Reviewerly/exHarmony huggingface dataset:
The Acquisition of English Adjective Placement on the Early Acquisition of Bilingual Indonesian Language - English Child

This paper investigates the development of adjective on the early acquisition of bilingual Indonesian language – English child in Indonesian environment. It was longitudinal study to investigate how the child developed his adjective on two languages simultaneously and to know whether the language dominance influences the acquisition of English which become the weak language. It also used descriptive qualitative by writing daily word production of the kid. The hypothesis of this research was Indonesian language would disturb the development of English adjective on participant’s early acquisition. In this context, the participant was exposed with English in very limited time while his friends and environment speak full Indonesian language. The participant was an Indonesian boy who was exposed with Indonesian language and English from birth. His mommy, and sister were bilingual people who speak Indonesian language and English at home. Meanwhile, his daddy was multilingual person who speak Indonesian language – Lampungese language – English. However, his daddy never taught Lampungese language at home. This study was designed for 17 months starting from respondent’s age 1;8 until 3;0. The result shows that the participant developed both languages very well although English adjective form affected the place of Indonesian adjective form in which its exposure was higher than English as foreign language.
Сyber Victimology: The Impending Inevitability

The article deals with the development of a new direction of research of victims of crimes committed in the virtual space. It is an interdisciplinary ﬁ eld called cyber-victimology. The relevance of this research area is substantiated, deﬁ nitions of cyber-victimization and cyber-victimization are proposed, and an original classiﬁ cation of victims of digital crimes is given. On this basis, the author identiﬁ es the victims of property; economic compromise; victims of involvement; aggression; destructive actions (destruction); violations of information rights; victims of service. The article deﬁ nes the unique features and speciﬁ c characteristics of cyberherts: victim ambivalence, depersoniﬁ cation, extraterritoriality, special personal traits, mixed technical and personal nature of the demonstrated victimization.
<i>Human‐aware AI</i> —A foundational framework for human–AI interaction

Abstract We are living through a revolutionary moment in AI history. Users from diverse walks of life are adopting and using AI systems for their everyday use cases at a pace that has never been seen before. However, with this proliferation, there is also a growing recognition that many of the central open problems within AI are connected to how the user interacts with these systems. To name two prominent examples, consider the problems of explainability and value alignment. Each problem has received considerable attention within the wider AI community, and much promising progress has been made in addressing each of these individual problems. However, each of these problems tends to be studied in isolation, using very different theoretical frameworks, while a closer look at each easily reveals striking similarities between the two problems. In this article, I wish to discuss the framework of human‐aware AI (HAAI) that aims to provide a unified formal framework to understand and evaluate human–AI interaction. We will see how this framework can be used to both understand explainability and value alignment and how the framework also lays out potential novel avenues to address these problems.
Cognition and gender differences in cyberbullying in China: an investigation of textual cues and sentimental clues

Purpose Cyberbullying is a globally pervasive problem and not novel in academia. Previous studies mainly focussed on the features, consequences and technological management of cyberbullying. However, most of the studies took cyberbullying examples in the West, and some issues still need to be addressed in the Chinese context. Thus, this study investigates how participants use cyberbullying words and why they use them in that particular way in China. Design/methodology/approach This study uses content analysis to summarise the typical features of cyberbullying words, revealing a positive relationship between cyberbullying words and sentimental expressions. This paper also uses the questionnaire ( N = 705) to explore the prevalence of cyberbullying among Chinese Internet users and to compare the gender differences in the cognition of cyberbullying words and involvement in cyberbullying, in line with the social cognitive theory. Findings This study stated that people prefer repetitively using offensive words to achieve cyberbullying goals. Interestingly, this study does not find obvious gender differences in cyberbullying roles and cyberbullying language use. However, it explained the relationship between cognition and the use of cyberbullying words from a gender perspective. Practical implications Theoretically, this study expands cyberbullying studies into a new cultural environment, pointing to a novel term, “imbalanced relation,” for exploring cyberbullying behaviours. This study highlights the significance of technology and education in detecting and preventing cyberbullying, suggesting that educators and social media platforms can directly predict and prevent cyberbullying through textual perspectives and individuals' cognition of cyberbullying. Originality/value This study aims to examine cyberbullying linguistic and emotional features and individual differences in cyberbullying behaviour in a high-context culture like China. Its values include comparing the differences between cyberbullying in China and cyberbullying in the West from the linguistic and cultural directions and reconsidering the “power imbalance” feature of cyberbullying.
The Effect of Using on Viral Playlist at Spotify on the Students’ Listening Skill at the Tenth Grade MAN 1 Kota Kediri

