Reviewerly/exHarmony huggingface dataset:
Improved Noisy Image Quality Assessment Using Multilayer Neural Networks

Image quality assessment plays a key role to provide high Quality of Experience (QoE) in image processing applications, especially where the end user is a human. Among different distortions that may appear during image acquisition, noise is the most annoying one. In this study, we predict values of full-reference image quality metrics (FR IQA) for noisy images corrupted by additive white Gaussian noise (AWGN) without any access to the reference (noise-free) image. Prediction is carried out using energy allocation features extracted from discrete cosine transform domain as well as a priori known noise variance. Multilayer perceptrons are used to map the features from noisy images into FR IQA scores. It is shown that the use of a priori known noise variance significantly improves prediction accuracy. The influence of noise variance estimation errors on prediction accuracy is analyzed. The source codes along with the demo Android application, full datasets and supplementary materials will be available online at https://github.com/ViA-RiVaL/NoisyFRIQA-MLP.
Plurality Through Imagination

Starting around 2009, online communities envisioned and began practicing “tulpamancy”—the ability to imagine a sentient being, or “tulpa,” into existence through heightened states of imagination. Originating in Tibetan Buddhist mysticism and contemporary paranormal lore, online users create tulpas, which they sense as a distinct personality within their minds and bodies, for companionship. Advocates of the practice emphasize healthful and positive aspects, and the plurality of identity that can exist in one body. They promote their practice as a way to overcome depression, loneliness, and other issues of mental well-being. Tulpa creation and plurality arrived precisely because avatars, anonymity, and, perhaps most crucially, inward-focused creativity and collaboration in online environments enabled radical, free-form identity experimentation. Tulpamancy shows how online communities act as participatory spaces in which supernatural or trans-human possibilities are evaluated and repurposed.
ARPS: A Framework for Development, Simulation, Evaluation, and Deployment of Multi-Agent Systems

Multi-Agent Systems (MASs) are often used to optimize the use of the resources available in an environment. A flaw during the modelling phase or an unanticipated scenario during their execution, however, can make the agents behave not as planned. As a consequence, the resources can be poorly utilized and operate sub-optimized, but it can also bring the resources into an unexpected state. Such problems can be mitigated if there is a controlled environment to test the agents’ behavior before deployment. To this end, a simulated environment provides not only a way to test the agents’ behaviour under different common scenarios but test them as well in adverse and rare state conditions. With this in mind, we have developed ARPS, an open-source framework that can be used to design computational agents, evaluate them in a simulated environment modelled after a real one, and then deploy and manage them seamlessly in the actual environment when the results of their evaluation are satisfactory.
Hash Code Indexing in Cross-Modal Retrieval

Cross-modal hashing, which searches nearest neighbors across different modalities in the Hamming space, has become a popular technique to overcome the storage and computation barrier in multimedia retrieval recently. Although dozens of cross-modal hashing algorithms are proposed to yield compact binary code representation, applying exhaustive search in a large-scale dataset is impractical for the real-time purpose, and the Hamming distance computation suffers inaccurate results. In this paper, we propose a novel index scheme over binary hash codes in cross-modal retrieval. The proposed indexing scheme exploits a few binary bits of the hash code as the index code. Based on the index code representation, we construct an inverted index structure to accelerate the retrieval efficiency and train a neural network to improve the indexing accuracy. Experiments are performed on two benchmark datasets for retrieval across image and text modalities, where hash codes are generated by three cross-modal hashing methods. Results show the proposed method effectively boosts the performance over the benchmark datasets and hash methods.
Comparison and Hybrid Implementation of Blowfish, Twofish and RSA Cryptosystems

Generally, encryption it’s an encoding information process in order to provided security against unauthorized access. Nowadays, there are different types of cryptographic methods to provide high security level. Basically, each of cryptographic algorithms has its own weak and strong points. In this paper, presented the result of implementation and analysis that applied on several cryptographic algorithms such as Twofish, Blowfish, RSA and new hybrid model of those algorithms. The paper presents comparison of two symmetric key algorithms and their hybrid implementation in terms of performances, weaknesses and strengths. Proposed experimental research results on Blowfish and Twofish algorithms shows their advantages, disadvantages and strength against cryptanalysis. JAVA programming language was used to analyze those decryption algorithms.
Comparisons and Appropriate Solutions to Prevent Data Threats of Cloud Computing, Applied in Green Environment

