Reviewerly/exHarmony huggingface dataset:
Web Scanner: An Innovative Prototype for Checking Web Vulnerability

With growing concerns about network security, various ways to protect your network from unauthorized access have been proposed. A new style has been proposed to reveal implicit discrepancies that can harm the network. Vulnerability analysis is the most commonly used method. Vulnerability is the hidden weakness of a system that makes it vulnerable to attack. By assessing the vulnerabilities of these systems, you can identify and develop new ways to protect your system from destruction. The impact of the vulnerability makes online security less humorous, so it is necessary to consider in advance how to mitigate its destructive impact. To overcome these issues, web security scanners are among the most essential tools for assessing the security of your website that are proposed in this research work. It allows regular stoners to identify vulnerabilities by detecting website vulnerabilities such as (i) Cross-site scripting (XSS), (ii) Cross-site request forgery (CSRF), (iii) Distributed denial of service (DDoS), and (iv) SQL injection. A tool that can be used to indicate. It also checks for various data manipulation viz. (i) URL manipulation, (ii) Session expiration, (iii) Privilege escalation, and (iv) Cookie-based attacks. It provides information about all open ports. This experiment carried out in this research work focuses on how our application can scan common and advanced vulnerabilities, that could be present on the website and show them to the user with minute detail of every attack. The user is given a security score displayed on the screen showing how trustworthy the website is with all the information the user might provide to the website.
Augmented Reality in Arts Education

This chapter focuses attention on the potential of augmented spatial experience technologies in the pedagogical use of art and how these can significantly enhance the role of art education. The reasons why we feel it is necessary to dedicate deeper analysis to the theme of augmented reality in arts education are fueled by the acknowledgement that the theme is developing rapidly but lacks a systematization of the field experiences, coming from different research fields. An assiduous interdisciplinary discussion, with special reference on the one hand by the scholars of the Digital Heritage, is forever committed to the documentation and valorization of the tangible and intangible historical-artistic heritage and, on the other by the scholars of arts pedagogy and educational technology, seems more than ever necessary in order to contribute to minting the same coin, that is, the one relating to the safeguarding of the value of the arts and the heritage for the development of individual and, therefore, a society capable of evolving starting from the memory of its own expressive capacities.
Youth and Augmented Reality

Augmented reality (AR) is being implemented in the lives of children and young adults and is becoming increasingly relevant in various fields. AR initially influenced popular culture through gaming by encouraging children to go outside in order to play. It then evolved for use in other fields, such as social media. AR is commonly used in social media by youth when they use lenses and filters to augment their pictures. AR is even used in arts and sports to improve children’s understandings and abilities. Additionally, in education, AR can assist teachers by providing engaging opportunities for learning, such as 3D models or field trips without leaving the classroom. Finally, an important application of AR use is for children in medical settings to improve patient experiences and outcomes. The fields of gaming, social media, sports, arts, education, and medicine can increasingly incorporate AR technology as it continues to advance and improve. This chapter will discuss the current and future applications of AR in these fields as it relates to children and young adults, as well as important safety and accessibility considerations.
Augmented Reality’s Application in Education and Training

Augmented or mediated reality tools superimpose or composite virtual objects into the real world, supplementing reality rather than replacing it. The educational benefits include assisting learners appreciating a real-world experience more fully and developing independent thinking, creativity, and critical analysis. The intelligence amplification potential of this technology has been recognized for many years, and the development of low-cost augmented reality hardware integrated into mobile devices now means that educational implementations are plausible and can be practically implemented in a wide range of contexts. This chapter surveys the conceptualization of augmented reality and provides a detailed review of its educational applications, analyzing the underlying theoretical foundations that describe the learning and cognitive impact of its use as well as the practical benefits for learners and educators.
Potentiating Learning Through Augmented Reality and Serious Games

A significant progress in technological support aroused a general interest in areas such as data visualization, augmented and virtual reality, and artificial intelligence. The innovative capabilities of these technologies increased the potential and relevance of data visualization and interaction services. Traditional teaching and learning methods look insufficient in a context where digitalization invades processes and tools. A strong claim is made for aligning those methods with such technological developments and thus allows students to acquire the skills to successfully integrate the emergent information society. Given the widespread of mobile devices, and the increasing role of computer games in education, their combined use has the potential to play a central role in responding to these demands. This chapter aims at exploring the integration of serious games with virtual environments and technologies as a complement to facilitate and enhance learning. More specifically, we present and discuss the motivation, design, and development process of three tools that use augmented reality in combination with a serious game to teach (i) mathematics, (ii) to explore the platonic solids, (iii) and to teach coding. Further, three pilot user studies are described and discussed and confirm the potential of these tools as powerful new teaching/learning tools for education.
Augmented Reality for Remote Assistance (ARRA)

