Reviewerly/exHarmony huggingface dataset:
Understanding User Experience with AI-Assisted Writing Service

With the recent development of artificial intelligence (AI) technology, services such as automatic writing evaluation (AWE) and AI-assisted writing have been developed. AWE is often used in education to correct grammar. Unlike AWE, AI-assisted writing is a service that generates content for users. Currently, being a new field, research on AI-assisted writing is insufficient compared to studies on AWE. This study derives user experience factors of AI-assisted writing through a literature review and checks the difference in experience according to the writing case and creativity level. Seven user experience factors were derived through literature research, and the factors were evaluated for “Rytr,” an assisted writing service. Thirty-six subjects participated in an online survey. Four prototypes were designed and provided according to the writing case (e-mail, story plot) and creativity level (high, low) of text generation, and a two-way ANOVA was conducted based on survey data. A significant difference was found for each creativity level and writing case. Users obtained more creative writing results when writing a story plot and thought positively about the assisted writing service. In the AI-assisted writing service, the users experienced increased trust and satisfaction when writing a story plot. This study can help design functions based on various types of writing, considering user experience in developing AI-assisted writing services in the future.
A Hybrid Method Using Gaze and Controller for Targeting Tiny Targets in VR While Lying down

Virtual reality (VR) head-mounted displays (HMDs) can be used in a variety of body postures, including standing, sitting, and lying down (supine). If VRHMD can be used effectively even from the supine position, it will not only allow bedridden people to comfortably access VR content, but also evolve VRHMDs into familiar devices that can be used in any body position, like smartphones. Though existing interaction methods for VR, such as moving the controller in the air, are assumed to be used while standing or sitting, the gaze input interface is a promising method that is available while supine. However, there are some issues unique to gaze input. It is unsuitable for fine pointing because the estimated gaze position movers continually, even if the user tries to gazes at a particular target. We propose a hybrid method that uses both gaze and the controller to overcome this issue. The proposed method combines controller rotation, a single button, and gaze input from an eye tracker. An experiment is conducted to compare three methods: the proposed method, a method using only gaze, and a method using only the controller. The experiment included the task of clicking tiny buttons that required high pointing resolution. The results show that when the eye tracker works as intended, the proposed method has an input speed almost equal to or faster than the method that uses only the controller, and it is superior to the method that uses only the eye tracker.
Haptic Feedback to Support the Conceptualization of the Shape of Virtual Objects: An Exploratory Study

Virtual museum systems have been shown to play a key role in enhancing visitor’s experience and increasing the accessibility of cultural artifacts. In this context, the use of haptic interfaces based on force feedback could increase the level of immersivity of these systems and the quality of the interaction between visitors and cultural artifacts, introducing tactile information that could enrich the experience of all people, also in the case of visitors with disability. However, HD present limits concerning the ease of use of the device. This paper provides the results of an exploratory research carried out within the Research center of Teaching and learning, Disability and Educational Technology of the University of Macerata (TIncTec), consisting in two studies. Study 1 aims to analyze the learning performance of people with and without disabilities concerning this device. Study 2 aims to assess whether HD can provide useful support for conceptualizing the shape of virtual objects. To this end, we considered the 6 DoF high fidelity force feedback Geomagic Touch X by 3D system. A total of 30 people has been involved, including both children and adults with and without disabilities. The considered VR applications were developed in Unity 3D, using the 3D Systems Openhaptics Unity Plugin. The results provide useful insights for the design of future HD-based applications, showing how haptic technology can properly support visitors with disability in virtual museum environments in an inclusive perspective.
An Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-Making Task

Decision-making is an important ability in our daily lives. Decision-making can be influenced by emotions. A virtual environment and objects in it might follow an emotional design, thus potentially influencing the mood of a user. A higher visual angle on a particular stimulus can lead to a higher emotional response to it. The use of immersive virtual reality (VR) surrounds a user visually with a virtual environment, as opposed to the partial immersion of using a normal computer screen. This higher immersion may result in a greater visual angle on a particular stimulus and thus a stronger emotional response to it. In a between-subjects user study, we compare the results of a decision-making task in VR presented in three different visual angles. We used the Iowa Gambling Task (IGT) as task and to detect potential differences in decision-making. The IGT was displayed in one of three dimensions, thus yielding visual angles of 20 $$^\circ $$ , 35 $$^\circ $$ , and 50 $$^\circ $$ . Our results indicate no difference between the three conditions with respect to decision-making. Thus, our results possibly imply that a higher visual angle has no influence on a task that is influenced by emotions but is otherwise cognitive.
A Logic-Based Analysis of Responsibility