Listening is the first skill and basic ability in learning a new language that beginners have to learn. In this era, technology is getting better and students’ can easy to learning English. Researcher use the most popular music platform that can be applied in teaching listening, named Spotify. The researcher used quantitative research, and the research was conducted at MAN 1 Kota Kediri. The sample was X IPS 1 class that consists of 36 students. The students were given pre-test, treatment, and post-test. The treatment was conducted once in order to know whether is an significant effect of using on viral playlist at Spotify in teaching listening skill. The data result got from students’ score of pre-test and post-test that analyzed using t-test formula. The researcher uses SPSS version 20.0. The data result shows that t-score is higher than t-table in the level significant of 5%. The mean score of pre-test is 72,86 with the total score 2.687 and mean score of post-test is 83,92 with the total score 3.109. The result of the research shows that there is any significant effect of using the treatment, it is proven by the different score between pre-test and post-test.
Teaching Speaking Using Youtube to Eleventh Grade Students in SMK PGRI 4 Kediri

The ability of English speaking skills at SMK PGRI 4 Kediri can still be said to be low, they need to learn a lot more about speaking, the researcher wants to apply the learning media, namely YouTube to students' speaking skills, whether there will be changes in their skills later. Therefore, researchers wanted to do this research aims to know there are any significant differences or not after give the learning media, namely YouTube in students’ speaking skills in Eleventh Grade SMK PGRI 4 Kediri. This research questions are: 1) How are students' speaking skills before being given YouTube videos?, and 2) How significance is the effect after being taught using YouTube? The subject of this research is eleventh grade TKRO 2 in SMK PGRI 4 Kediri which consist 25 students. This research used a quantitative method and used a pretest and posttest data collection. Then, the researcher analyzed the data by paired t-test in SPSS. The result of research showed significant increasing in the effect of YouTube. The T-Test had been found 25.067&gt;-1.350, so tcount &gt; ttable, then the score of pretest and posttest any significant increase, namely from 41,60 to 65,60. So the researcher concluded if YouTube is worth it to apply in students learning in speaking.
The Correlation between Students’ Proficiency Score and Their Speaking Ability

This study aims to find out whether there is a correlation between students' EPT scores and their speaking abilities, using the grades of the 5th semester speaking course on students' study result cards or KHS in the English Language Education Study Program at a private university in Purwokerto. The population of this study were 35 students who had been selected based on students who had taken the Speaking in Academic Communication course and had taken the English Proficiency Test. This study was quantitative with data collection using documents and the instrument was human instrument. Based on the analysis, it was found that the correlation value is 0.196. Therefore, there is no significant correlation between students' EPT scores and their speaking.
Deixis in the Movie of Spiderman (No Way Home): Pragmatic Analysis

This study aims to identify the types and functions of deixis used in the movie Spiderman: No Way Home. This study used Spiderman: No Way Home as the object. This study used a qualitative approach. The writer used Levinson's (1983) theory to analyze the data. In the study of deixis in the movie Spiderman: No Way Home, it was found that there are five types of deixis consisting of person, place, time, discourse, and social deixis. In this study, 1,903 tokens were found from various lexemes and deixis types. Of the total, 1,478 tokens can be identified as belonging to the category of person deixis. There are 79 tokens in the category of place deixis, 60 tokens in the category of time deixis, 259 tokens in the category of discourse deixis, and 27 tokens in the category of social deixis. It can be concluded that person deixis is more dominant than other types. Based on the analysis, character P1 most frequently uses each type of deixis in the movie Spiderman: No Way Home. P1 uses 748 person deixis, 30 time deixis, 34 place deixis, 137 discourse deixis, and 20 social deixis, with a total of 969 tokens. The use of a person, place, time, discourse, and social deixis in the film Spiderman: No Way Home is properly used as their function. After analyzing the use of words and phrases related to these aspects in the context of the movie, there is nothing inappropriate. Thus, based on the analysis of the use of a person, place, time, discourse, and social deixis in the film Spiderman: No Way Home, it can be concluded that the characters' uses have been by their functions, none of which are deviant.
Pseudorandomness of Decoding, Revisited: Adapting OHCP to Code-Based Cryptography