Augmented Reality (AR) reduces the technicians' cognitive effort mainly resulting in both time and error rate reductions. Still, its application in remote assistance has not been fully explored yet. This paper focuses on understanding the benefits of providing assistance to a remote technician through AR. Augmented Reality for Remote Assistance (ARRA) has been designed and developed for local novice maintainer to request assistance and communicate with a remote expert. The remote expert can manipulate virtual objects, which are then overlaid on the real environment of the novice maintainer. ARRA has been tested with the help of 60 participants. This involved performing an assembly/disassembly operation on a mock-up of a piping system. The participants were remotely assisted through ARRA or video-call. Quantitative spatial referencing error data has been collected. The results showed a 30% improvement in terms of spatial referencing when utilizing ARRA as remote assistance support as opposed to video-call. Future studies should investigate into quantifying the improvements due to other factors involved in remote assistance, especially language barriers and connectivity issues.
Augmented Reality into Live Theatrical Performance

Live theatrical performance is an ever-evolving art form in which visionary theater makers are incorporating augmented reality (AR) into performances to connect and engage modern audiences. While theater productions are generally limited by the physical environment’s constraints, AR offers a means to significantly expand the types of sets, effects, and stories that can be told. Furthermore, the addition of 3D tracking and interactive projections enables a new performance methodology with exciting new options for theatrical storytelling, educational training, and interactive entertainment. In this chapter, the authors discuss recent inclusions of AR in live performance, present helpful insights for those looking to include AR into productions, and explore the future of AR live theatrical performance.
Augmented Reality for Maintenance and Repair

As an emerging and powerful technology, augmented reality (AR) combines the real world with virtual and computer-generated objects in order to give to users useful data about the task they are performing. Due to its features, AR is a promising way to enhance many activities requiring the intervention of specialized personnel combining, sometimes, the use of other tools such as real-time monitoring, fault diagnosis, and communication systems. This chapter presents the use of augmented reality (AR) methodologies and technologies to improve maintenance, repair, and troubleshooting activities by enhancing the technicians' performance from the training to the on-site interventions to reduce time and costs. Then, it presents an innovative framework designed to facilitate the development of high-performance 3D real-time solutions for Industry, Marketing, Cultural Heritage, and Healthcare. Finally, the chapter ends with use case, test, and experimentation.
Interaction with AI-Controlled Characters in AR Worlds

With the release of commercial head worn augmented reality (AR) devices, the AR community has grown exponentially. These AR devices come with robust computer vision algorithms to perform adequate object tracking and spatial localization of the user as well as objects in the AR environment. They allow for user input in various ways to interact with the scene. In addition, these devices finally became lightweight and comfortable enough to be used for real jobs in real professional environments. A new era has begun that allows the development of AR applications on a new level. It is no longer necessary to be an expert in computer vision or computer graphics to create meaningful solutions for application ideas that mostly have been proposed already many years ago. The usage of top-level game engines enables app developers to integrate well-designed and textured models, animations, physical effects, and illumination into their solutions, even without programming knowledge. In the past, the big majority of AR applications has focused on placing additional rigid or animated objects into the AR environment. Alternatively, tracked real objects have been superimposed by virtual supplementary information such as virtual structures inside a real object. However, another type of augmented content has almost been neglected so far. This chapter addresses the integration of and interaction with virtual characters in AR environments. It provides an overview of research that has been published by the AR community in the past and classifies different types of characters. In addition, we introduce the reader to Game AI, an R&D subdiscipline of game engineering that focusses on controlling non-player characters (NPCs) in video games. Furthermore, this chapter discusses peculiarities of the interaction with NPCs in AR environments and takes a closer look at the psychological subjects namely perception, communication, and behavioral psychology.
Augmented Reality for Building Maintenance and Operation

