Reviewerly/exHarmony huggingface dataset:
Vehicular Electronic Image Stabilization System Based on a Gasoline Model Car Platform

Abstract Noise, vibration and harshness (NVH) problems in vehicle engineering are always challenging in both traditional vehicles and intelligent vehicles. Although high accuracy manufacturing, modern structural roads and advanced suspension technology have already significantly reduced NVH problems and their impacts; off-road condition, obstacles and extreme operating condition could still trigger NVH problems unexpectedly. This paper proposes a vehicular electronic image stabilization (EIS) system to solve the vibration problem of the camera and ensure the environment perceptive function of vehicles. Firstly, feature point detection and matching based on an oriented FAST and rotated BRIEF (ORB) algorithm are implemented to match images in the process of EIS. Furthermore, a novel improved random sampling consensus algorithm (i-RANSAC) is proposed to eliminate mismatched feature points and increase the matching accuracy significantly. And an adaptive Kalman filter (AKF) is applied to improve the adaptability of the vehicular EIS. Finally, an experimental platform based on a gasoline model car was established to validate its performance. The experimental results show that the proposed EIS system can satisfy vehicular performance requirements even under off-road condition with obvious obstacles.
Constrained Error Pattern Generation for GRAND

Maximum-likelihood (ML) decoding can be used to obtain the optimal performance of error correction codes. However, the size of the search space and consequently the decoding complexity grows exponentially, making it impractical to be employed for long codes. In this paper, we propose an approach to constrain the search space for error patterns under a recently introduced near ML decoding scheme called guessing random additive noise decoding (GRAND). In this approach, the syndrome-based constraints which divide the search space into disjoint sets are progressively evaluated. By employing $p$ constraints extracted from the parity check matrix, the average number of queries reduces by a factor of $2^p$ while the error correction performance remains intact.
Using AI to train robot dogs makes them cheaper

Ocean worlds, planets flush with water and potential homes to alien life, look like they could be common in the galaxy. The race is on to find one, finds Conor Feehly
To biopsy or not to biopsy: Identifying potential predictors of histologically benign microcalcification seen on screening mammography

Category: Breast imaging
Not All SWAPs Have the Same Cost: A Case for Optimization-Aware Qubit Routing

Despite rapid advances in quantum computing technologies, the qubit connectivity limitation remains to be a critical challenge. Both near-term NISQ quantum computers and relatively long-term scalable quantum architectures do not offer full connectivity. As a result, quantum circuits may not be directly executed on quantum hardware, and a quantum compiler needs to perform qubit routing to make the circuit compatible with the device layout. During the qubit routing step, the compiler inserts SWAP gates and performs circuit transformations. Given the connectivity topology of the target hardware, there are typically multiple qubit routing candidates. The state-of-the-art compilers use a cost function to evaluate the number of SWAP gates for different routes and then select the one with the minimum number of SWAP gates. After qubit routing, the quantum compiler performs gate optimizations upon the circuit with the newly inserted SWAP gates. In this paper, we observe that the aforementioned qubit routing is not optimal, and qubit routing should \textit{not} be independent on subsequent gate optimizations. We find that with the consideration of gate optimizations, not all of the SWAP gates have the same basis-gate cost. These insights lead to the development of our qubit routing algorithm, NASSC (Not All Swaps have the Same Cost). NASSC is the first algorithm that considers the subsequent optimizations during the routing step. Our optimization-aware qubit routing leads to better routing decisions and benefits subsequent optimizations. We also propose a new optimization-aware decomposition for the inserted SWAP gates. Our experiments show that the routing overhead compiled with our routing algorithm is reduced by up to $69.30\%$ ($21.30\%$ on average) in the number of CNOT gates and up to $43.50\%$ ($7.61\%$ on average) in the circuit depth compared with the state-of-the-art scheme, SABRE.
Why KDAC? A general activation function for knowledge discovery

