Reviewerly/exHarmony huggingface dataset:
Enhancing measurement precision through noise analysis and fringe optimization in white light interferometry

White Light Interferometry is a highly precise non-contact measurement technology. However, in practical applications, certain noise sources such as thermal noise, shot noise, and redundant intensity noise, can introduce signal distortion. In this paper, we propose a mathematical formulation for the key metric, Quality Factor, which serves as an evaluation criterion for the quality of interference fringes. The influence of different factors on the measurement is quantitatively analyzed using the Signal-to-Noise Ratio (SNR), and various filtering methods are employed to address different types of noise. Finally, experimental results highlight the primary factors and optimization techniques that significantly impact the quality of interference fringes, thereby verifing the effectiveness of the method on measurement results.
Advances in geothermal energy prospectivity mapping research based on machine learning in the age of big data

Many researchers and engineers are working diligently to develop new methods, materials, and technologies to solve various issues that arise in geothermal energy exploitation and utilization, including geothermal energy prospectivity mapping, exploration and drilling, geothermal well logging, and geothermal power generation. To address these challenges, big data and machine learning (ML) approaches are rapidly advancing in the field of geothermal energy exploitation and utilization. This investigation presents aspects of the progress of research into geothermal energy prospectivity mapping in the age of big data and ML. A detailed summary of geothermal energy distribution factors, spatial data analysis issues and techniques, and modeling methods' pros and cons is presented, and the distinction between conventional and ML-enhanced play fairway analysis (ePFA) in geothermal energy prospectivity mapping is highlighted. The case study results indicate that, compared with conventional play fairway analysis, ePFA can more effectively and accurately analyze site data, extracting hidden features, particularly when applied to geothermal energy discovery, characterization, and production in the Texas region, USA. It concludes that the advancement and successful integration of ML-enhanced methods in geothermal energy prospectivity mapping should be encouraged by policymakers to improve the accuracy of geothermal energy prospectivity mapping for stakeholder decision-making, potentially leading to reduced time, cost, and risk in geothermal energy exploitation and utilization.
Construction of rehabilitation training simulation model based on energy monitoring and transmission by wireless sensor networks

In today's world, with the advent of information technology, the speed of social development has also been greatly improved, and the national demand is also increasing. Among them, national health issues have always been the focus of countries. In addition to basic medical testing, the rehabilitation training for special groups in the medical industry is also gradually becoming more mature. In traditional wireless sensor networks, the energy consumption of nodes is often high, because each node needs to continuously send and receive data, leading to energy waste. In addition, many nodes remain active even when data transmission is not required, further increasing energy consumption. The coverage range of traditional wireless sensor networks is influenced by the number and distribution of nodes, often resulting in coverage vulnerabilities and blind spots. This makes it impossible for the network to fully cover the target area, reducing the reliability and accuracy of monitoring. Based on the above situation, this paper studies the construction of rehabilitation training simulation model by using wireless sensor network monitoring coverage and transmission technology on the basis of energy acquisition. Firstly, it discusses the development trend of rehabilitation training technology in various countries and the social status of rehabilitation training. Through the use of wireless sensor network monitors to monitor the target data collection and model construction. The target coverage and transmission speed are optimized by combining reinforcement learning algorithm SARSA and multilayer feedforward BP neural network. The sensor coverage and transmission of monitoring targets are also studied. The results show that the optimized wireless sensor system has a good effect in rehabilitation training.
Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity

Based on the author’s practical experience, the significance and design of board games in the education of people with disabilities, including those performed by university students as part of their project activities, are analyzed. The projects aimed to create a series of games catering to individuals with different disabilities, including visual and hearing impairments, musculoskeletal disorders, intellectual disabilities, and autism spectrum disorders. These games were developed in response to requests from educational institutions, psychological and pedagogical support centers, and cultural institutions. The games presented in this article are based on pre-project research conducted by the students, which focused on understanding the needs of the target audience and incorporating specific design and architectural elements into the games. The article showcases the concepts, scenarios, and designs of six games, which were created by using tactile, paper-based, and digital platforms. These games not only promote the development of tactile and emotional sensations in children and adolescents but also familiarize them with the functioning of institutions and traditional culture. Throughout the project, over 100 participants were involved in both the pre-project research and the subsequent research conducted after the games’ completion. The proposed games have potential value for educators and psychologists working in various organizations, regardless of their type or affiliation. Additionally, the game creation technology employed in this project can be applied to project-based activities involving students from different universities and fields of study.
Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas

