creation of models, a subsystem of transformation of models, a subsystem of processing of models, a generator of architecture, a generator of reports and reactions, a repository and a set of adapters is entered.The structure of the platform focused on realization of this approach is described.The example of cognitive monitoring system is given.
Chinese Entity Synonym Extraction from the Web

Entity synonyms play an important role in natural language processing applications, such as query expansion and question answering. There are three main distribution characteristics in texts on the web: (1) appearing in parallel structures; (2) occurring with specific patterns in sentences; and (3) distributed in similar contexts. These characteristics are largely complementary. Existing methods, such as pattern-based and context-based methods, only consider one characteristic for synonym extraction and ignore the complementarity among them. For increasing accuracy and recall, we propose a novel method that integrates the three characteristics for extracting synonyms from the web, where Entity Synonym Network (ESN) is built to incorporate synonymous knowledge. To further improve accuracy, we treat synonym detection as a ranking problem and use the Spreading Activation model as a ranking means to detect the hard noise in ESN. Experimental results show our method achieves better accuracy and recall than the state-of-the-art methods.
To What Extent Is the Use of Interaction Models as Design Patterns Supported by Current e-Learning Authoring Tools? A Comparative Analysis

This paper focuses on the evaluation of the support of Interaction Models (IMs) as Design Patterns (DP) for the development of e-learning content using authoring tools. First, the Design Pattern and Interaction Models concepts are presented and the discussion of their significance for the development of engaging e-learning content follows. Then a comparative analysis of authoring tools is presented concerning the support of the implementation of Interaction Models though specific trial cases. The authors tried to implement the same interaction model using different authoring tools, without coding, to compare its feasibility and the difficulties that emerged. The comparison reveals that, even state of the art authoring tools, do not support, to a satisfactory extent, the implementation of models of higher interactivity without coding. The gap among IMs and authoring tools sets difficulties to content developers and rises risks for the quality of the authored learning material. The paper is of interest to developers of authoring tools as well as for the specification of training requirements of e-learning content developers.
79‐3: Display Resolution and Human Factors for Presence and Motion Sickness in HMD Experiences

This experiment focuses on specific user factors and hardware factors that affect to presence and motion sickness in virtual reality. The experimental results show that Motion Sickness Susceptibility, ocular refraction disorder and motor nerve have an influence on presence and motion sickness along with display resolution.
Emoji and Chernoff - A Fine Balancing Act or are we Biased?

We seek to answer the question on whether different geometrical attributes within a glyph can bias interpretation of data.We focus on a specific visual encoding, the Emoji, and evaluate its effectiveness at encoding multidimensional features.Given the anthropomorphic nature of the encoding we seek to quantify the amount of bias the encoding itself introduces, and use this to balance the Emoji glyph to remove that bias.We perform our analysis by comparing Emoji with Chernoff faces, of which they can be seen as direct descendant.Results shed light on how this new approach of featuretuning in glyph design can influence overall effectiveness of novel multidimensional encodings.
The Culture of Volunteerism and the Role of Social Media in its Development

Volunteering is one of the various social activities that human societies have known and practiced since their inception. It is not the outcome of the last decades of the life of these societies, but it was present in almost every human civilization in its various forms and methods. Voluntary work is of great importance as far as individuals and societies are concerned. It is a symbol of solidarity among the members of the community and all its institutions. It positively affects people's lives as well as the community at large. It symbolizes the meanings of good, giving, and help. Accordingly, volunteering has become a cornerstone in building society and social cohesion among its members. In this regard, voluntary work is of great importance. It necessitates the need to spread this culture in the society and to promote and develop volunteerism among young people using all available and possible methods.
Main vectors of innovative work at the university academic libraries

The author examines the innovative user services at academic university libraries. The experience of Vitebsk P. M. Masherov State University Scientific Library is discussed. The author names and characterizes the priority vectors of innovative services, e. g. building the institutional open access repository, promotion of the university researchers’ publications in information and analytical systems, using modern methods of book popularization to promote reading among the young adults, etc. The University repository won the third place among Belarus university repositories. The author points to different impact factors influencing the libraries during different historical periods. In the early 21st century, computer technologies act as an accelerator factor. The Library holds training workshops for the University employees on generating authors’ accounts within the Google Scholar system, and, as a result all the University’s scholars and researchers have got their personal accounts. The database of the personal www-pages of the professors and faculty of Vitebsk P. M. Masherov State University is generated; other innovative activities are described, e. g. working via the social media, reading promotion, virtual book displays, new acquisitions reviews, etc.
Various Ciphers in Classical Cryptography

Data Encryption is often widely used tool to provide security features. It translates the clear text into code such that it can only be accessed with the person who has the appropriate key. The recovery of clear text from such an unscrambled data is deciphering. Enciphering can be implemented by using some substitution technique, shifting technique or even mathematical logics. Application of such types of techniques is difficult to retrieve clear text. In the bygone times, several symmetric key base algorithms have been developed. This paper enlightens and analyzes the substitution ciphers and transposition ciphers. With the comparison of different parameters used in the algorithms give significance of the algorithm.
Effect of Information Waste and Technostress on Users Satisfaction and Productivity in STMIK El Rahma Yogyakarta

