Reviewerly/exHarmony huggingface dataset:
Genially as a resource in the agropecuary teaching process

Genially is a digital tool that has more than 16 million registered users worldwide who currently use it for multiple tasks, divided into the following categories: business, education, university and design. It is among the most used by teachers in the creation of academic resources and meets the objective of visual learning. Learning that tends to obtain information through visual representations, because the individual remembers more what he sees than what he learns textually. This article shows the development and use of Genially in the creation of didactic material, to teach some subjects of the agricultural area of the students of the PECI Fiscomisional Juan Ramón Jiménez Herrera Educational Unit of the technical specialty of Agricultural Production in Ecuador. With the application and use of the material elaborated with Genially, a greater interest of the students to participate in the classes was noticed and their academic performance gradually increased in these subjects.
Phishing Preventing in one HEI : Case Study with Students in one Higher Education Institution

Social Engineering attacks, in particular the phishing attack, have seen an increase and greater depth in the way users are approached to achieve their goals. Users of Higher Education Institutions are specific cases, and it is important to know their perception, in particular that of students about these actions. The use of controlled attacks has been widely used, if possible, on a regular basis, to know the reality of an organization and, in this way, ways of acting can be planned to better defend and prepare users for current and future engineering attacks. Social. This work sought, through this simulated attack approach and an awareness campaign, to assess the state of users in terms of awareness of phishing and to propose and evaluate preventive measures for its improvement. Among the results found, it is identified that the most vulnerable groups are younger students, and students from different areas of study do not present relevant differences in the perception of phishing. Furthermore, the use of simple documentation and information techniques for users did not significantly improve perception, making it necessary to explore new ways of preparing users for phishing.
A comparative analysis between undersampling and oversampling approaches to data balancing

The constant increase in fraudulent operations in credit card transactions has led financial institutions to prioritize the use of machine learning models in fraud detection. Challenging task due to the large volume of data and the disproportion between true and fraudulent transactions. In this sense, data imbalance is a critical factor in the construction of models and, therefore, it is important to balance the classes of “fraud“ and “non-fraud“ in the pre-processing of the data. This work aimed to carry out a comparative analysis between two data balancing approaches, from a public database that represents credit card transactions. An experiment was performed to compare simple random subsampling without replacement and oversampling by SMOTE in the data balancing task. The datasets were used in the construction of two logistic regression models to classify transactions into “fraud“ and “non-fraud”. It was concluded that both models are equivalent in accuracy, but the one that used the SMOTE oversampling technique showed lower percentages of false positives and negatives.
BiB-Ana: a tool to detect emerging technologies through topic modeling and Generative Artificial Intelligence

Scientific production has grown significantly in recent years. Due to the considerable and increasing volume of data obtained from these publications, methods, techniques, and methodological tools and computational applications are required for bibliographic and bibliometric surveys. However, the bibliometric tools available on the market do not have all the necessary functions for a complete analysis in a single application, requiring the orchestration of a set of tools. This work presents a tool for detecting emerging technologies through topic modeling and generative artificial intelligence. Finally, the tool was applied to analyze the convergence of themes between Science (scientific articles) and Technology (patents) for the subject of virtual world, where it was possible to highlight seven topics of convergence.
Assessing the benefit of ICT for the development of skills in microeconomics: a case study

The objective of the research is to quantitatively determine the academic benefit obtained by the students of the Open and Distance Modality of the Private Technical University of Loja, enrolled in the subject of principles of microeconomics during six consecutive academic periods and who participated in the project. university connectivity to the virtual learning environment (EVA). To achieve the objective, the technique of Propensity Score Matching (PSM) was applied, maintaining the control groups based on the results obtained, it can be determined that there are differences statistically significant in the academic performance of the students who applied the technique and the control groups, but this does not allow us to conclude that there is an important qualitative change in terms of academic performance since the absolute value of the mean differences are not significant.
Comparison Between Sentiment Analysis Approaches Applied to Digital Games

This article presents an analysis of sentiment classification algorithms, based on texts in Portuguese (Pt-Br) extracted from Twitter and Steam platforms, to determine which are the best Analysis Sentiment algorithms to classify user feedback in digital game contexts. On the Twitter platform, the best algorithm was Stacking with Support Vector Machine meta- classifier reaching 81.5% Accuracy. On the Steam platform, the best algorithm was Stacking with Random Forest meta-classifier reaching 82.8% Accuracy. The results show that the performance of each algorithm tends to improve when using Steam data.
Real-time monitoring and alerting system using Zabbix and Grafana software for wireless Internet access service management.

