Reviewerly/exHarmony huggingface dataset:
Design of a collaborative monitoring system for hydroelectric generating sets and its application

Diagnosing faults of hydroelectric generating sets (HGS) need the joint efforts of many experts. It is really hard to obtain an accurate interpretation for detected faults relying solely on one independent monitoring system. Therefore, a collaborative monitoring system exploiting independent specialised monitoring systems as the functional unit containing several team members (TMs) has been designed based on facilitator method and team intelligence. Then, the division of labour and responsibilities of each functional unit and communication technology used by TMs in this system are detailed. In addition, this article describes how collaborative monitoring behaviours have been realised through a conversation model based on communication technology. This system provides a good technical support for comprehensive analysis and fault interpretation. A concrete application example is given at the last of this article.
지정학적 딜레마에 빠진 한반도의 전략적 전환방안

With East Asia emerging as the center of the world, the Korean Peninsula, located in the geopolitical crossroad, is becoming a subject of global attention. In the past, we were concerned about geopolitical risks on the Korean Peninsula, but now it seems no longer so. The geopolitical situation on the Korean Peninsula is changing dramatically.This study sought to explore what strategic transition would be desirable in terms of grand strategy. As a methodology for this, we applied the model of Robert O. Keohane and Joseph S. Nye to analyze the status quo of the Korean Peninsula and to derive a desirable strategic shift by utilizing factors that affect the continuation and transformation of the grand strategy that Williamson Murray argued in the theory of grand strategy.This study introduced the strategic transition case in the British Empire between 1890 and 1910, the security situation around the Korean peninsula between 1990 and 2019, additionally analyzed by comparing the British Empire and Korea cases.The results of the research are the followings.Firstly, negotiating North Korea-Japan, U.S.-North Korea diplomatic normalization based on the complex interdependence model.Secondly, searching for the possibility of multiple-bandwagoning.Thirdly, the Six-Party Talks would serve as a significant step toward constructing a comprehensive East Asian security order. Therefore, developing to maintain a structure and function similar to a regional cooperation security regime.Fourthly, maintaining flexibility and continuity of grand strategy and the application plan of expert groups.Therefore, this study is to provide a new insight about strategic transition approach.
Enhancing Bodily Engagements with Manipulatives for Tangible Programming

Tangible User Interfaces are attributed to have a more 'human-like' interaction styles that resembles the experience of interacting with real world objects. Digital manipulatives are the TUIs in Tangible programming Environments. The tangibility of the manipulatives is what gives their characteristic appeal of making programming more interactive by engaging the fine motor skills. However, none of the existing tangible programming languages employ the gross motor skills that engages the entire body. This design project is a 10-week explorative study that seeks to envision a programming environment that is based on whole body movements. This generative and evaluative study is guided by the design philosophies of Movement Based interactions [7], Kinaesthetic Interactions [3] & Child Computer Interaction [4]. The design process is guided by the methodologies primarily influenced by the Design by movement approach [7]. Progressive cycles of conceptual design, supported by prototyping and testing resulted in adding richness to the interactions with the manipulatives of the tangible programming environment. The new interaction style involves the manipulatives to be moved using the entire body in order to build algorithmic structures.
Performance Evaluation of Text-Oriented Artificial Chat Operation System (TACOS)

Many countries are facing aging societies where loneliness and decreased number of communication seriously limit older adults from maintaining a decent quality of life. To tackle this problem, we have designed a chat-bot system to provide more communication chances for older adults, especially those who have fewer opportunities to converse with actual people (e.g., those living alone). With our system, the user converses about a story or topic presented in a photo in a manner and style that are familiar to the user. This approach is based on the original "coimagination method" protocol, which is a group conversation method designed to maintain a balance between listening and speaking with strict rules. Previously, we conducted a preliminary user study with several participants and the prototype system to confirm its working processes, and the initial results indicated that the protocol seemed to work well. However, we did not integrate nor evaluate our system using performance indicators when we conducted the experiment (e.g., how many users can connect to the system at once, etc.). Therefore, in this paper, we explore a dialog system called TACOS (Text-oriented Artificial Chat Operation System), which is an intermediate program that communicates with many applications and a variety of dialog systems. We measure the performance of the system by simulating three essential aspects: the number of virtual users, the frequency of the question data, and the total experiment time. The simulated results show that currently, the system can process the requests of 40 users, where each user asks a question to the system every 5 s during a 5 min period. Our results indicate that the proposed system can effectively process the amount of requests that will be tested in future experiments. In terms of data storage, the proposed system can handle datum quantities from ten thousand to one hundred thousand, and there seems to be no critical performance delay when the emulated client interacts with TACOS.
Research on the Visually Impaired Individuals Shopping with Artificial Intelligence Image Recognition Assistance