On average, annual building maintenance and repair cost 1–5% of the initial building cost, which, accumulated over the building life, could even exceed the initial construction cost. New advancements in architecture, engineering, construction, and operation (AECO) are transforming the current practice of building maintenance operations using visualization and sensing technologies. This chapter will describe a use case for the application of augmented reality (AR) visualization in building maintenance and repair. AR enhances user’s perception of the surroundings by overlaying virtual objects on real-world views and can lead to new forms of user interaction. For instance, AR visualization embedded in the building maintenance instruction manual (BMIM) can be used to guide facility managers and repair personnel. We present the design and evaluation of an AR-integrated BMIM to improve the quality of building operation and maintenance. We adopt the design science research (DSR) methodology to carry out a systematic literature review, characterization of AR features that can be applied to BMIM, development of AR artifacts for incorporating into BMIM, and assessment of user performance through experiments with measurements taken with the NASA TLX protocol. Results are implemented in two applications, namely, Living Augmented Reality (LAR) and Manual Augmented Reality (MAR), with different visualization scales. Analysis of users’ workload data indicates that a majority agree that BMIM can be effectively enhanced with a high degree of acceptability using AR on mobile devices. It is also found that this integration will be helpful to future evolution of the BMIM and integration with the Internet of Things paradigm.
An Augmented Reality Platform for Interactive Finite Element Analysis

Finite element analysis (FEA) is usually carried out off-site and using computer desktops, i.e., computer-generated graphics, which does not promote a user’s perception and interaction and limits its applications. This chapter first gives an overview of related FEA and AR technologies and presents the feasibility of enhancing finite element structural analysis with AR technology. A novel system has been proposed which integrates sensor measurement, FEA simulation, and scientific visualization into an AR-based environment. This system can acquire input data using sensors and visualize FEA results directly on real-world objects. Several intuitive interaction methods have been developed for enhancing structural investigation and data exploration. A prototype system has been built and tested using several case studies to validate the proposed methods and evaluate the system performance.
Base41: A proposal for printable encoding of bit strings

Abstract This article presents the proposal of a novel encoding method for representing binary data in printable format. The encoding procedure reversibly transforms binary strings into printable letter sequences using a mapping from bit strings to an alphabet of 41 symbols taken from a subset of the English uppercase and lowercase letters. The decoding process reversibly recovers an original bit string from the encoded printable string. The encoding and decoding algorithms along with the properties of this coding are examined and discussed. In particular, the use of only URL‐safe and clearly visually distinguishable characters is emphasized.
User-Centered Requirements for Augmented Reality as a Cognitive Assistant for Safety-Critical Services

Abstract Augmented reality (AR) is widely acknowledged to be beneficial for services with exceptionally high requirements regarding knowledge and simultaneous tasks to be performed and are safety-critical. This study explores the user-centered requirements for an AR cognitive assistant in the operations of a large European maritime logistics hub. Specifically, it deals with the safety-critical service process of soil sounding. Based on fourteen think-aloud sessions during service delivery, two expert interviews, and two expert workshops, five core requirements for AR cognitive assistants in soil sounding are derived, namely (1) real-time overlay, (2) variety in displaying information, (3) multi-dimensional tracking, (4) collaboration, and (5) interaction. The study is the first one on the applicability and feasibility of AR in the maritime industry and identifies requirements that impact further research on AR use in safety-critical environments.
An Effective Blockchain-Based Defense Model for Organizations against Vishing Attacks

Social engineering (SE) attacks (also called social hacking) refer to various methods used by cybercriminals to exploit the weak nature of human beings rather than the logical and physical security measures used by organizations. This research paper studies the various methods of SE used by criminals to exploit the psychological vulnerabilities of human beings. On this basis, the paper proposes a new defense categorization of SE attacks based on two security principles: dual control (i.e., more than one entity to complete the task) and split knowledge (i.e., dual controlling of the knowledge to complete the task). We describe how those measures could stop SE attacks and avoid human weaknesses. Then, we propose an original new SE defense model that implements the security principles using blockchain technology to both dual control the transactions and record them safely for organizations. The proposed model’s first aim is to avoid the dependence on the cognitive or psychological status of the victim and enable more verification steps to be taken in a fast and flexible manner. The paper demonstrates the quick and easy adoption of the existing private blockchain platform to implement the proposed SE defense model.
Research on data transmission system of acoustic wave while drilling based on OFDM

Logging while drilling is to transmit down-hole measurement data to the surface timely and accurately to ensure the normal production. Drilling data transmission system includes mud pulse and electromagnetic wave. The transmission rate of these methods is only tens of bits per second. To solve the problems of slow transmission rate, low accuracy and long waiting time for drilling data, an acoustic wireless communication system based on orthogonal frequency division multiplexing (OFDM) is developed. The hardware and software design of the acoustic wireless communication system has been completed, and experiments have been carried out. The communication channel is drilling fluid, a frequency selective fading channel with Gaussian white noise and obvious multipath effect. OFDM can be used to solve the adverse effects of these problems on signal transmission. Schmidl–Cox algorithm is used for signal synchronization. Error control coding adopts CRC32 algorithm. The experimental results show that the transmission rate of BPSK mapped OFDM signal can reach 250 kbit/s when the bit error rate is 10−3. Compared with the traditional wireless communication system, an acoustic wireless communication system based on drilling fluid has the advantages of high data transmission rate, low bit error rate and strong anti-multi-path fading ability.
Investigation into Recognition Technology of Helmet Wearing Based on HBSYOLOX-s

