Reviewerly/exHarmony huggingface dataset:
Customization of digital library of PhD dissertations for citizens

PHD UNS is digital library of PhD dissertations defended at University of Novi Sad. A web page for basic and advanced search has been developed in order to improve discoverability of dissertations stored in the digital library. This paper presents customization of PHD UNS web search pages for citizens out of academy. The customization includes extension of available representation styles and implementation of automatic recommendations of PhD dissertations. Representation styles are extended with textual representation specially designed for non-academic citizens and visual representation based on word clouds. Automatic recommendations are based on collaborative approach built on PhD download history, i.e., performed on the basis of what other ‘similar’ users have found useful. The PHD UNS digital library logs information for each dissertation downloading. Besides basic information about downloaded dissertation, those logs also contain information about client machine which requested downloading. Those logs have been used in order to prove our customization really improve non-academic users’ experience.
LibGuides: Adopt, Adapt, Improve: Program Outcomes

Adopt, Adapt, & Improve: An Instruction Librarian Development Program | April 4, 2019 | IL Summit
From Authority Enrichment to AuthorityBox. Applying RDA in a Koha environment

If used up to their most important recommendations, RDA guidelines lead to a semantic web oriented catalog. Both authority and bibliographic records require to be curated, especially under the point of view of persistent identifiers, connecting entities to relevant external resources, thus boosting the navigability of the retrieved information and finally of the whole catalog. To dramatically improve these goals, also established records need to be provided with links, URIs, or persistent identifiers. An automatic approach was studied and applied in two phases to authority records of a Koha catalog. A new tool was created and added to the detailed display of a bibliographic record in order to show valuable information for each agent having a responsibility.
Development of Scientific-Based Educative Multimedia Games to Improve Indonesian Narrative Writing Skills for Elementary School Students

This study aims to develop multimedia and scientific-based educational games to improve Indonesian writing skills. The method used in this research is research and development methods. Participants in this study were state elementary school students in the Municipality, the procedure in this study was based on needs analysis, planning, and evaluation. The results of this research show that multimedia application products and Scientific Based Educational Games To Improve Indonesian Narrative Writing Skills which are developed effectively because by using multimedia assistance as a tool helps teachers to convey messages and have a positive impact on improving Indonesian narrative writing skills.
A Novel Technique for Target Recognition Using Multiresolution Technique

Identification of targets in different circumstances is one of the challenging tasks in the computer vision area. This paper presents an algorithm that is capable of identifying specified targets embedded in visual image by means of 2D-Discrete Wavelet Transform and Wavelet Coefficient Features (WCFs). The computation of WCF via Gray Level Co-Occurrence Matrix (GLCM) of transformed sub-block image to obtain the seed block is one of the major tasks of this paper which uses two approaches: Firstly, GLCM of each detail subband and their summation provide the total GLCM of sub-block image. Second approach is the calculation of GLCM by creating the dynamics of sub-block image. From the seed block, the target object is obtained using region growing process where a seed point from seed block is extracted and processed to obtain the desired result. The results of second approach of the proposed method are very efficient through visual inspection.
Secret Speech Hiding in Image Based on Quantization Level Modification

Data hiding is a form of steganography method that hides secret data in a cover medium like an image, audio or video. In this paper, a method of hiding speech data in a colored image is presented. The main method used in this proposal depends on the technique of quantization level modification with Discrete Wavelet Transform (DWT) to process the cover medium. The latter is used to extract from the RGB of colored images its three bands namely; Low-High (LH), High-Low (HL), and High-High (HH), to be used for embedding the data. As well as Discrete Cosine Transform (DCT) compression is used to compress the speech data by 40% ratio. The embedding method mainly depends upon Absolute Moment Block Truncation Coding (AMBTC) technique for manipulating the binary format of speech. In order to increase the complexity of this proposal, the cover image data is scrambled by using a permutation key that is generated by the Henon map. This proposal also can be utilized to hide any password needed to be extracted by the end-user. The experimental result shows that the average of mean square error (MSE) is 12.16186, peak signal to noise ratio (PSNR) is 33.34402, while the structural similarity (SSIM) is 0.97852.
Distance-Constrained Line Routing Problem