Shopping is an indispensable part of daily life. It is an easy task for people with healthy eyes. However, it remains a big problem for the visually impaired individuals. Today, the visually impaired individuals have to be accompanied by their family or guided by the store escort when shopping. It is difficult for them to shop alone. This research develops an artificial intelligence image recognition auxiliary device utilizing the artificial intelligence technology Convolutional Neural Network (CNN), providing smart image recognition modules to assist the visually impaired individuals while shopping. CNN is the most effective deep learning algorithm in the field of machine vision, its ability to compare details of product exterior features makes product recognition more efficient via accurate model training. This study experiments task-oriented shopping in three shopping models, (1) self-shopping, (2) accompanied shopping, (3) device assisted shopping. It measures through three indicators: shopping time, accuracy in choosing the correct product, and device satisfaction. The research subjects are 18 college students, 8 male students and 10 female students. The subjects are blindfolded, simulating the visually impaired individuals to perform experiments in a state without any vision. one-way repeated-measures ANOVA is used to explore the differences among the three shopping models. Surveys are collected at the end of the experiment to analyze the degrees of satisfaction for the AIoT device. The results of this study are: (1) task operation time of the three shopping models are significantly different p = .000, and gender difference has no significant impact. (2) the task operation accuracy rate of the three shopping models are significantly different p = .000, gender difference also has significant impact p = .000. The accuracy rate for self-shopping is 39%, 12.5% for men and 60% for women. The accuracy rate for companied shopping is 97.25%, 93.75% for men and 100% for women. The accuracy rate for device assisted shopping is 90.25%, 87.5% for men and 92.5% for women. (3) highest score in satisfactory rating is the extensiveness of product information audio at an average at 4.5. Satisfactory rating of product information audio accurateness averages at 4.44 points. As to device effective for shopping assistance, the average satisfactory rating is 4.17. And the average satisfactory rating for device operation usability is 4.00.
A New Efficient Digital Signature Scheme Algorithm Based On Block Cipher

The digital signature technique is essential for secure transactions over open networks. It is used in a variety of applications to ensure the integrity of data exchanged or stored and to prove to the recipient the originator's identity. Digital signature schemes are mostly used in cryptographic protocols to provide services like entity authentication, authenticated key transport and authenticated key agreement. This architecture is related with secure Hash Function and cryptographic algorithm. There are many other algorithms which are based on the hybrid combination of prime factorization and discrete logarithms, but different weaknesses and attacks have been developed against those algorithms. This Research paper presents a new variant of digital signature algorithm which is based on linear block cipher or Hill cipher initiate with Asymmetric algorithm using mod 37.
Identity-Based Parallel Key-Insulated Proxy Signature in the Random Oracle Model

Exposure of private keys is harmful to the public key cryptosystems. In this paper, an identity-based parallel key-insulated proxy signature (IBPKIPS) scheme is given to solve the problem of proxy signing key exposure in the identity-based proxy signature system. The IBPKIPS scheme is secure in the random oracle model. Two different helper keys are used to refresh the temporary proxy signing keys in the scheme. The proposed scheme is more flexible than the IBPKIPS scheme in the standard model.
Computational Fluid Dynamics Analysis of Gravitational Filter Based on Origami Concept (G-Filtro) Acted as Water Filtration Device in Water Tank

Abstract Water is the most demanding resource in the world especially in the era of the rapid growth of population and development. Therefore, delivering good quality water to consumers is important for their security of lives. Gravitational Filter Based on Origami Concept (G-Filtro) is a water filtration device that will be placed in a water tank at the residential area before people consumed it for everyday used. The specialty of this device, it does not necessarily attach to any power source. The objective of this project is to design and develop 3D G-Filtro using 3D CAD software and CFD analysis is used to determine the efficiency of the G-Filtro by simulating and model the pressure, velocity and streamline. Based on the result, the maximum water velocity for simulation without the filter is 0.266 m/s and the maximum velocity for first and second designed filter are 0.254 m/s and 0.243 m/s respectively. From the CFD simulation, the G-Filtro can remove the contaminants in water tank efficiently. Hence, it is proven that G-Filtro can be added as a new water filtration device.
Effect of Children ‐ Generated Illustrations in text on Pupils’ Achievement in Phonics