When there is no continuous monitoring system of the devices that make up the wireless network for internet service access, it is not possible to react in time to failures, nor to keep a record of its operation, not having a history of failures and conditions of the equipment, causing damage to them because they can not perform adequate preventive and corrective maintenance; which causes economic losses. This research shows the implementation of a real-time monitoring and alert system using ZABBIX and GRAFANA software for the management of the access points of a wireless internet service provider. Translated with www.DeepL.com/Translator (free version)
Possibility of building a fuzzy epistemology from fuzzy logic presuppositions

Fuzzy logic is one of the so-called polyvalent logics whose main characteristic is that it considers that the difference between concepts is not of essence but of degree. The objective is to propose the possibility of building a fuzzy epistemology and ontology from fuzzy logic assumptions. To do this, first, the structural elements of fuzzy logic will be identified. Then fuzzy ontology and epistemology will be defined. The relationships between logic, ontology and epistemology will be described and, finally, it will be concluded by presenting the assumptions on which a fuzzy ontology can be built considering that reality itself is fuzzy, as the difference between the different entities that they compose it is not of essence but of degree and that this fuzzy ontology implies in turn a fuzzy epistemology.
E-Down: A Methodology to Support the Choice and Configuration of VLEs in the Training of Students with Down Syndrome

One of the challenges in basic education is the inclusion of students with Down syndrome (SD) in regular schools. Some studies have already discussed the advantages of using technological resources as mediation tools in literacy processes, as well as the impact of these resources on distance education. However, it is important to analyze and evaluate criteria for choosing and setting up a virtual learning environment (VLE) that considers the needs of students with Down syndrome. Through the use of a VLE, schools and education professionals will have subsidies for the choice, configuration and use of a VLE more appropriate considering the specific needs of students with Down syndrome. As an evaluation, four virtual learning environments were analyzed in terms of adequacy considering the requirements for these students with Down syndrome. An evaluation of the interface and interaction was also carried out, configured in the standard VLE format and in the format of the proposed E-Down methodology, with students with Down syndrome to analyze their use with the selected VLE. And when evaluating the AVA used with the proposed E-Down methodology, it was observed that this configuration was better suited to the needs of people with Down syndrome.
Design and Implementation of IaaS Automation Processes in Cloud Environments

With the exponential growth of services hosted in digital environments and consecutively with their increasing criticality, there is a constant search for platforms that provide agility, flexibility and low complexity, delivering development environments faster than ever. The present work studies and discusses the implementation of a closed-source IaaS platform, vRealize, and the methods used to allow the integration of non-native modules in it, which gives it critical automation mechanisms to the operation. With the artifacts developed, it is possible to estimate a reduction in the delivery time of virtual computing environments from hours to a few seconds or minutes.
Gamification Applied to School Newspaper Development

With the evolution of media and the internet in general in the last few years, we see an increase in accessibility and ease of use of many platforms, services, social media, and other communication/media outlets. Even though a lot of what is being created and improved has many benefits to society, it also comes with negative aspects for many users with a big emphasis on the young public. With the rise of media creation through many different and new formats, there is a significant increase of audio-visual stimuli available for consumption. In teens, the effects of such stimuli result in negative behaviours like the decrease of self-learning capabilities, the decrease of interest in extracurricular activities, the decrease of critical thinking, among many other factors. In this paper we will talk about a project that presents itself as a solution to combat disinformation and to encourage an educated and responsible cultural participation. This project is based on the development of an online writing tool that seeks to encourage critical thinking, selection of information sources and assessment of their credibility. It looks to impact the writing of school newspapers by creating a platform that allows students to easily develop stories by using the many features available. Connected to the project and considering the target audience being composed of a younger audience (12 to 18 years of age), during this paper there will be a big focus on the topic of gamification and how it can be a clever approach to keep users engaged and motivated.
Corporative Education Used to Attract and Qualify Workforce for the Software Industry