Deep learning oriented named entity recognition (DNER) has gradually become the paradigm of knowledge discovery, which greatly promotes domain intelligence. However, the current activation function of DNER fails to treat gradient vanishing, no negative output or non-differentiable existence, which may impede knowledge exploration caused by the omission and incomplete representation of latent semantics. To break through the dilemma, we present a novel activation function termed KDAC. Detailly, KDAC is an aggregation function with multiple conversion modes. The backbone of the activation region is the interaction between exponent and linearity, and the both ends extend through adaptive linear divergence, which surmounts the obstacle of gradient vanishing and no negative output. Crucially, the non-differentiable points are alerted and eliminated by an approximate smoothing algorithm. KDAC has a series of brilliant properties, including nonlinear, stable near-linear transformation and derivative, as well as dynamic style, etc. We perform experiments based on BERT-BiLSTM-CNN-CRF model on six benchmark datasets containing different domain knowledge, such as Weibo, Clinical, E-commerce, Resume, HAZOP and People's daily. The evaluation results show that KDAC is advanced and effective, and can provide more generalized activation to stimulate the performance of DNER. We hope that KDAC can be exploited as a promising activation function to devote itself to the construction of knowledge.
Theoretical Perspectives on Electronic Monitoring and Police Supervision Order as Crime Prevention Modalities in Malaysia

The attachment of an electronic monitoring device (EMD) to offenders in the form of an anklet has enhanced the method of supervision of offenders in Malaysia.Under various legislations, the court is empowered to place the offender under police supervision, who must comply with the terms and conditions and agree to be attached to an electronic monitoring device accessible through the Global Positioning System (GPS).Furthermore, the Police will be immediately alerted if there is any breach of the monitoring terms and conditions.However, there is lack of academic research into electronic tagging and its relationship with police supervision order in Malaysia.Hence, this paper aims to discuss the effect of attachment of EMD to an offender in the prevention of crime.This paper adopts a doctrinal approach, whereby an analysis of the primary and secondary sources comprising relevant statutes, textbooks and journal articles on the application of electronic monitoring devices.This paper contends that although electronic monitoring devices have contributed to the prevention of crimes, it would be more effective if some elements of the human intervention were included as part of the offender's supervision.
Neurological adverse events after vaccination against sars-cov-2 in the municipality of Parnaíba, Piauí

Introduction At the end of 2019, a new disease that would come to be known as COVID-19 emerged in Wuhan, Hubei province, China, caused by a virus called novel coronavirus or SARS-CoV-2. The infection has spread worldwide, causing many deaths, however, at the end of 2020, the first vaccines against this new virus appeared, approved by regulatory bodies as being effective and safe. However, since the beginning of immunization, there has been much speculation within the general population both about the supposed low efficacy and the correlation with serious post-vaccination adverse events (APVE), including deaths. Furthermore, it is highlighted in the literature that neurological manifestations are one of the main sources of AEFI. Objective: Therefore, the objective of this study is post-vaccination adverse events against covid-19 in the municipality of Parnaíba, Piauí. Objectives 1) Investigate the occurrence of post-vaccination adverse events of a neurological nature of vaccination against Sars-CoV-2 in the municipality of Parnaíba, Piauí. Methods This is a cross-sectional, observational, descriptive and epidemiological quantitative study. Data were collected from the Information Sistema de Informação de Eventos Adversos Pós-Vacinação (SI-EAPV) of Secretaria de Estado da Saúde do Piauí, in the period from January 2021 (date of the beginning of vaccination against COVID-19 in Brazil) to September 2021. The study population was concentrated in the municipality of Parnaíba, located in the state of Piauí, Brazil. According to the Instituto Brasileiro de Geografia e Estatística (IBGE), the estimated population for the municipality in question is 153,863 people. The dependent variable is the presence of neurological manifestation as an outcome: yes/no. The other variables analyzed were color/race, sex and the description of the vaccine used. (Too see the complete abstract, please, check out the PDF).
Building a Dialogue Corpus Annotated with Expressed and Experienced Emotions

In communication, a human would recognize the emotion of an interlocutor and respond with an appropriate emotion, such as empathy and comfort. Toward developing a dialogue system with such a human-like ability, we propose a method to build a dialogue corpus annotated with two kinds of emotions. We collect dialogues from Twitter and annotate each utterance with the emotion that a speaker put into the utterance (expressed emotion) and the emotion that a listener felt after listening to the utterance (experienced emotion). We built a dialogue corpus in Japanese using this method, and its statistical analysis revealed the differences between expressed and experienced emotions. We conducted experiments on recognition of the two kinds of emotions. The experimental results indicated the difficulty in recognizing experienced emotions and the effectiveness of multi-task learning of the two kinds of emotions. We hope that the constructed corpus will facilitate the study on emotion recognition in a dialogue and emotion-aware dialogue response generation.
Development and validation of a mobile app-based interRAI CUSR for older adults in urban, low-income communities