Abstract The study investigated the effects of children‐generated illustrations and gender on pupils’ achievement in phonics in the Udenu Local Government Area of Nigeria. The study employed a non‐equivalent quasi‐experimental 2 x 2 factorial research design. Some 172 primary two pupils from 4 schools were used for the study. The English Achievement Test (EAT) was used to collect data. Three hypotheses were tested. The data were analysed using descriptive statistics and Analysis of Covariance (ANCOVA). The results showed that there was a significant main effect for illustration on pupils’ achievement in phonics F(1,167) = 24.596, p&lt;.000; there was non‐significant main effect of gender on pupils’ achievement in phonics F (1,167) = 0.291, p &lt;.082; and there was non‐significant interaction effect of illustration and gender on pupils’ achievement in phonics F (1,167) = .253, p &lt;.615. It was recommended that the Ministries of Education should ensure that textbook authors incorporate children‐generated illustrations in the instructional materials for pupils.
Research on Image-based Automatic Modification Algorithm of Eyebrows

To a certain extent, modern aesthetics force people to change the shape and color of eyebrows according to the current popular form, and achieve the aesthetic effect of the overall effect. How to match the appropriate eyebrows according to different face types has always been pursued and desired by people. However, hand animation eyebrows require certain skills. Not everyone can draw beautiful and clean eyebrows. In order to meet the requirements of automation and real-time in virtual makeup technology, this paper proposes an algorithm for automatically modifying eyebrows by using digital image processing technique. Firstly, the Haar classifier and the Dajin threshold method combined with the Haar-Like feature and the AdaBoost algorithm are used to realize the detection, segmentation and replacement of the eyebrows. At the same time, the color transformation can be performed to achieve further modification effects. Through the experimental results, it can be found that the proposed automatic modification algorithm not only realize the automatic modification of eyebrows and the transformation of different colors, but also the makeup effect is natural and beautiful.
Enhancing Peoples’ Training Experience: A Gym Workout Planner Based on Soft Ontologies

The development of novel interactive systems for supporting our daily activities (e.g., gym training activities) demands flexible and dynamic ontologies for knowledge representation and application support. In this paper, we propose a soft ontology-based architecture for dealing with decision support and recommendation under dynamic and uncertainty situations, including those related to gym training activities. Our architecture considers users’ characteristics and group’s feedback (e.g., comments, evaluation, sensor data and results) to develop and evolve flexible ontological structures using a Fuzzy RDF approach for implementing soft ontologies. The architecture was implemented by the OntoGymWP application, which provides suggestions of gym workout plans based on users’ features and social feedback represented in Fuzzy RDF ontologies. These ontologies are used to semantically encode: users’ profile; shared concepts from the domain for each group of users; and training plans for each individual. The implemented proof of concept reveals the viability of the architecture, as well as its potentiality in providing suitable gym workout plans based on extensible and flexible ontologies.
A Study on the Future National Operating System Preparing for Unification: Focusing on The Necessity of Reorganizing the Linkage of Legislative, Judicial and Administrative Systems

The purpose of this paper is to solve the problems of the national operating system caused by changes in politics, economy, society, etc. and to design a future national operating system to prepare for unification. The research method used a literary methodology that analyzes and diagnoses the current constitutional regulations and related laws. The contents of the research included a comprehensive analysis of the issues concerning the legislature, the administration, and the judiciary stipulated in the Constitution and related laws, and proposed measures to improve them. Research suggests that the legislature s National Assembly should be established as a platform for a bicameral parliamentary system, the administration s presidential and vice president system, the administrative federal system, and the judiciary s transfer of the right of impeachment against the president to the National Assembly. In terms of implications, it is expected to be used to establish policies on reforming the future state management system in preparation for unification and to revise the Constitution and related laws.
YomeciLand x Bunjil Place: The sounding body as play

The advancing capabilities of computational systems to learn and adapt autonomously with datasets have provided new opportunities for designers and artists in their creative practice.This paper examines YomeciLand x Bunjil Place (Nguyen 2019), a playable sound-responsive installation that uses audio recognition to capture, recognise and categorise human sounds as a form of input to evolve a virtual environment of 'artificial' lifeforms.The potential of artificial intelligence in creative practice has recently drawn considerable interest, however our understanding of its application in sound practice is only emerging.The project is analysed in relation to three key themes: artificial intelligence for sound recognition, the 'sounding body' as play, and digital audiovisual composition as performance.In doing so, the research presents a framework for how artificial intelligence can aid sound recognition in a sound-responsive installation with YomeciLand x Bunjil Place shared as a case study to demonstrate this in practice. Play. Sounding. Performance. Interactive installation. Sound recognition
Removing Redundancy in Little-Endian Base 128 and the Efficient Decoding Approach