Abstract The Academic Information System produces information on academic services. The existence of information that is not in accordance with the needs of users and the use of technology that results in users experiencing pressure in work affects user satisfaction and user productivity. The purpose of this study is: 1. To examine the effect of information waste on user satisfaction and productivity. 2. To test the influence of technostress on user satisfaction and productivity. 3. To test the effect of user satisfaction on productivity. The research method uses explanatory research with a quantitative approach. Samples in the study amounted to 80 which were distributed to users of STMIKElRahma Yogyakarta’s academic information system (SIMAK), which consisted of all lecturers, employees who used and developed SIMAK and students. The distribution of questionnaires was carried out directly to respondents with paper media. Data Analysis using Partial Least Square (PLS) 3.0. The results of the study are as follows: 1. There is a positive and significant influence of information waste on user satisfaction while on productivity there is a positive but not significant effect. 2. There is a positive but not significant effect on Technostress on user satisfaction and productivity. 3. There is a positive but insignificant user satisfaction with productivity
Brain Storm Optimization for Test Task Scheduling Problem

The test task scheduling problem (TTSP) has attracted increasing attention due to the wide range of automatic test systems applications. It is one kind of combinatorial optimization problem with the property of multimodal. There are a lot of global optima and local optima in its huge solution space. Brain storm optimization algorithm (BSO) is a newly proposed swarm intelligence algorithm, which can utilize the evolutionary information of solution space. BSO has two main operations including convergent operation and divergent operation to balance the exploration and exploitation ability in the search process. In addition, the clustering strategy in BSO can explore different regions simultaneously regarding the multimodal property. The generation of new solutions depends on several ways, which greatly improve the possibility of finding better solutions. According to the characteristic of TTSP, BSO is more suitable for solving TTSP comparing to other metaheuristic algorithms. In this chapter, BSO is first applied to solving TTSP cooperating with a real number coding strategy. For single-objective TTSP, BSO divides the solution space into several clusters and produces the new solution based on various methods. Moreover, some modifications are proposed on BSO for solving multi-objective TTSP. It mainly includes the determination of centers and the reservation of better solutions. From the point of view of single objective and multi-objective problem, BSO has better performance comparing to recent scheduling algorithms for solving TTSP.
The architecture fusion of human motor nerve and neural network computer driven by sports

The research technique of human motor nerve is more complicated. In order to improve the understanding level of human motor nerve structure, a fusion architecture of human motion nerve and neural network computer driven by education are proposed. The human motor nerve simulation model is establishe d by using the computer data simulation model. The model proposes an optimization scheme from the algorithm flow, the data transformation technology used to improve the real-time performance of the neural network and enhance the dynamic capture of the motor nerve changes. In order to further improve the architecture of the neural network and computer architecture driven by sports, a neural network algorithm is added to realize the sequence optimization of data to test the authenticity and efficiency of the human neural network simulation model neural network algorithm. In this paper, the feasibility and functionality of the algorithm are tested with comparative experiments. The results show that the neural network algorithm neural network algorithm not only has a calculation time of only 12 seconds. Moreover, the calculation accuracy is high, achieving a high level of accuracy of 98%. On the other hand, other algorithms have lower accuracy and longer calculation time. The research shows that the neural network algorithm can improve the human motor nerve capture and optimize the architecture, which can provide reference for the fusion of human motion nerve and computer technology in the future.
Enhancing the Learning of History Through VR: The Thirteen Factories Icube Experience

This paper explores the use of virtual reality (VR) for HH2013 Chinese Mandarins versus European Merchants, 1512-1911, which was offered to undergraduates at Nanyang Technology University in Singapore. The 22-minute VR version of the Thirteen Factories brought viewers through seven significant scenes reflecting the social, economic and judicial life in the Port of Canton. The visuals, recreated from 49 painting and lithographs of the time, were supported by narration in English, and presented in the EON IcubeTM mobile. The research questions were as follows: 1. What was the Icube Thirteen Factories experience like for the participants? 2. How would it fit in an undergraduate curriculum? Weekly seminars comprised short introductory lectures, discussion of the prescribed readings, visualisation exercises and presentations. Students were invited to view the VR version of the Thirteen Factories after they completed their seminars and assignments. Data collected from four participants included their immediate response to the Icube experience and an online survey. Those who presented the “Shopping in Canton” research were interviewed whether it further shaped their knowledge. Their professor who reviewed their assignments and project work was also interviewed. The findings suggest that the Icube experience was an engaging one, having added much to their understanding of life in the Thirteen Factories. It could be used to augment face-to-face teaching of History at the undergraduate level.
Web-based GIS ancestral domain management using pull technology