On the plane, the barrier is a line segment, and the mobile sensors are initially located at some points (depots). Each sensor can travel a limited-length path, starting and ending at its depot. That part of the barrier, along which sensor moved, is covered by this sensor. It is required to find a min-power subset of sensors covering the entire barrier. The complexity of this problem is not known. In this paper, we have found the special cases of polynomial solvability and state some necessary and sufficient conditions for the existence of the solution. An efficient (polynomial) algorithm for checking the existence of the solution is proposed. Moreover, we have developed some approximation algorithms. In particular, an efficient implementation of the dynamic programming algorithm, which in some special cases yields an optimal solution, is proposed.
Comparison of Multiple Different Overlapping Community Discovery Algorithms

When analysing a real-world problem, it can be transformed into a complex network, and then its structure is divided to find out the overlapping part and study the hidden laws. In this paper, three overlapping community recognition algorithms are briefly introduced, i.e., overlapping community partitioning based on label propagation (OCPLP), footpad skin optical clearing agent (FSOCA) and the genetic algorithm (GA), and then the three artificial networks generated by the LFR tool are simulated and analysed through matrix laboratory (MATLAB) software. The results show that the increase of network complexity will reduce the recognition performance of the three algorithms. In the three algorithms, GA is relatively less affected, which always has the highest recognition performance. OCPLP is the most affected, which has the worst performance. In terms of the speed of recognition, GA is also the fastest, and OCPLP is the slowest. In summary, GA is more suitable for the search of overlapping communities in the network than that of OCPLP and FSOCA.
Junior Board Gives Young Adults Event Responsibility

Special Events GaloreVolume 20, Issue 2 p. 4-4 Volunteer-Driven Events Junior Board Gives Young Adults Event Responsibility Erin Sandage, Erin SandageSearch for more papers by this author Erin Sandage, Erin SandageSearch for more papers by this author First published: 13 January 2020 https://doi.org/10.1002/speg.31288Read the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onFacebookTwitterLinkedInRedditWechat No abstract is available for this article. Volume20, Issue2February 2020Pages 4-4 RelatedInformation
A Study on the Activities of the Eco-Museum: Focusing on Gyeonggi Bay Eco-Museum

에코뮤지엄은 지속가능한 지역사회 발전을 위한 역동적인 활동을 의미한다. 이러한 활동을 위해 유산, 참여, 활동을 핵심으로 에코뮤지엄을 실행한다. 경기만에코뮤지엄은 이 원칙에 준하여 2016년부터 사업을 진행해오고 있다. 에코뮤지엄의 이행을 위해 지역사회에 대한 최대한의 이해를 비롯하여 중장기적 관점에서의 단계별 전략을 수행하며, 그 수행과정은 참여의 원칙에 중점을 두고 운영되고 있다. 지난 4년의 경기만에코뮤지엄 활동은 각 현장의 눈높이에 맞추어 지원하고 발굴하는 참여하는 과정을 만들면서 현재에 이르고 있다. 경기만에코뮤지엄은 지역사회의 가치를 주민 스스로 발굴하고 이해하고 학습과정을 통하여 지역사회발전을 모색하는 가치 발굴형 내생적 발전양식이라고 할 수 있다.Eco-Museum means dynamic activities for sustainable community development. For these activities, eco-museums are carried out based on heritage, participation and activities. Gyeonggi Bay Eco Museum has been in business since 2016 according to this principle. For the implementation of the Eco-Museum, we carry out a step-by-step strategy in the mid- to long-term perspective, including the best understanding of the community, and the process is focused on the principle of participation. There is an eco-museum only in the current Gyeonggi-do, creating a participatory process that supports and discovers at the eye level of each site. The Gyeonggi Bay Eco Museum is a value-extracting endogenous development mode that seeks to understand and understand the value of local communities and seek community development through the learning process.
Influencing Factors in Gaming Industry with arrival of Blockchain Technology: In the Viewpoint of UK and European Trend