Variable-length Quantity (VLQ) is a class of universal codes widely used in integer data compression. Git-VLQ is the removing redundancy version of big-endian VLQ with high computational complexity. Little-Endian Base 128 (LEB128) is the little-endian version of VLQ. In this letter, we propose a variant of VLQ, termed Removing-Redundancy LEB128 (RR-LEB128), to eliminate the coding redundancy in little-endian VLQ. In addition, a fast decoding algorithm of RR-LEB128 is also proposed. Simulations show that the encoding throughput is 55% higher than that of Git-VLQ, and the decoding throughput is about 20% higher than that of Git-VLQ and LEB128.
Experiences from Tanzania–Interview Experiment in Co-designing Future Local Climate Services

Climate change has global consequences, and is already being experienced, mainly by the most vulnerable groups of people in the Global South. Face-to-face on site interviews by two groups with an interpreter showed that farming activities in Tambuu Village, Morogoro Region, Tanzania are being complicated by additional uncertainties in weather patterns, climate change and changes in climate variability. To design future hybrid mobile climate services, we explored local information demands and current mobile usage patterns. The qualitative interview content analysis pinpointed a number of basic information demands, like seasonal climate outlooks and warnings for droughts or floods. The interviews revealed three interesting outliers. First, exceptionally large growing areas of the farm meant in practice need for information to support the maintenance for mechanized farming tools. Second, with a single exception, farmers showed a reluctant pattern to use services of agricultural extension officers. As third outlier, we found - among predominantly used ordinary button- the rising use of smartphones for farming activities. Our abductive analysis of the last outlier in Tambuu indicated the demand to take preparatory steps to design and develop integrated future hybrid climate services together with local farmers.
Development and reconstruction of district water supply systems

Abstract The aim of the study is to develop a methodology for the comprehensive optimization of promising schemes of water supply systems, ensuring the selection of optimal water withdrawals taking into account water quality, structure and parameters of transporting facilities, as well as operating modes. An algorithm of theoretical, practical and methodological recommendations on optimizing promising schemes of water supply systems is presented. A new optimization technique for group water supply systems is proposed, which allows the complex to solve the following problems: to optimize the location and performance of water intake structures from surface and underground water sources; to optimize installation sites, productivity and composition of water treatment facilities; choose the route of group pipelines and their optimal diameters.
Towards the User Interface of Augmented Reality-Based Public Art

Many people would agree that the rapid development of digital technology has brought about significant changes in human life as a whole. These changes are meant to promote many new and exciting aspects of life, to benefit society. In this respect, the changes seen in the venue of public art is no exception. It has been shown that various types of public art using digital media have recently appeared, which are considered an exciting new form of media and art expression. Recently, there have been many attempts to create Mural Art utilizing augmented reality technology. Augmented reality technology provides a sense of coexistence between the physical and virtual worlds, attracting the attention of the public and the author. In this study, the interface of an AR Mural Art was defined as a visual image that mediates between real and virtual art forms, and through this, the interactivity and user experience of AR Mural Art were examined through an actual case production. As a result of experiments through actual production cases in Seosan City in Korea. We classify three key elements of interface design for identifying the user experience and interactivity of AR Mural Art. First, the light intensity is identified according to the place and location as it is used in the art. Second, the art form is analyzed as a material feature of public art. Third, the physical distance and location of viewers and the actual public art itself are identified and reviewed.
The Designer as a Social Agent and Promoter of Local Memories

The aim of this chapter is to evaluate the role of the designer as a socially responsible agent and the impact that artefacts created by designers have. The goal is to understand if the designer can help preserve local memories, as well as assess whether co-working influences how they emerge in the project. The awareness of the designer as a social agent, who works in collaboration with various agents towards the creation of value-added artefacts, is essential nowadays. As a case study, we bring the project developed by the Designlab4u laboratory in the village of Alhos Vedros, were the cultural and artistic itinerary of the village was designated as a place of memory. Ultimately, the intention is to evaluate whether or not the work developed for the exhibition was a driver of local memories.
Three Simple Approaches to Combining Neural Networks with Algorithms

Recently, deep neural networks have showed amazing results in many fields. To build such networks, we usually use layers from a relatively small dictionary of available modules (fully-connected, convolutional, recurrent, etc.). Being restricted with this set of modules complicates transferring technology to new tasks. On the other hand, many important applications already have a long history and successful algorithmic solutions. Is it possible to use existing methods to construct better networks? In this paper, we cover three approaches to combining neural networks with algorithms and discuss their pros and cons. Specifically, we will discuss three approaches: structured pooling, unrolling of algorithm iterations into network layers and explicit differentiation of the output w.r.t. the input.
Variations on a Theme of Glauberman

A new and elementary proof of the Artin–Zorn theorem that finite alternative division rings are fields is given. The characterisation of finite fields of Glauberman and Heimbeck is also extended to a broader class of fields, the two subjects being connected via geometry.