Abstract The changes made by emerging technologies brought a significant effect on how people deal with everyday living even the least and reserved individuals in the community. In the Philippines, especially the National Commission on Indigenous Peoples (NCIP) a commission empowered to take the necessary protection and preservation of welfare, rights, and culture among IP’s has been affected by this rapid changes, particularly the Ancestral Domains. It has twenty (20) Certified Ancestral Domain Title (CADT’s), two (2) ongoing and CADTiables comprising areas of the Caraga region. Gathering and producing of information has always been a challenge but over the years it was eventually resolved into manually storing and keeping of data into the computer. Time, being an essential factor in the delivery of service to the IP clients and vital in coordination with other agencies, as much as possible the office responds immediately to the needs of the clients by providing them with reliable and accurate data. However, with the current status quo, retrieving files will take time, thus delaying coordination and delaying delivery of service to the clients. A “Web-based GIS Ancestral Domain Management Using Pull Technology” is a response to the pressing needs of the commission to the delivery of service to their clients, a digitized spatial data banking. The system is packed with a variety of technologies such as Mobile, Web, GIS, and other mapping tools and frameworks; scripting languages and database software integrating therein that made it functional. Thus, providing a convenient and efficient way of information generation.
High speed vision system for the dynamic characterization of 3D printed sensors

Abstract Additive manufacturing technologies allows to create a wide variety of geometries even for single prototypes, allowing to develop 3D printed sensors, optimizing the characteristics of the sensing device to the need of each specific application. The dynamic characterization of these sensors is a key point, in particular for the applications where internal deformation of the sensor is used to transduce the quantity of interest. In this work, a 3D measuring system based on a single high speed camera is developed to characterize the dynamic behaviour of 3D printed accelerometer prototypes. The proposed measuring technique is based on the pose estimation: a vision-based method that allows to recover the position and orientation of a target of known geometry, by means of its image acquired by a single camera. The dynamic response of the 3D printed prototypes is analysed with impulse, random and harmonic excitation. Experimental results proved that the developed measuring technique is suitable for the test of this type of sensors, since allows to measure the motion of the suspended mass and of the external frame, without any loading effect and considering the six degrees of freedom contemporarily.
Digitization of data for a historical medical dictionary

What are known as specialized or specialist dictionaries are much more than lists of words and their definitions with occasional comments on things such as synonymy and homonymy. That is to say, a particular specialist term may be associated with many other concepts, including quotations, different senses, etymological categories, semantic categories, superordinate and subordinate terms in the terminological hierarchy, spelling variants, and references to background sources discussing the exact meaning and application of the term. The various concepts, in turn, form networks of mutual links, which makes the structure of the background concepts demanding to model when designing a database structure for this type of dictionary. The Dictionary of medical vocabulary in English, 1375–1550 is a specialized historical dictionary that covers the vast medical lexicon of the centuries examined. It comprises over 12,000 terms, each of them associated with a host of background concepts. Compiling the dictionary took over 15 years. The process started with an analysis of hand-written manuscripts and early printed books from different sources and ended with the electronic dictionary described in the present paper. Over these years, the conceptual structure, database schema, and requirements for essential use cases were iteratively developed. In our paper, we introduce the conceptual structure and database schema modelled for implementing an electronic dictionary that involves different use cases such as term insertion and linking a term to related concepts. The achieved conceptual model, database structure, and use cases provide a general framework for reference-oriented specialized dictionaries, including ones with a historical orientation.
Development of ETL Processes Using the Domain-Specific Modeling Approach

ETL process development is the most complex and expensive phase of data warehouse development so research is focused on its conceptualization and automation. A new solution (model-driven ETL approach – M-ETL-A), based on domain-specific modeling, is proposed for the formal specification of ETL processes and their implementation. Several domain-specific languages (DSLs) are introduced, each defining concepts relevant for a specific aspect of an ETL process (primarily, languages for specifying the data flow and the control flow). A specific platform (ETL-PL) technologically supports the modeling (using the DSLs) and automated transformation of models into the executable code of a specific application framework. ETL-PL development environment comprises tools for ETL process modeling (tools for defining the abstract and concrete DSL syntax and for creating models in accordance with the DSLs). ETL-PL execution environment consists of services responsible for the automatic generation of executable code from models and execution of the generated code.
Applying Sentiment Analysis with Cross-Domain Models to Evaluate User eXperience in Virtual Learning Environments

Virtual Learning Environments are growing in importance as fast as e-learning is becoming highly demanded by universities and students all over the world. This paper investigates how to automatically evaluate User eXperience in this domain. Two Learning Management Systems have been evaluated, one system is an ad-hoc system called “Conecto” (in Spanish and English languages), and the other one is an open-source Moodle personalized system (in Spanish). We have applied machine learning tools to all the comments given by a total of 133 users (37 English speakers and 96 Spanish speakers) to obtain their polarity (positive, negative, or neutral) using cross-domain models trained with a corpus of a different domain (tweets for each language) and general models for the language. The obtained results are very promising and they give an insight to keep going the research of applying sentiment analysis tools on User eXperience evaluation. This is a pioneering idea to provide a better and accurate understanding on human needs in the interaction with Virtual Learning Environments. The ultimate goal is to develop further tools of automatic feed-back of user perception for designing Virtual Learning Environments centered in user’s emotions, beliefs, preferences, perceptions, responses, behaviors and accomplishments that occur before, during and after the interaction.