This work proposes a new approach based on YOLOX model enhancement for the helmet-wearing real-time detection task, which is plagued by low detection accuracy, incorrect detection, and missing detection. First, in the backbone network, recursive gated convolution (gnConv) is utilized instead of traditional convolution, hence addressing the issue of extracting many worthless features due to excessive redundancy in the process of feature extraction using conventional convolution. Replace the original FPN layer in the Neck network with the EfficientNet-BiFPN layer. Realize top–down and bottom–up bidirectional fusion of deep and shallow features to improve the flow of feature data between network layers. Lastly, the SIOU cross-entropy loss function is implemented to address the issue of missed detections in crowded environments and further increase the model’s detection precision. Experiments and data comparisons indicate that the modified model’s average detection accuracy is 95.5%, which is 5.4% higher than that of the original network model, and that the detection speed has been dramatically increased to suit actual production requirements.
Activation Fine-Tuning of Convolutional Neural Networks for Improved Input Attribution Based on Class Activation Maps

Model induction is one of the most popular methods to extract information to better understand AI’s decisions by estimating the contribution of input features for a class of interest. However, we found a potential issue: most model induction methods, especially those that compute class activation maps, rely on arbitrary thresholding to mute some of their computed attribution scores, which can cause the severe quality degradation of model induction. Therefore, we propose a new threshold fine-tuning (TFT) procedure to enhance the quality of input attribution based on model induction. Our TFT replaces arbitrary thresholding with an iterative procedure to find the optimal cut-off threshold value of input attribution scores using a new quality metric. Furthermore, to remove the burden of computing optimal threshold values on a per-input basis, we suggest an activation fine-tuning (AFT) framework using a tuner network attached to the original convolutional neural network (CNN), retraining the tuner-attached network with auxiliary data produced by TFT. The purpose of the tuner network is to make the activations of the original CNN less noisy and thus better suited for computing input attribution scores based on class activation maps from the activations. In our experiments, we show that the per-input optimal thresholding of attribution scores using TFT can significantly improve the quality of input attribution, and CNNs fine-tuned with our AFT can be used to produce improved input attribution matching the quality of TFT-tuned input attribution without requiring costly per-input threshold optimization.
Annotated OpenAPI Descriptions and Ontology for REST Services

Leveraging the latest research results on hypermedia-driven Web APIs and the newest update of the OpenAPI Specification, we propose a reference ontology for REST services along with a formal procedure for converting OpenAPI service descriptions to instances of this ontology. At the heart of the approach is a model for enhancing the meaning of Schema properties (i.e. re-usable JSON Schema properties that clarify the meaning of service components). Schema properties are semantically annotated (i.e. their meaning is mapped to a semantic model) and existing properties are combined to form composed or polymorphic expressions. The algorithm for mapping service descriptions to the OpenAPI ontology is implemented and is available as a Web Application.
A Fractal View on Losses Attributable to Scams in the Market for Initial Coin Offerings

Analogous to traditional Initial Public Offerings (IPO), Initial Coin Offerings (ICOs) represent an emerging channel through which firms can access external funding using the new evolving digital financial market for tokens. However, while ICOs represent an alternative funding channel for startups, the ICO market is essentially unregulated, which creates opportunities for fraud such as ‘ICO scams’. This paper addresses the question as to what the expected losses attributable to scams in the market for ICOs are. Using web scrapping techniques, all ICOs launched between August 2014 and December 2019 were first screened for accusations of fraud, before a novel methodological framework was employed to understand the true costs associated with scams. The findings reveal that 56.80% of ICOs were subject to scams, corresponding to 65.80% of the relevant market capitalization, estimated at USD 15.38 billion. Moreover, it is found that the loss distribution due to scam ICOs is governed by a fractal process. Specifically, the power law exponent for the distribution governing losses due to scam ICOs suggests that the second moment is not defined, rendering the sample mean unstable. Taken together, the results in this paper provide evidence that we have not yet seen the largest loss in the market for ICOs and are supportive of an urgent need for ICO market regulations from governments and regulatory agencies.