Cloud computing security or online storage is an E-business that provides mass storage solutions in return for a periodic set fee. Such services enable individuals to store or upload content over a secure, established network of remote servers hosted on the internet to store, manage, and process data, as an alternative to a local server or a personal computer, to avoid the risk of potential loss of vital information without the need to manually or periodically back up data. Due to the shared nature of the network, the main priority is the privacy and protection of organization data utilizing cloud computing. With an increase of individuals and organizations using cloud services, appropriate cloud security is mandatory to avoid potential in an organization. The researcher conducted online survey and distributed for deferent academic staff and university students to check the legacy of the privacy and find the appropriate solutions using statistic tools such as correlation measurement. One of the key challenges in cloud computing is how to protect stored information from hacking and maintain a high quality of performance in the cloud computing environment. Several different topics are raised in discussions about cloud computing, such as data, privacy, infected applications, and security. This paper discusses different approaches to protecting information and preventing unauthorized access to data, application of cloud computing to keep data safe data and the make an environment green.
A Fair (t, n)-Threshold Secret Sharing Scheme with Efficient Cheater Identifying

The fairness of secret sharing guarantees that, if either participant obtains the secret, other participants obtain too. The fairness can be threatened by cheaters who was hidden in the participants. To efficiently and accurately identify cheaters with guaranteeing fairness, this paper proposes a fair (t, n)-threshold secret sharing scheme with an efficient cheater identifying ability. The scheme consists of three protocols which correspond to the secret distribution phase, secret reconstruction phase, and cheater identification phase respectively. The scheme’s secret distribution strategy enables the secret reconstruction protocol to detect the occurrence of cheating and trigger the execution of the cheater identification protocol to accurately locate cheaters. Moreover, we prove that the scheme is fair and secure, and show that the cheater identification algorithm has higher efficiency by comparing with other schemes.
Work in progress: Laptop XO

In Peru, the current level in terms of technological knowledge and education is unsatisfactory and is perceived as deficient. However, this is much more worrisome in rural areas or far from the country, where they do not even have all the basic services that an average citizen would have. Given the previous situation, the Ministry of Education implemented the “One Laptop Per Child” program, which consists of making each student from 6 to 12 years of credit an XO laptop. These are characterized by having a pedagogical approach in terms of enhancing the cognitive abilities of children. Then, the presented project seeks to reinforce the curiosity of the children using the 800 thousand XO distributed by the government, using these as a complement to school activities, thus helping the teacher's performance. In this way, it is planned that the students and teachers adapt to the use of technology.
GAME-BASED TECHNOLOGIES AS A MEANS OF PROFESSIONAL SELF-REALIZATION OF UNIVERSITY STUDENTS IN THE PROCESS OF LEARNING A FOREIGN LANGUAGE

Statement of the problem. The article identifies and analyzes the problem of effectiveness of game-based technologies in teaching a foreign language in order to form the elements of personal development of university students, important for their professional self-realization at the university. The purpose of the article is to prove empirically the influence of game-based technologies on the growth of elements of personal development that are important for the professional self-realization of students. The research methodology implies the analysis and synthesis of research works of international and Russian scientists recognized by the scientific community and the experience of teaching foreign languages to students of various fields of training through the introduction of game-based technologies in the educational process, as well as a description of experimental work, including a formative experiment. Research results. According to the results of the study, the leading role of value-semantic, motivational-necessary and functional-regulatory components of professional self-realization is established and the hierarchy of individual properties of student’s personal subjectivity is determined. It is proved that the structure and content of criteria-cognitive, motivational and practical activities set in the study dominate the process of self-improvement of the student and change the integrity of professional self-realization as a process characterized by peculiarities of manifestation in educational and professional activities and, as an integrative personal formation, represented by the structure of personal properties of subjectivity, and focused on the implementation of the strategic goal of professional fulfillment. Conclusion. The three-year experiment confirmed the assumption that for the development of personal qualities and characteristics, such as professional self-realization, it is necessary to implement pedagogical conditions with the help of game-based technologies of continuous (integrative) learning. Game-based teaching method for the creation and implementation of pedagogical conditions of all types should be designed as a model that includes all educational components in the cultural educational environment to stimulate professional self-realization of students. At the same time, in the process of implementing pedagogical conditions with the help of game technologies, it is necessary to take into account self-organizing processes that force both students and teachers to go beyond the education of one discipline. As the problem under study is complex, further work is needed to ensure interdisciplinary approach to broaden research horizons.
A Novel Orientation Method for Nematic LCs by Using Magnetic Field Lines with Permanent Magnets and Electric Field for Assisting the Reorientation

Proceedings of the International Display Workshops Volume 26 (IDW '19),A Novel Orientation Method for Nematic LCs by Using Magnetic Field Lines with Permanent Magnets and Electric Field for Assisting the Reorientation
Arabic Poem Generation Incorporating Deep Learning and Phonetic CNNsubword Embedding Models