Recent code-based cryptosystems rely, among other things, on the hardness of the decisional decoding problem. If the search version is well understood, both from practical and theoretical standpoints, the decision version has been less studied in the literature, and little is known about its relationships with the search version, especially for structured variants. On the other hand, in the world of Euclidean lattices, the situation is rather different, and many reductions exist, both for unstructured and structured versions of the underlying problems. For the latter versions, a powerful tool called the $$\textsf{OHCP}$$ framework (for Oracle with Hidden Center Problem), which appears to be very general, has been introduced by Peikert et al. (STOC 2017) and has proved to be very useful as a black box inside reductions. In this work, we revisit this technique and extract the very essence of this framework, namely the Oracle Comparison Problem ( $$\textsf{OCP}$$ ), to show how to recover the support of the error, solving an Oracle with Hidden Support Problem ( $$\textsf{OHSP}$$ ), more suitable for code-based cryptography. This yields a new worst-case to average-case search-to-decision reduction for the Decoding Problem, as well as a new average-case to average-case reduction. We then turn to the structured versions and explain why this is not as straightforward as for Euclidean lattices. If we fail to give a search-to-decision reduction for structured codes, we believe that our work opens the way towards new reductions for structured codes, given that the $$\textsf{OHCP}$$ framework proved to be so powerful in lattice-based cryptography. Furthermore, we also believe that this technique could be extended to codes endowed with other metrics, such as the rank metric, for which no reduction is known.
Creative Commons Licenses

Creative Commons (CC) licenses are a series of open licenses that provide a simplified method for creators (i.e., copyright holders) to license materials in a way that is more open to the public. The three-layer design simplifies the CC licenses while still providing versions that can be read and used by lawyers and computers. The six CC licenses are: CC BY, CC BY-SA, CC BY-ND, CC BY-NC, CC BY-NC-SA, and CC BY-NC-ND. Other tools are the CC0 and Public Domain Mark.
Developing Collaborative Skills through STEM Approach

Collaborative learning is a practice that dates back centuries. In Confucius’ classic text, Li Ji, there is a famous saying that one becomes narrow-minded when learning without friends. Therefore, collaborative skills not only allow students to interact with others but also enhance their opportunity to learn, which differs significantly from individual learning. Collaborative problem-solving is crucial in science, technology, engineering, and math (STEM), which are fraught with complex challenges like climate change, overpopulation, welfare, resource management, health, and biodiversity. The Systematic Literature Review (SLR) approach was used to find, assess, evaluate, and interpret all of the research that was accessible in order to create this book chapter. Preparing the youths with a collaborative mindset is crucial for addressing the issues and difficulties that arise in real life. This review specifically focuses on developing technology-based collaborative skills through STEM approach to reflect the trend of integrating technology into education.
PACMNET, V1, CoNEXT3, December 2023 Editorial

The Proceedings of the ACM on Networking (PACMNET) series present the highest-quality research conducted in the areas of emerging computer networks and their applications. We encourage submissions that present new technologies, novel experimentation, creative use of networking technologies, and new insights made possible using analysis. The journal is strongly supported by the ACM Special Interest Group on Communications and Computer Networks (SIGCOMM) and involves top-level researchers in its Editorial Board. This issue contains papers submitted for the June '23 deadline. 129 long papers and 19 short papers were submitted to this deadline. 24 of the long papers and 5 of the short papers have been accepted after a rigorous review process organized with 50 Associate Editors and a few external reviewers. After review, each paper was conditionally accepted (with shepherding), allowed a "oneshot- major" revision, or rejected. The review process was split into two rounds. All submissions received at least 3 reviews in the first round. The papers that advanced to the second round received at least two additional reviews. After an online discussion phase among the reviewers, papers were extensively discussed during an online Associate Editors' meeting where the final decisions were made. In case of major revision, the authors have been invited to address the reviewers' comments and prepare a thoroughly revised version of their contribution. Revised papers have been then thoroughly reviewed again before being either accepted or rejected. This issue collects papers that have been finally accepted for publication after going through the minor revision process. The long papers published in this issue and in the two previous ones will be presented at the CoNEXT 2023 conference on December 5-8, in Paris, France together with the short papers that appear in the conference proceedings.
Target-Oriented Multimodal Sentiment Classification Based on Multi-Head Attention and Graph Neural Network

With the rapid development of the Internet, multimodal information on various social media platforms has proliferated. In this paper, a target-oriented multimodal sentiment classification model based on the multi-head attention and graph neural network was proposed. Specifically, the model constructed a two-channel semantic aggregation network for texts, connected it with the syntactic aggregation network, and then obtained the text features using the attention mechanism. For images, the object features and scene features were extracted respectively by the graph neural network. Finally, the multi-modal deep fusion was realized through the multi-head attention mechanism, and the result was used for target-oriented multimodal sentiment classification. Through repeated experiments on two public datasets, the effectiveness of the proposed model was verified.
Complex Manga Coloring Method Based on Improved Pix2Pix Model