The lack of Software Development (DS) professionals triggers an alert that the area will collapse in the coming years. The academy cannot meet the industry’s demand, increasing the deficit, and companies, in turn, seek alternatives to minimize the problem. This study investigates Corporate Education (CE) as a strategy for attracting and training labor in a DS company. Action research with a quali-quantitative approach was carried out, where opinion polls and meetings with focus groups were applied to evaluate the techniques used and the social effects of this project. Challenges were identified, such as time adequacy, content, workload, and leveling. In sequence, there were interventions to solve problems and insert improvements to the course. The results of this research allowed a positive evaluation of the applied teaching method, confirmed by the collection of testimonials and the presentation of high success rates, including hiring before the conclusion of the course. As a contribution, this study presents researchers and companies with an experience of attracting labor through EC that can help advance studies and projects that address this context.
Standard process for moving from a relational database model to NoSQL

The standard process for moving from a relational database model to NoSQL can be a challenging project, but it can also have great benefits for organizations looking to scale and improve their performance. This paper aims to make a proposal for future work in which a methodology can be defined for this process that is important when moving from a relational database to a NoSQL database. Taking into account that the need to process large volumes of information efficiently, and there are many advantages of using NoSQL databases, that is why the first point of this research is to make a comparison of relational databases (SQL) and non-relational (NoSQL) with the main purpose of marking the main differences, as well as the review of several relevant works of the proposed topic and thus establish a proposal that serves as a basis for future work to establish a methodology with steps to follow and to carry a SQL model to a NoSQL.
Using Genially to design flashcards to teach English at GBE Elementary

Today the importance of the English language has to do with the age of the information society. And the new citizens are the ones who must master these communicative skills. For this reason, this project aims to be a benchmark for a change in the educational paradigm by proposing as an alternative the use of digital material in the classroom and even outside it to be a formal learning that meets the urgent needs of the children of the UEPJL, and if it can improve vocabulary learning in an innovative and effective way through the design of digital flashcards using the Genially tool. It contains literature on the subject as well as the analysis of the data that the surveys made to the students show about their opinion regarding the flashcards, which is satisfactory in their final conclusions even if they do not know about the ICT tool for their design.
The role of chatbots in e-government : The awareness of computer crime in Portugal

The intensive use of electronic equipment and the growing offer of services over the Internet has increased the incidence of computer crime. Although there are public measures in Portugal aimed at promoting the digital skills of citizens in matters of security and privacy of electronic equipment, they need to address the more complex aspects of this type of crime. Due to this specificity, preventive measures of the phenomenon may benefit from the know-how and experience of entities with legal powers in the area, especially the National Center for Cybersecurity (CNCS), the Public Prosecutor’s Office (MP), and the Judicial Police (PJ). In the public administration in Portugal, emerging technologies based on artificial intelligence (AI) are being adopted to enhance communication between the State and citizens. Awareness-raising extensive actions should make use of these technological tools. Thus, this article describes the research leading to the identification of an efficient electronic device (artifact) in an e-government context aimed at informing and raising awareness among citizens about the growing phenomenon of cybercrime.
Digital Video Stabilization Method Based on Periodic Jitters of Airborne Vision of Large Flapping Wing Robots

Large-scale flapping wing robots (FWRs) with airborne vision have important applications in visual navigation, aerial surveying, fire warning and power-line inspection. However, airborne vision and its videos suffer from strong jitters due to periodic wing flapping, which lowers the success rate of detection and measurement precision. In this paper, a robust digital video stabilization (DVS) method based on periodic jitters is proposed to provide continuous stable monitoring video without pan-tilt camera assistance. First, the periodic motion model of the FWR is established for video jitter analysis. Second, jitter frequencies in different flight states are estimated by continuous jitter acceleration. Then, feature trajectories generated from the video are adjusted adaptively for jitter frequency consistency and smoothed individually by the sampling-interpolation-averaging strategy, including the short trajectories. The stabilized video is generated by guidance from the original and smoothed trajectories. Finally, the proposed method is tested in outdoor flights with a 2.2-meter wingspan FWR and is found to outperform traditional, commercial, and deep learning DVS methods in terms of stability and robustness in various scenes and flight states.
Implementation of a Video Game to guide the user interactively in a 3D virtual environment.