Arabic poetry generation is a very challenging task since the linguistic structure of the Arabic language is considered a severe challenge for many researchers and developers in the Natural Language Processing (NLP) field. In this paper, we propose a poetry generation model with extended phonetic and semantic embeddings (Phonetic CNNsubword embeddings). We show that Phonetic CNNsubword embeddings have an effective contribution to the overall model performance compared to FastTextsubword embeddings. Our poetry generation model consists of a two-stage approach: (1.) generating the first verse which explicitly incorporates the theme related phrase, (2.) other verses generation with the proposed Hierarchy-Attention Sequence-to-Sequence model (HAS2S), which adequately capture word, phrase, and verse information between contexts. A comprehensive human evaluation confirms that the poems generated by our model outperform the base models in criteria such as Meaning, Coherence, Fluency, and Poeticness. Extensive quantitative experiments using Bi-Lingual Evaluation Understudy (BLEU) scores also demonstrate significant improvements over strong baselines.
Some steps towards the generation of diachronic WordNets

We apply hyperbolic embeddings to trace the dynamics of change of conceptual-semantic relationships in a large diachronic scientific corpus (200 years). Our focus is on emerging scientific fields and the increasingly specialized terminology establishing around them. Reproducing high-quality hierarchical structures such as WordNet on a diachronic scale is a very difficult task. Hyperbolic embeddings can map partial graphs into low dimensional, continuous hierarchical spaces, making more explicit the latent structure of the input. We show that starting from simple lists of word pairs (rather than a list of entities with directional links) it is possible to build diachronic hierarchical semantic spaces which allow us to model a process towards specialization for selected scientific fields.
Supporting Program Understanding by Automatic Indexing of Functionalities in Source Code

Programs in the event-driven style that are typical of mobile and/or web applications are becoming complex and hard to maintain. For the purpose of reducing the burden put on software developers while reading source code to understand its details, we propose a tool for supporting program understanding, named SAIFU. SAIFU automatically extracts implemented functionalities from source code and puts annotations, which we call summaries, to them. SAIFU lets the user focus on the statements of source code and check the implementation details corresponding to each functionality. SAIFU helps the user grasp the behavior and the structure of a whole program by showing a clickable list of the summaries of functionalities. The results of preliminary experiments based on the prototype implementation of SAIFU confirm that the tool is effective for finding out important statements from existing application programs.
Semi-supervised learning based on generative adversarial network: a comparison between good GAN and bad GAN approach

Recently, semi-supervised learning methods based on generative adversarial networks (GANs) have received much attention. Among them, two distinct approaches have achieved competitive results on a variety of benchmark datasets. Bad GAN learns a classifier with unrealistic samples distributed on the complement of the support of the input data. Conversely, Triple GAN consists of a three-player game that tries to leverage good generated samples to boost classification results. In this paper, we perform a comprehensive comparison of these two approaches on different benchmark datasets. We demonstrate their different properties on image generation, and sensitivity to the amount of labeled data provided. By comprehensively comparing these two methods, we hope to shed light on the future of GAN-based semi-supervised learning.
Loose-leaf publishing using Antenna House and CSS

Loose-leaf publishing is the ability to typeset and print only the pages in a document that have changed since its last publication. This presents many interesting challenges. We developed a loose-leaf publication system using Antenna House Formatter, CSS for pagination, and XSLT for post processing the area tree into “change packages” which include only the changed pages. Both the CSS markup and the publication workflow warrant a closer look.
Co-designing a virtual reality game for alcohol prevention

Abstract Issue/problem Health promotion programmes that train social competencies in situations adolescents commonly encounter are likely to minimise the social influence and social pressure to drink or use other substances. In the Virtual Reality (VR) TestLab project, an innovative VR learning tool is developed that shows a typical party situation for young people. The game user can navigate through the party making their own choices, which result in different outcomes. Description of the problem The Living Lab method guided the development of the VR learning tool. During the four phases of the Living Lab process three groups of 16-25-year-old students were involved, as well as two prevention practitioners, three prevention scientists, three VR game designers and one film production expert. Results At the initial exploration stage of the Living Lab framework a list of key concepts/scenes were co-created with all stakeholders. At the concept stage students were invited to co-create a film script for the VR game. The prototype stage involved students as actors for the scenes, which were then finally recorded in technical collaboration with game developers and the film production expert. Post production, the finalised scenes were integrated into a game engine to develop the interactive branching narrative. At the innovation stage the group was invited to examine, explore and test its usability and share their experiences, thoughts, and attitudes. Lessons The Living Lab framework was useful in order to structure the co-creation process into meaningful phases and to ensure that all stakeholders were consulted throughout the development of the VR game. The Living lab framework gave ‘voice’ for the end-users (young people and practitioners) to actively engage in the co-creation process. Main message This first Living Lab application in drug prevention contributes to a better understanding of the importance of involving users of health promotion products and services through co-creation.
A Knowledge Development Perspective on Literature Reviews: Validation of a New Typology in the IS Field