The beginning of the web enabled a workforce to team up progressively in various nations, and even on various landmasses. Considerably more wide-spread than this new shared universe of work rose another energizing wonder: the introduction of devoted online networks. Prior to the web, interests and aptitudes couldn't be shared except if they were done as such face to face. Topography was the greatest obstacle in avoiding unbounded coordinated effort over the globe. In the associated world, fringe less networks are started right away by the energetic interests – even in the most specialty of subjects – of complete outsiders, just in light of the fact that they currently have the way to discover and draw in with each other. Presently ready to team up, these networks pioneer advancements in pretty much every region possible. This paper will seek about Blockchains prospects in Video Game Industry.
FACTORS AFFECTING SUBJECTIVE WELL BEING OF TRANSFEMORAL PROSTHESIS USER IN INDONESIA

Study Design: This research is Quantitative Research using analytic observational with a cross-sectional approach. Background: Amputation hurts patients physically, psychologically and socially. Permanent physical disability due to amputation affects the thought, feeling and behavior of the patient, because patient will have the negative feeling on body image that can cause a feeling that he is not useful, worry about losing his job, pessimistic about the future and limit social relationships with self-withdrawal, so that patient will experience depression. Objectives: This research is to determine the factor affecting the subjective well being of transfemoral prosthesis users in Indonesia. Methods: The sample in this study was 110 users of the transfemoral prosthesis with a simple random sampling technique. The Data collection technique is using questionnaires and documentation. It was used Structural Equation Modeling (SEM) to analyze the data. Results: The result of this study had a statistically significant effect between motivation (p = 0.031), self-efficacy (p = 0.030), religiosity (p = 0.020), social support (p = 0.027), and optimism (p = 0.033) toward subjective well being. Conclusions: motivation, self-efficacy, religiosity, social support and optimism are the factors affecting the subjective well being of transfemoral prosthesis users in Indonesia. Clinical Relevance: Patient who had undergone amputation will have an effect on their subjective well being. It is important to know the factor affecting subjective well being of above knee amputation that use prosthesis. The factors are motivation, self-efficacy, religiosity, social support and optimism.
Inter-Disciplinary Educational Games as a Way to Develop Researching Skills

The two models of the educational games are given in this article. The models were created by the students of the Municipal Budget Educational Institution Gymnasium № 5 Konakovo of Tver region to help their co-mates to remember the basic information about the elements in the periodic table by D.I. Mendeleev.
Study of Quality Practices in Software Development Processes in Universities of Ecuador

Nowadays, the universities and polytechnic schools of Ecuador rely on the use of information technologies to deal with the quality parameters demanded by their control organisms. Among these assets, we found the information systems for the management of their core processes. These systems require software, whose development has been an internal effort and that manage a large amount of sensitive information. Therefore, within a perspective of continuous improvement, it is necessary to investigate which practices are implemented by these institutions to manage and guarantee quality in their software development processes. Due to the lack of a previous study on the matter, a qualitative exploratory research was followed by the analysis of semi-directive interviews with the directors and managers of several universities (nine universities and 13 participants). In this work, we report results concerning the expectations, drivers, barriers, models and practices in the context of software quality in the Ecuadorian higher education institutions.
Face recognition based on local binary pattern-deep belief networks

Face recognition is still a challenging issue especially across the non-uniform motion blur, illumination and pose. There are several approaches are available for face recognition in that deep learning approaches are most popular. The Deep Belief Network (DBN) is an efficient deep learning method to extract the features from the face image. However, in face recognition, local features play a prominent role to recognize the faces but DBN usually ignores the local features. To overcome these problems we propose a Local Binary Pattern (LBP-DBN) approach. The LBP is used to extract the local features. The features extracted from LBP are feed to DBN and then obtain a final network model for recognition. The proposed method is carried out on a standard face recognition datasets like AT&amp;T. From the experimental results, we can say that the proposed method gives better performance compared to other state-of-art techniques.
Indoor Navigation Systems Using Annotated Maps in MobileAugmented Reality

A Mobile Augmented Reality indoor navigation framework composed of several modules to reduce human cognitive workload and save time by blending the digital and physical worlds seamlessly through aligning the appropriate 3D path with features in the real worldthrough ground detection. The framework helps in betterunderstanding the surrounding especially unfamiliar buildings such as offices, shopping malls and libraries etc. It determines the users starting location via scanning the reference image which is placed atthe entrance. The system was tested at the Centre for Academic Information Services (CAIS), Universiti Malaysia Sarawak (UNIMAS). The results proved that the system provides a good platform to show the location information without requiring hardware installation and a strong wireless connection.
Образовательные технологии когерентного сопровождения развития цифровой экономики