This paper presents a logic-based framework to analyze responsibility, which I refer to as intentional epistemic act-utilitarian stit theory (IEAUST).To be precise, IEAUST is used to model and syntactically characterize various modes of responsibility, where by 'modes of responsibility' I mean instances of Broersen's three categories of responsibility (causal, informational, and motivational responsibility), cast against the background of particular deontic contexts.IEAUST is obtained by integrating a modal language to express the following components of responsibility on stit models: agency, epistemic notions, intentionality, and different senses of obligation.With such a language, I characterize the components of responsibility using particular formulas.Then, adopting a compositional approach-where complex modalities are built out of more basic ones-these characterizations of the components are used to formalize the aforementioned modes of responsibility.In particular, L ′′ * ⊆ |φ | m .On the other hand, by the first observation in the proof, the fact that L ′ * ≺ s L ′′ * implies that L ′ * L ′′ * , so that assumption (⋆⋆) yields that L ′′ * ⊆ |¬φ | m , which contradicts the previously shown fact that L ′′ * ⊆ |φ | m .Thus, M , m, h |= ⊙ S α ϕ → ¬ ⊙ α ¬ϕ for every index m, h , so that ⊙ S α ϕ → ¬ ⊙ α ¬ϕ is indeed valid.It is clear that the rules of inference Modus Ponens, Substitution, and Necessitation for the modal operators all preserve validity.
Developer Handoff

A few years back, one of us was sitting in the audience during a local meetup. This particular evening a developer was presenting a project their team had been developing for a client. The author, along with the rest of the audience, had to admit it was an incredible piece of work. That was until the presenter said, “Of course we had some designers who did a great job of handing the pretty pictures off to us for our code.” Being a designer, the author raised his hand to ask a question. “So tell me,” he asked, “did you get a call from the client praising you for those awesome algorithms and optimized code that made the project run as smooth as silk?” The question was met with silence on the part of the presenter. The author continued, “Most likely not, but I am willing to bet the client heaped a ton of praise on the designer.” The developer replied with a rather crude expletive, and that was that.
Defining the Problem

Defining the problem your project is attempting to solve correctly is perhaps the most influential aspect of the entire process. If you define the problem incorrectly… you, as the developer, will have difficulty working around the issues these incorrect definitions have introduced—but your entire team will also suffer from this misstep. Of course—and thankfully—defining the problem is not a developer's responsibility alone. Everyone who is invested in the project needs to contribute to such an important task, and the results are most successful when this is achieved together—as a team effort.
Actualization of Educational Programs and Content in the Concept of Convergent Education

The article discusses issues and proposals for the digitalization of the process of training specialists related to the application and modernization of the convergent approach in education, which means the convergence of educational programs and resources, competency matrices and employers’ requirements, methods and technologies for teaching students of different areas and specialties in an open information and educational environment platform. A methodology for actualization convergent training programs is proposed, which includes the following steps: a) collecting, analyzing and consolidating information about the requirements of employers, the Federal State Educational Standards, competencies and levels of specialist training, requirements for educational programs and resources, b) actualization educational programs based on analytical data on requirements, coordination with the competency requirements of regional labor markets, benchmarking the requirements of standards and employers, assessing the compliance of finished training programs with substantive requirements, information on the need to synthesize new programs, c) validation of educational programs based on its assessment and adjustment, d) creating new programs taking into account the analysis of consolidated requirements, certification results and data on the availability of convergent educational materials, e) trial operation of the actualized curriculum using new educational content. The results of the study are used to synthesize a smart educational environment with mechanisms for intellectual support of learning processes based on an analysis of the conditions of the digital economy and actualization educational programs and resources. #CSOC1120.
An Approach for Making a Conversation with an Intelligent Assistant

The problems associated with modern text generation methods are considered in the article. The task of making an interactive dialogue with an intelligent assistant is set. Advantages and disadvantages of analogues are revealed. An approach for analyzing of incoming requests and constructing responses to them is proposed. A graph model is chosen as the basis for semantic text conversion. In addition, the possibility of adding vectors to the main model to take into account the time aspect and other additional characteristics necessary for a full-fledged analysis of both a separate sentence and a whole text has been shown. The general system operation algorithm system operation is constructed. Directions for further research have been identified.
Image Manipulation Using Korean Translation and CLIP: Ko-CLIP