The existing problems of graduates’ employment, constant changes in the labor market are a challenge for educational organizations and challenge universities to change their approaches to the organization of the educational process, forcing universities to find new tools that can involve university students in university technological entrepreneurship. For this reason, universities are developing methodological approaches and looking for formats to work with university startups that provide conditions for finding industry topics for technology startups in the agenda of industry markets. The aim of the study is to develop a methodology for identifying potentially effective student teams at the pre-experimental stage of student project selection. The authors conducted an experiment in the form of game practice with first year students of Ural Federal University, which showed that despite the random assignment of students to teams, the team with the highest cumulative frequency of meaningful words and active verbs and the most harmonious roles according to Belbin and the most cohesive work according to observers won the game. The authors conclude that game practices can identify potentially effective teams capable of generating innovative entrepreneurial ideas that can be attracted to entrepreneurship and to work in accelerators.
An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master’s Degree Students Majoring in Civil Engineering

The article is devoted to the introduction of augmented reality into English as a Foreign Language classes for future civil engineers. In the research, augmented reality is used as a tool to manage nowadays’ issues with students’ motivation and contribute to vocabulary skills training. Dwelling upon the literature analyzed, the authors explain why augmented reality settings are a powerful intrinsic motive and help students learn naturally. To identify the AR-application required, a number of technical characteristics and characteristics for the language learning objectives set were considered. The analysis of 10 applications helped choose EON-XR. To check whether or not augmented reality settings are beneficial for vocabulary and communication skills, exercises for the topics “Bridges” and “Tunnels” were developed. Some exercises are illustrated and explained in concert with the technical features available in EON-XR. Students from Egypt, Pakistan, China, several South African countries, and Russia took part in the pedagogical experiment conducted. The students’ performance and the efficiency of the exercises developed were assessed using specific descriptors determined for vocabulary skills, communication skills, and motivation. The data obtained clearly demonstrate that AR-based settings stimulate students’ motivation, have high potential for professional vocabulary range and control training, and foster further interaction.
The Phenomenon of “Social Responsibility” as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches

The paper considers the results of a preliminary study conducted among the first-year students (N = 106) enrolled in various technical educational programs at Peter the Great St. Petersburg Polytechnic University. The study was designed to achieve three goals. The first goal was to find out the growing role of the phenomenon of “social responsibility” in the changing situation of the ongoing industrial and digital revolution and its impact on humanity as a whole and on everyday life of everyone. The second goal was to find out the respondents’ opinions and interpretations of the phenomenon of “social responsibility’ and to compare the answers of Russian and American students to analyze whether there is any difference in understanding this social issue and whether they are ready to except this responsibility on the personal level. The data were obtained from the students’ answers to the questionnaire. In general, the study revealed a not very high level of understanding of the investigated phenomenon, but we observed some inconsistency in its understanding by Russian and American students, especially in personal responsibility. And the third goal was to develop some new approaches and forms that appear in the modern educational ecosystem, integrating humanities and technical components of higher education, considering gamification as one of the innovative tools to stimulate students’ active participation and transform their perception and practice of social responsibility. The new concept of future engineers’ social responsibility formation in the context of a humanitarian educational ecosystem opens additional opportunities in practical and theoretical areas of modern education, has a high social significance, since it allows conceptually and practically solving the issue of developing unified approaches to the implementation of social responsibility formation tasks, which is extremely important both for existing and for future generations.
The Metaverse: Changing the Landscape of Media Education