In recent years, in the field of machine learning and computer vision, convolutional neural network (CNN) and conditional generative adversarial network (cGAN) have been widely used to generate realistic images, which can be used for coloring black and white comics, illustrations and line drafts. In this paper, we try to improve the pix2pix model based on the conditional GAN by using the multi-channel feature extraction to preserve the edge and grayscale information of complex images as much as possible. The proposed model uses multi-channel downsampling and fusion overlay technology to train and process complex illustrations, focusing on learning the color and contour lines of the picture respectively, to color complex black and white illustrations. For experimental needs, we prepared a training set with very different styles and complex pictures that we manually screened to broadens the range of applicable works. It can be seen from the results that this method retains the details of the original illustration, and performs color-changing processing on this basis, which has a good subjective evaluation and visual effect.
Privacy-Preserving Retrieval Scheme Over Encrypted Medical Records with Relevance Ranking

Electronic medical records (EMRs) contain a large amount of highly private and sensitive information of patients and medical institutions. For privacy concerns, EMRs are usually encrypted before outsourcing them to the cloud storage platform. However, it is difficult to retrieve the encrypted EMRs accurately and efficiently. The existing encrypted data retrieval schemes can hardly achieve the goals of fuzzy multi-keyword search, relevance ranking and high retrieval accuracy. Thus, this paper proposes a Privacy-preserving Retrieval scheme over Encrypted Medical Records (PREMR) that can satisfy those goals. We utilize the Possibility-Levenshtein based Spelling Corrector (PLSC) to support fuzzy multiple input keywords. A homomorphic-based encryption algorithm is proposed for relevance score encryption and calculation so that the encrypted medical records can be ranked without leaking private information. We theoretically prove that our scheme can achieve data confidential and privacy preserving. With the experiments’ evaluation, we analyze the costs and efficiency of our scheme. Finally, the comparison of PREMR with other related schemes shows that our scheme is more efficient and secure.
Phase space analysis of two-wavelength interferometry

Multiple wavelength phase shifting interferometry is widely used to extend the unambiguous range (UR) beyond that of a single wavelength. Towards this end, many algorithms have been developed to calculate the optical path difference (OPD) from the phase measurements of multiple wavelengths. These algorithms fail when phase error exceeds a specific threshold. In this paper, we examine this failure condition. We introduce a “phase-space” view of multi-wavelength algorithms and demonstrate how this view may be used to understand an algorithm’s robustness to phase measurement error. In particular, we show that the robustness of the synthetic wavelength algorithm deteriorates near the edges of its UR. We show that the robustness of de Groot’s extended range algorithm [ Appl. Opt. 33 , 5948 ( 1994 ) APOPAI 0003-6935 10.1364/AO.33.005948 ] depends on both wavelength and OPD in a non-trivial manner. Further, we demonstrate that the algorithm developed by Houairi and Cassaing (HC) [ J. Opt. Soc. Am. A 26 , 2503 ( 2009 ) JOAOD6 0740-3232 10.1364/JOSAA.26.002503 ] results in uniform robustness across the entire UR. Finally, we explore the effect that wavelength error has on the robustness of the HC algorithm.
Flying Over Tourist Attractions: A Novel Augmented Reality Tourism System Using Miniature Dioramas

This paper presents a novel augmented reality tourism system using miniature dioramas. It offers a unique, immersive experience simulating aerial exploration of tourist attractions. Our system employs advanced 3D scanning and tracking for user interaction with attraction features, along with informative voice guides. This fresh approach enhances engagement and learning in diverse contexts.
Somatic Music: Enhancing Musical Experiences through the Performer's Embodiment

Music serves as a tangible embodiment of the performer’s expression, bearing a distinct musicality that transcends auditory perception. This study delves into the distinctive musicality inherent to musicians through physical data analysis. It introduces a novel approach to the auditory experience by incorporating tactile stimulation via vibration and pressure to present an innovative channel for conveying musicality to the audience.
Usability Evaluation of VR Shopping System not Imitating Real Stores

Virtual reality (VR) shopping has been attracting attention for its potential to offer people a new purchasing experience. However, most previous studies on VR shopping have dealt with systems that imitate real stores. Therefore, we focused on VR shopping systems that do not imitate real stores (non-store type systems) and evaluated their usability.First, we conducted an experiment to compare the shopping experience between a store type system and a circularly displayed non-store type system. The results revealed that the non-store type system was superior in terms of usefulness and ease of mobility but inferior in terms of spatial recognition and likability. On the basis of these results, we then proposed a retractable non-store type system and conducted an experiment to clarify its usability. As a result, the retractable non-store type system was rated better in terms of visibility and ease of mobility than the store type system. To create a better system, we have fixed and improved some problems with the retractable system pointed out by the experiment participants.