Social media are suggested to use for optimization of educational processes under digital transformation.
Approach of Software Education based on Makers’ Activities in Practical Arts Subject

2015개정 교육과정은 초등학교의 실과교과에서 소프트웨어교육을 의무화 하였으며, 최근에 메이커 활동이 교육의 새로운 화두가 되고 있다. 이 연구는 실과 교과와 메이커 활동의 밀접성을 확인하고 메이커 활동 기반의 소프트웨어 교육 방안을 제안하고자 수행되었다. 연구의 결과는 다음과 같다. 첫째, 실과 교과의 단원과 연계한 5가지의 메이커 활동 주제를 도출하였으며, 각 주제에 소프트웨어 학습 요소를 반영할 수 있었다. 둘째, 메이커 활동 기반의 소프트웨어 수업을 위한 재료와 활동 그리고 학습 요소를 포함하는 변형된 BOM-tree를 구안하여 제안하였다. 셋째, 제안된 주제들에 대한 BOM-tree를 구성하여 수업에 적용하여 그 활용성을 확인하였다. 실과 교과는 실생활에서 다양한 하드웨어와 소프트웨어를 활용하는 내용을 포함하고 있다. 따라서 다양한 방법과 방향의 접근으로 메이커스 기반의 실과 교과의 소프트웨어 교육에 대한 연구가 지속되어야 할 것이다.The 2015 revised curriculum has made software education mandatory in elementary school subjects. Recently, Makers’ Activity has become a new topic of education. The purpose of this study was to review the closeness of Practical Arts subject and to propose an approach for software education based on maker activities in the subject. The results of the study are as follows. First, five themes of Makers’ Activities in connection with the lessons of Practical Arts subject were derived, and software learning elements could be reflected in each subject. Second, we proposed a Modified BOM-tree containing materials, activities, and learning elements for Maker-based software lessons. Third, the Modified BOM-tree for the proposed themes was constructed and applied to the class to confirm its utility. Practical Arts subject includes the use of various computer-related hardware and software in real life. Therefore, the study of Maker-based software education in Practical Arts should be continued in various ways and directions.
CNN-BD: An Approach for Disease Classification and Visualization

Data visualization is one of the complex parts of the discovery process in the current phase of big data. Finding the hidden level data of big data is that the principal goal of the classifier. The size of the data, number of classes, and the feature space had an effect on the performance of the classifiers. The new analysis of algorithms is needed for improving the accuracy, efficiency, and reliability of the classifiers. This paper proposes a Deep Learning based Convolution Neural Network classifier to classify and visualize the disease data. PCA and PSO methods are used for multivariate data analysis to handle massive data and feature selection. To demonstrate the proposed learning algorithm, real-world datasets are used. The comparative study shows that deep learning classifier performs better than other classifiers and scientifically higher.
Analysis of the Publications on Ontology-Based Smart Grid Applications: A Bird’s Eye View

Smart grid ontology is a field of research recently viewed from the field of smart grid research as well as from the field of ontology research. The integration between smart grid and ontology is expected to enable the sharing of ontology among applications and stakeholders. By using the same language, the common problems that occur during applications interoperability will be prevented and solved. This brief paper intended to help researchers get an overview of the current smart grid ontology research in the world and also to know the connection between smart grid ontology paper publications with research attention leading to smart grid ontology. To do so, we conduct a comprehensive survey on three databases which are IEEE Xplore, Springer, and Elsevier ScienceDirect. From the survey, we obtained the number of smart grid ontology research studies, their citations, and the country. From the number of papers and their citations, it can be known which country has an interest in smart grid ontology research. From the results of this review, it was found that countries in continental Europe are the most widely issued publication about smart grid ontology. Similarly, the papers that cite largely dominated by countries in continental Europe.
Research on Typical Fault Diagnosis of Nuclear Power Plant Based on Weighted Logical Inference Arithmetic