As the Metaverse gradually penetrates the educational landscape of secondary and tertiary education, the research was conducted to find out if it will be a welcome idea by students and educators in marketing and media communications. The most popular areas of VR/AR technologies in the foreign and Russian universities are Arts and Humanities, Engineering and technology, Chemistry and Physics, Language practice, Security in Emergency Situations and Medicine Training. 293 Russian and foreign students and 62 educators took part in the survey. The results of the study indicate that the students and educators have differing views on benefits and risks from VR/AR technologies in education. The students see the main advantages of VR/AR technologies in lower cost of training and better involvement, whereas the educational practitioners expect students’ better immersion into the learning process and a valuable contribution to understanding of difficult training material. Despite the fact that 66% of the educational practitioners see VR/AR technologies in their future work, only a small amount of them is aware of the specific VR/AR projects in their universities. The top concerns of the students and educators coincide in such points as health risks and anxiety that educational process would turn inevitably into entertainment. The main educational fields for implementation of VR/AR technologies mentioned the students and educators were the same (Physical Sciences, Engineering and technology, Computer Sciences, Research Work, Art and Humanities, Business and Economics), which concurs with the previous research and content analysis of VR/AR technologies of the most advanced universities of the world.
Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University

The article is devoted to the peculiarities of the design of the system of interactive online tasks and its integration into the basic course of the second foreign language on the example of the German language at the university. The article describes the conditions for the integration of the system of interactive online tasks into the basic course of the second foreign language, implemented in the form of an electronic training course in German as a second foreign language. The elements of gamification in the course are interactive online tasks and online tests with a scoring system, the possibility of feedback and the ability to track individual progress. The use of gamification elements made it possible to organise the educational process more effectively and to increase students’ motivation to learn a foreign language. The use of gamification elements made it possible to organise the educational process more effectively and increase students’ motivation to learn a foreign language. When designing the task system, the features of the process of developing the second foreign language (German), which is influenced by the first foreign language (English), were taken into account. In particular, when developing a series of tasks, the dependence on the first and native foreign languages and the influence of such phenomena as language interference and language transfer were taken into account. One of the key principles in the development of this system of tasks is to ensure the harmonious development of all types of language activity, without focusing on the development of any one.
The Use of Games in English Language Lessons as a Means of Communication

The article discusses the questions of the use of different kinds of games in English language lessons as a means of communication between teachers and students at a university. The important definitions of this research like communication, a game, a pedagogical game, game pedagogical technologies, gaming activities, etc. are considered in the article in terms of communication. Nowadays the main idea of the educational process is the ability of a student to communicate. The features of pedagogical communication are given in the article. The functions, the classification and the main features of a pedagogical game are also considered. The examples of games and gaming activities such as Jeopardy, Jigsaw that can be used in practical foreign language lessons at a university are discussed in the article. Different E-platforms and E-resources that are full of different kinds of communication games such as Worldwall.net can be actively used in English classes at a university. The analysis of the teachers and students’ attitude to the idea of using different games in English lessons, the students’ achievements in English studies by using different kinds of games, the level of the English language competence of the technical university students of control and experimental groups are presented in the article. The results show that the game usage in English classes help teachers and students to communicate.
Moot Court Competition in a Foreign Language: Developing Professional Competencies Through a Business Game

The task of modern education is to shape the specialist of the future. In addition to transferring the necessary knowledge, skills and abilities, the organizer of the educational process has an important goal of forming the professional personality of the future specialist. The composition of modern educational technologies should, in addition to the usual types of work built on the system of lectures and seminars, include business games that are more conducive to the development of professional competencies. The authors of this article highlight the Moot Court business game as fundamental in the development of professional competencies of international lawyers and diplomats, as well as the formation of soft skills necessary for the implementation of professional activities. Thanks to the Moot Court competition, the participant can feel like a player of a real professional space, show their talents and apply the necessary knowledge to solve the tasks set in the game. According to the authors, such professional student competitions should become part of the educational professional environment of universities.
WebQuest as a Means of Students’ Soft Skills Development in Engineering Foreign Language Education