Deep Learning, a field of artistic intelligence (AI), is showing good results in natural language processing (NLP) and image processing classification. In the NLP field, in particular, the BERT-based model has become the main focus of the latest language model. It is a representative model that utilizes BERT pre-training and fine-tuning. Through the process of pre-training vast amounts of data and fine-tuning it, more natural NLP can be implemented. CLIP recently built a dataset with only web crawling without manual labeling to create a huge dataset that forms image-text pairs. With the CLIP Model, it tells you which image the input text is deeply related to. However, CLIP does not recognize Korean text when it is input, so it cannot accurately analyze it. In this paper, we propose to use the BERT Model of NLP and CLIP in the field of image processing to process images by receiving Korean text input. The Korean text is translated into English through the BERT Model and used as input text in the CLIP Model. The output that went through the two models reflected the contents of the Korean text. It can be seen that Output is related to the accuracy of Korean text.
Leveraging Synonyms and Antonyms for Data Augmentation in Sarcasm Identification

Sarcasm identification is a challenging task in natural language processing due to its complex and nuanced nature. This study addresses the challenge of sarcasm identification in social media text, which has significant implications for sentiment analysis, opinion mining, and social media monitoring. Due to the lack of annotated data and the intricate nature of sarcastic expressions, building accurate sarcasm identification models is a challenging task. To overcome this problem, we propose a novel text data augmentation method that employs WordNet lexical database to generate high-quality training examples by swapping words with their synonyms or antonyms. We compare our proposed approach with conventional text data augmentation techniques and evaluate it on five state-of-the-art classifiers, including CNN, RNN, LSTM, GRU, and bidirectional LSTM. The results demonstrate that our proposed scheme outperforms other methods, achieving the highest F1-score and accuracy values across all classifiers. Our findings suggest that this text data augmentation approach can significantly improve the performance of sarcasm identification models, particularly in scenarios with limited annotated data.
Enhancing MapReduce for Large Data Sets with Mobile Agent Assistance

The paper goes on to explain that as the amount of data being generated and collected continues to grow at an unprecedented rate, traditional database and software techniques are struggling to keep up. This is where the MapReduce Framework comes in. It is a programming model designed for processing large datasets in parallel across a cluster of computers. However, as the volume of data increases, the limitations of this framework become more apparent. The proposed approach utilizes agent technology to improve the speed and efficiency of the MapReduce programming model. The use of agents allows for the dynamic and adaptive distribution of tasks, resulting in a significant increase in processing speed. The case study presented shows how this approach was able to achieve a 70% increase in speed when processing 52 Mb of data. The paper concludes by highlighting the potential of this approach to revolutionize the way we process big data and the benefits it can bring to businesses and organizations. It also encourages further research and development in this area to further improve the performance of the MapReduce Framework.
Transparency and Consent: Student Perspectives on Educational Data Analytics Scenarios

Higher education data mining and analytics, like learning analytics, may improve learning experiences and outcomes. However, such practices are rife with student privacy concerns and other ethics issues. It is crucial that student privacy expectations and preferences are considered in the design of educational data analytics. This study forefronts the student perspective by researching three unique futurized scenarios rooted in real-life systems and practices. Findings highlight student acceptance of data mining and analytics with particular limitations, namely transparency about analytics and consent mechanisms. Without such limitations, institutions risk losing their students’ trust.
Simple Axioms for Local Properties

Correspondence theory allows us to create sound and complete axiomatizations for modal logic on frames with certain properties.For example, if we restrict ourselves to transitive frames we should add the axiom ϕ → ϕ which, among other things, can be interpreted as positive introspection.One limitation of this technique is that the frame property and the axiom are assumed to hold globally, i.e., the relation is transitive throughout the frame, and the agent's knowledge satisfies positive introspection in every world.In a modal logic with local properties, we can reason about properties that are not global.So, for example, transitivity might hold only in certain parts of the model and, as a result, the agent's knowledge might satisfy positive introspection in some worlds but not in others.Van Ditmarsch et al. [9] introduced sound and complete axiomatizations for modal logics with certain local properties.Unfortunately, those axiomatizations are rather complex.Here, we introduce far simpler axiomatizations for a wide range of local properties.
Causal Kripke Models