The safety of nuclear power is the main problem that the nuclear power plant (NPP) has been trying to solve since its production. Especially after the Fukushima accident, the safety of nuclear power plants has attracted wide attention all over the world. However subject to the requirements of economy, it is impossible to improve the safety of nuclear power plants only by increasing the redundancy of the system or by improving the safety level of equipment. NPP fault diagnosis provides another direction to improve the safety of nuclear power plant. Under the NPP fault condition, although the signal changes rapidly and the fault modes are various, this fault diagnosis method on weighted logical inference arithmetic can still carry on the evidence reasoning. Furthermore, based on this fault diagnosis method we do not need to collect numerous fault samples that the number of fault samples is very small. This study production can provide auxiliary support for NPP operators when dealing with accident.
A Novel Technique of Shadow Detection Using Color Invariant Technique

One of the major challenges for computer vision-based lane detection is the manifestation of shadows and other vehicles. It is challenging to diagnose the chaotic lanes when it has both the shadowed and unshadowed areas. Detection and removal of shadow is the procedure to intensify the computer vision application including image processing, video processing, etc. Shadows are partial darkness or obscurity within a part of space from which rays from a source of light are cut off by an interposed opaque body. The presence of shadows results in severe issues in road detection as the bounding line of shadows can be incorrectly recognized leading to a higher false rate detection. This paper attempts a simple and efficient algorithm to detect shadows in an image by finding out the shadow ratio and calculating the threshold and then creating a shadow boundary.
Roles of Educational Technology in Consideration of Learner Irrationality

지금까지 학습자는 학습의 과정에서 늘 바람직하며 논리적으로 타당한 의사결정을 하는 합리적인 존재라는 가정하에서 교수학습이 설계되었다. 그러나 현실의 학습자는 비합리적으로 사고하고 자신이 하고 싶은 것을 선택하는 일상의 휴먼일 뿐이다. 미래교육에서 테크놀로지의 역할은 보다 강화될 것인데 이때 학습자 비합리성에 대해 수용하는 입장에서 테크놀로지가 어떠한 역할을 해야 할지 탐색해 볼 필요성이 있다. 이를 위해 본 연구에서는 먼저 인간의 비합리적 의사결정에 대한 두 입장을 고찰하였다. 그 결과 인간의 비합리성은 인공지능이 모사할 수 없는 인간만이 가진 강점이며 상상력과 창의성의 원동력이 되므로 존중되어야 한다는 입장과 이와는 반대로 인간의 비합리성은 오류를 유발하므로 신뢰하기 어렵다는 입장으로 나뉘어 있었다. 다음으로 테크놀로지의 본래적 속성과 학습자의 비합리성을 고려한 교육 테크놀로지의 역할을 탐색하였다. 그 결과 학습자 비합리성을 고려한 교육 테크놀로지는 예술로서의 학습을 지원하는 역할, 이질적 요소들의 연결자 역할, 학습자 신체감각과 정서반응을 해석하는 역할, 합리적 학습주체 역할, 일상 속 무형식학습 환경의 역할을 할 것으로 예상되었다. 이러한 측면에서 테크놀로지는 학습의 주체 또는 비인간 학습자로서의 역할과 비형식적이고 자연스러운 일상학습 환경으로서의 역할이 강화될 것으로 예상된다.So far, the teaching methods have been designed with the assumption that learners have been reasonable people who have always made desirable and logical decisions in their learning process. However, learners in real world have been only human beings who have chosen what they have wanted to do. The role of technology in future education are supposed to be further strengthened. At this point, it is necessary to explore what role technology would play in accepting learners’ irrationality. To this end, this author has initially examined two positions on human irrational decision making. As a result, human irrationality has been divided into two opinions. The one is that artificial intelligence cannot simulate the human irrationality, so that it would be the strength that only humans may have. Thus, it should be respected because it could be the driving force of human imagination and creativity. The other is that human irrationality would not be trustworthy because it has caused errors. Secondly, this author has explored the role of educational technology in considering the nature of techne and the irrationality of learners. As a result, education technology considering learners’ irrationality would be expected to play many roles: a role of supporting art learning, a role of connecting heterogeneous elements, a role of interpreting learners’ physical senses & emotional responses, a role of rational learning subject, and a role of doing formless learning environment. In this respect, technology is expected to strengthen the role as the subject of learning or as a non-human learner and the role as an informal and natural daily learning environment.