Soft skills are essential skills for engineering specialists of the 21st century. Therefore, they should be developed during higher education, and means of foreign language education can be helpful for it. Modern requirements for higher education involve the usage of digital resources for fostering students and the WebQuest technology is considered prosperous. This study aimed at analysing the way the WebQuest technology can contribute to developing students’ soft skills while foreign language learning. For this purpose, the author analysed the specifics of WebQuest and distinguished peculiarities of its organisation in the process of foreign language teaching. According to the results obtained, we designed the WebQuest and did the experimental training of engineering students. All proposed tasks were based on problem-based learning requiring students to use a foreign language and soft skills in situations of professional communication. The overall goal for the students was to prepare the communicative product in the form of an oral presentation of the solution found. The findings received by qualitative and quantitative research methods showed that the WebQuest masters not only foreign language communicative competence but also all groups of soft skills including communication, management, and professional skills. Moreover, the assessment criteria used in the WebQuest provide valid monitoring of the students’ progress in soft skills manifestation. The statistical analysis proved the results of the study and demonstrated prospects of the WebQuest technology for developing soft skills.
Study on Tracking Real-Time Target Human Using Deep Learning for High Accuracy

Speed and accuracy are important parts of the human tracking system. To design a system that tracks the target human working well in real time, as well as on mobile devices, a tracking real-time target human system is proposed. First, real-time human detection is performed by the combination of MobileNet-v2 and single-shot multibox detector (SSD). Subsequently, the particle filter algorithm is applied to track the target human. The proposed system is evaluated with the different color shirts and complex background conditions. In addition, the system also works with the support of a depth Kinect-v2 camera to evaluate performance. The experiment result indicates that the proposed system is efficient without the impact of colors, background, and light. Moreover, the system still tracks the human when the human has disappeared or the size of the target has a significant change, and an FPS of 12 (Kinect-v2 camera) and 22 (conventional camera) ensures the system works well in real time.
Determination of Reservoir Oxidation Zone Formation in Uranium Wells Using Ensemble Machine Learning Methods

Approximately 50% of the world’s uranium is mined in a closed way using underground well leaching. In the process of uranium mining at formation-infiltration deposits, an important role is played by the correct identification of the formation of reservoir oxidation zones (ROZs), within which the uranium content is extremely low and which affect the determination of ore reserves and subsequent mining processes. The currently used methodology for identifying ROZs requires the use of highly skilled labor and resource-intensive studies using neutron fission logging; therefore, it is not always performed. At the same time, the available electrical logging measurements data collected in the process of geophysical well surveys and exploration well data can be effectively used to identify ROZs using machine learning models. This study presents a solution to the problem of detecting ROZs in uranium deposits using ensemble machine learning methods. This method provides an index of weighted harmonic measure (f1_weighted) in the range from 0.72 to 0.93 (XGB classifier), and sufficient stability at different ratios of objects in the input dataset. The obtained results demonstrate the potential for practical use of this method for detecting ROZs in formation-infiltration uranium deposits using ensemble machine learning.
Evaluating the Potential of Interactivity in Explanations for User-Adaptive In-Vehicle Systems – Insights from a Real-World Driving Study

Due to advances in artificial intelligence (AI), humans are increasingly facing algorithm-generated content in everyday applications. To avoid threads to the system’s transparency and trustworthiness, the approach of explainable AI (XAI) will play an important role when designing these systems tied to the needs and characteristics of their end-users. Our work investigates explanation strategies for AI-based adaptive in-vehicle systems from a human-centered point of view. We present two explanation concepts: one interactive and one text-based approach. The concepts were evaluated and compared in a real-world driving study with 36 participants. The aim is to assess whether interactive engagement with explanations fosters the system’s understandability and the user’s mental model. Our results did not show significant differences between the concepts. Both groups performed well when assessing their mental model after experiencing the explanation concept. However, we found significant decreases in the mental model when measuring it again after participants experienced the prototypical adaptations of the system during the test drive.
The Design of Smart Product-Service Systems (PSSs) with Autonomous Vehicles as the Service Medium Based on User Activity and Behavior Data

Each individual has become a mobile smart sensor under the supporting conditions of Artificial Intelligence, Big Data, Internet of Everything, Location Based Services and other technologies, which provide technical support for the research on user activity and behavior at a fine scale. Meanwhile, traditional product design methods are no longer applicable to the Smart Product-Service System Design with autonomous vehicles as the medium. Changes have occurred from product design to service system design of smart products and their composition, from intuition-based design to data-driven design, from human-machine design to relational design between service participants and smart bodies and smart service systems, and from styling design to experience design. It is required to integrate design thinking and smart mobility so as to explore methods and tools for terminal smart design, network smart design and cloud smart design.