This work extends Halpern and Pearl's causal models for actual causality to a possible world semantics environment.Using this framework we introduce a logic of actual causality with modal operators, which allows for reasoning about causality in scenarios involving multiple possibilities, temporality, knowledge and uncertainty.We illustrate this with a number of examples, and conclude by discussing some future directions for research.
An Ontological Model for Ensuring the Functioning of a Distributed Monitoring System with Mobile Components Based on a Distributed Ledger

The object of this study is distributed monitoring systems with mobile components based on a distributed ledger. The use of such systems is associated with difficulties in the organization of the computing process, including due to the limited energy resources of mobile components. At the same time, one of the problems lies in the effective workload relocation problem solving when solving a complex functional problem by a distributed system. The analysis of existing methods and approaches to workload relocation problem solving has been carried out, which revealed that the ontological approach is the closest to solving the problem, the effectiveness of which has been proven in earlier works of the authors. However, the developed ontological model, on the basis of which candidate nodes are selected, does not take into account the presence of mobile components, distributed ledger nodes and related features of the organization of the computing process in the class of systems under consideration. In this paper, an ontological model of a distributed monitoring system with mobile components based on a distributed ledger is proposed in terms of the organization of the computing process. This model, combined with the method of forming constraints in the workload relocation problem solving in a distributed system based on the ontological analysis procedure, allows you to reduce the search space when organizing calculations in systems of this class and thereby reduce the decision-making time.
Digitization of University Diplomas in the European Union

With the development of the European Union and international relations, more and more cross-border services and related administration are emerging. The European Union is striving to ensure that information verification is uniform and trustworthy across Europe. New technologies such as Blockchain can help with this challenge. That’s why in 2018, all EU member states, Norway and Liechtenstein, and the European Commission came together to form the European Blockchain Partnership (EBP). The EBP is building a European Blockchain Services Infrastructure (EBSI). The vision of the EBP is to use blockchain to create cross-border services for public administrations, businesses, citizens, and their ecosystems so that they can trust information. The first pilot program concerns universities and the digitization of diplomas within the EU. 21 projects from 18 European countries have joined the Early Adopters program and the multi-university pilot during 2021. This article aims at providing information on what the EBSI provides and how to get involved.
Application of Combinatorics to Calculate the Number of Cases of the Monotonic Stability in All Variables in a Discrete Dynamical System

The paper is devoted to the consideration of the stability of solutions of the nonlinear system of the differential equations. The use of the classical numerical Euler method allows one to write down the transition from the original system of differential equations to a system of discrete recurrent equations. The definition of monotone stability of all numerical solutions of a system of discrete equations is formulated. The aim of the work is to obtain an expression for calculating the total number of qualitatively different cases of monotonic stability of all solutions of the system of the discrete equations. The main theoretical result of the work is a theorem on the number of qualitatively different cases of monotone stability of all numerical solutions of the system of the discrete equations. The main result of the work is obtained through the application of combinatorics. It should be noted that the determining factor in the calculation of the number of the qualitatively different cases of the monotonous stability all numerical solutions is the number of the separate local extrema and the number of the pairs of the consecutive opposite local extrema of the finite differences in the considered discrete system. At the same time, the paper does not consider the cases of stability of the solutions of the discrete system with the simultaneous formation of the separate local points of extrema and the successive pairs of consecutive opposite extrema. The new combinatorial expression for calculating the total number of the qualitatively different cases of the monotone stability of all numerical solutions can be used in the analysis of the stability of various discrete dynamical systems. #CSOC1120.
Network Traffic Analysis and Control by Application of Machine Learning

The purpose of this paper is to analyze how networks work, how data is transmitted, and what information we get from each router during data transmission, as well as getting to know the basics of machine learning and how to create models that will understand and learn how networks work. By applying machine learning methods, the obtained results show us the shape of a network. With different methods and the resulting analysis we can get information about how we can plan the network, in terms of expanding the network if the capacity of the links is almost full or when one of the links has predispositions to go from an active state to an inactive one. The results show satisfactory outcomes through the use of three different machine learning models that were capable of accurately detecting the functionality of a port, calculating its utilization and learning when the utilization hits a threshold of above 75%.