The use of interactive virtual environments to allow users to learn about and become familiar with specific locations can be enhanced by adding video game elements to increase motivation and guide exploration of the virtual environment. This paper describes the implementation of a video game with a guide avatar integrated into a pre-existing virtual environment to guide exploration in an interactive way within the UTPL 3D virtual campus, avoiding disorientation and eventual loss of interest in visiting the different places of the campus, also determining its usability in terms of ease of interaction. The development methodology for educational video games was used, which includes the phases of: initiation, design, production and testing. The result of the work was a video game and a guide avatar fully integrated in the virtual environment, which motivate the exploration of the environment, authenticate the users’ access and record their progress. White box and black box tests were performed on several versions of the video game code to optimize the code and verify the correct functioning of the system. The usability tests (SUS model) involved 24 people (students and teachers, and users from outside the institution) who used the video game. The responses obtained allowed determining a score of 76.25/100, which places it at an acceptable level.
Modeling Inter-Aspect Relations With Clause and Contrastive Learning for Aspect-Based Sentiment Analysis

Aspect-based sentiment analysis (ABSA) is a fine-grained sentiment analysis task that aims to identify the sentiment polarity of the given aspect. Recent studies fail to establish the relation among multiple aspects in one sentence. To address this issue, a clause-level relational graph attention network with contrastive learning (CLRCL) model is proposed. Specifically, the given sentence is segmented into clauses to obtain the relation between two aspects based on clause-level interaction. Then, to integrate multiple-aspect information, a clause-level relational graph which contains all aspects and inter-aspect relations is developed. Notably, to precisely learn the inter-aspect relations, the supervised contrastive learning strategy is used. Experimental results reveal that the proposed model is a competitive alternative compared with the state-of-the-art methods.
CoopGBFS: A Federated Learning and Game-Theoretic Based Approach for Personalized Security, Recommendation in 5G Beyond IoT Environments for Consumer Electronics

In 5G IoT for consumer electronics security recommendation systems, Machine Learning (ML) based Federated Learning (FL) methods plays an important for the detection of cyberattacks. For this objective, several different models for effective feature selection and recommendation systems are presented in the literature. However, presented models prone to misclassify 5G Internet of Things (IoT) malicious traffic due to inappropriate feature recommendation system. To address the issue, In this paper, firstly, an Automatic Data set Generator (ADG) method is proposed and then designed ADG algorithm for the effective features set dataset. Then based on proposed ADG algorithm we proposed a new recommendation model CoopGBFS, based on cooperative game theory, federated learning and correlations with algorithm accuracy to address the problem. Finally, based on proposed CoopGBFS method an algorithm named CoopGBFS is developed and designed to select and recommend effective features set for 5G IoT network security. For the proposed approach evaluation, Bot-IoT dataset and four well-known ML algorithms are utilized. However, from the result analysis, it is cleared that the presented method is efficient for 5G IoT malicious traffic detection features recommendation for Consumer Electronics.
Person Ability: The MBTI Personality Types and its Relationship with the Academic Performance of Grade 12 Students in Dr. Yanga’s Colleges, Inc.

Online personality tests have emerged due to evolving technological advances, with their popularity mainly rooted due to their ease of use and quick results. The Myers-Briggs Type Indicator, or MBTI, one of the most popular, has become the new approach to assessing personality. The user will be categorized as one of the 16 personalities described in this test, each with their own set of strengths, weaknesses, and preferences. On the other hand, academic performance is the degree of knowledge of a student and is impacted by various circumstances. Several studies have investigated the relationship between personality types and academic-related events. This became the catalyst for why the researchers aim to achieve a correlative study, utilizing the currently popular MBTI in particular. The researchers seek to determine if this test can be used for anything more than psychological feedback. Notably, the researchers’ objectives not only define the concepts of various personalities present on the test and academic performance but also determine whether there is a connection between these personality types and the student’s academic performance. To conclude, the researchers employed both physical and online surveys. These comprised the adopted 16-personality type questionnaire by Crystal Knows to determine their personality type and a form that sought the first semester grades of core and applied subjects of 294 grade 12 students, the calculated number of participants needed for the study. Following a thorough data collection procedure, the researchers arrived at the following conclusions: 1) There are a variety of MBTI types present among grade 12 students, but they can be classified into four (4) groups: Analysts, Diplomats, Sentinels, and Explorers. 2) The student’s academic performance in school falls into three (3) categories: Category A (90-100), Category A (90-100), Category B (85-89), and Category C (75-84). 3) There are academic groups that excelled, particularly the Analysts and Diplomats group. Lastly, 4) No substantial correlation exists between personality types and students’ academic performance. The study’s implications can help young individuals expand their knowledge through personality tests.