Literature reviews (LRs) play an important role in the development of domain knowledge in all fields. Yet, we observe alack of insights into the activities with which LRs actually develop knowledge. To address this important gap, we (1)derive knowledge building activities from the extant literature on LRs, (2) suggest a knowledge-based typology of LRsthat complements existing typologies, and (3) apply the suggested typology in an empirical study that explores how LRswith different goals and methodologies have contributed to knowledge development. The analysis of 240 LRs publishedin 40 renowned IS journals between 2000 and 2014 allows us to draw a detailed picture of knowledge developmentachieved by one of the most important genres in the IS field. An overarching contribution of our work is to unify extantconceptualizations of LRs by clarifying and illustrating how LRs apply different methodologies in a range of knowledgebuilding activities to achieve their goals with respect to theory.
Asymptoyic behavior of Takagi-Sugeno fuzzy control systems with bounded uncertainties

This paper is interested in the exploration of the asymptotic behavior of a class of uncertain T-S fuzzy systems. We suppose that the uncertainties are uniformly bounded. In order to show that the global uniform stability of the closed loop system, common quadratic function (CQLF) as well as parallel distributed compensation (PDC) controller techniques are used in this paper. To validate the proposed approach, an example will be given.
Library Management 101: A Practical Guide

The second edition of this American Library Association publication has some obvious changes from the first edition published in 2013, including the introduction of a co-editor. This edition has an...
Hanseatic Governance: Understanding Blockchain as Organizational Technology

Blockchain technology provides a distributed ledger and is based on a logic of peer to peer authentication. It gained prominence with the rise of cryptocurrencies but provides a much broader field of possible applications. While it has been originally closely linked to a libertarian agenda rejecting organizations, its developments have illustrated that this ideological framing is being reversed in practice. Based on contrastive empirical cases, the purpose of our paper is to discuss blockchain as an organizational technology. Its peculiar mode of governance, which we name ‘Hanseatic’, needs to mediate between the fluidity typical of Free and Open Source Software development and the immutability that use organizations adopt blockchain for.
Evaluation And Chemical Thinking Development

The successful mastering of chemical knowledge is closely related with the chemical thinking development and the elaboration of methods for it measuring. However, as an analysis of literary sources shows that the term “chemical thinking” is used extremely rarely, since it was believed that nature could not afford the luxury of creating special types of thinking for each activity. To assess success in chemistry is usually used either psychological methods that have nothing to do with chemical thinking or a block of chemical tasks, which allow to estimate the range of knowledge, but not the level of chemical thinking. Does chemical thinking exist? Is it possible to develop a Chemical Thinking Test and, if so, what is its reliability? Purpose of the study is to develop a tool for assessing chemical thinking and evaluate its psychometric characteristics. Participants aged 14 to 70 years old were invited to the study. They were asked to evaluate their general and chemical abilities, and then, to solve as quickly as possible the problems of generalization, classification and synthesis of (a) chemical objects and (b) non-chemical ones. The results of the psychometric evaluation of the Chemical Thinking Test (ChTT) indicated its high reliability. Chemical thinking is formed based on mental operations such as analysis, synthesis, comparison, classification, the establishment of identity-difference, the identification of cause-effect relationships and probabilistic evaluation as a result of the selection of elements of thought and their sequences that correspond to the qualitative-quantitative relationships chemical interaction.
Pemilihan Merek Beras yang Diminati Konsumen Studi Kasus CV Beras Alami Menggunakan AHP

Rice is one of the staple foods of society in general, the need for rice supply is increasing every year. The increasing population in the Jababeka area is a threat to staple food supplies. To determine the selection of Rice Brands, it takes rice criteria in order to determine the best quality of rice, and increase sales. So that it can meet consumer needs for rice. In the selection of rice brands at CV Beras Alami uses a voting system, this is clearly less valid in its election because it is subjective. Analytical Hierarchy Process (AHP) method is used as a method for decision making, as a solution in selecting rice brands in CV Beras Alami. The Expert Choice application is used as a support system to facilitate the selection of rice brands that are in demand by consumers. The results can be known during the 2018 period that rice is widely consumed is Garuda Utama.
2019 Security Lockdown or Hacker Bonanza?

Abstract Reviewing some of 2019’s cyber incidents Patrick O’Connor, Principal Systems Analyst Programmer, finds there are new lessons to be learned, but old ones to be remembered in order to stay secure