Delivery of health and social
Quantum Kerr Learning

Quantum machine learning is a rapidly evolving field of research that could facilitate important applications for quantum computing and also significantly impact data-driven sciences. In our work, based on various arguments from complexity theory and physics, we demonstrate that a single Kerr mode can provide some "quantum enhancements" when dealing with kernel-based methods. Using kernel properties, neural tangent kernel theory, first-order perturbation theory of the Kerr non-linearity, and non-perturbative numerical simulations, we show that quantum enhancements could happen in terms of convergence time and generalization error. Furthermore, we make explicit indications on how higher-dimensional input data could be considered. Finally, we propose an experimental protocol, that we call \emph{quantum Kerr learning}, based on circuit QED.
Context Attention Network for Skeleton Extraction

Skeleton extraction is a task focused on providing a simple representation of an object by extracting the skeleton from the given binary or RGB image. In recent years many attractive works in skeleton extraction have been made. But as far as we know, there is little research on how to utilize the context information in the binary shape of objects. In this paper, we propose an attention-based model called Context Attention Network (CANet), which integrates the context extraction module in a UNet architecture and can effectively improve the ability of network to extract the skeleton pixels. Meanwhile, we also use some novel techniques including distance transform, weight focal loss to achieve good results on the given dataset. Finally, without model ensemble and with only 80% of the training images, our method achieves 0.822 F1 score during the development phase and 0.8507 F1 score during the final phase of the Pixel SkelNetOn Competition, ranking 1st place on the leaderboard.
ORGANIZATION OF DISTANCE AND BLENDED LEARNING OF MATHEMATICS FOR SENIOR PUPILS AT SCHOOL DURING QUARANTINE

The article deals with the problems of organization of the distance learning of mathematics for senior pupils at Ukrainian schools during quarantine. The authors, based on their own pedagogical experience, describe the peculiarities of distance learning in mathematics. They also indicate the types of work that were carried out with the pupils. In the article feedback results, which helped to conduct analysis and further improvement and adaptation of methodological approaches to the conditions of distance learning, are given. In particular, the materials of the author's questionnaire for pupils were processed and the results of several all-Ukrainian monitoring of schoolchildren's participation in various forms of distance learning during quarantine were studied. Foreign experience is also considered. This made it possible to obtain information about the advantages and disadvantages of the organization of distance learning of mathematics and to improve the educational process in 2020-2021 academic year, which was held in a blended mode.&#x0D; A comparison of the approaches, forms, means and methods of training that have been used since the beginning of the distance education throughout the country (March 2020) and until now has been made. It is clearly demonstrated how the process of improving the educational process took place and the role of conducted surveys and monitoring in this process: the transition from Viber groups for individual classes to the creation of a school-wide distance learning system using Google for Education tools and the Edyna Shkola electronic journaling system.&#x0D; The functionality of the distance learning platform Google Classroom was analyzed, and a conclusion was drawn about its effectiveness. The functionality of the Edyna Shkola system and the opportunities it provides to the school administration, teachers, pupils, and parents are considered. After reviewing the two platforms, it was concluded that Edyna Shkola system is focused on the interaction between the teachers, pupils and parents, where the main emphasis is shifted to monitoring the individual pupil's performance. At the same time, Google Classroom has a powerful functionality for providing a digital educational environment of an educational institution.
Developing of Android Based Educational Games as a Supplementary Media For Vocabulary of Junior High School Students

The problem in learning English is almost all students have difficulty in learning vocabulary and the students lack of mastery of English vocabulary, another problem is that students' interest in learning vocabulary is very low because they think it is very difficult to memorize it. In addition, teachers do not use media to help the vocabulary learning process. So, the students need media to help learn vocabulary. The aim of this study is to develop the android based educational games and to know the result of develop the android based educational games. This type of study is Research and Development (R&amp;D) used the Borg and Gall procedure which uses 6 stages out of 10 stages of development. There are need analysis, product design, product validation, product revision, product testing, and revise the product. The subject of the research is seventh grade students in SMPI Hasanuddin Kesamben. The feasibility of the media based on the results of the percentage of expert validation, namely: 92% media experts with Valid/Very Decent categories, material experts 81.25% with Valid/Very Decent categories. Furthermore, the results of student satisfaction were 89% with the product category "Valid / Very Decent". Based on these results, it can be concluded that the Android-based educational game media for vocabulary is very interesting to use as a supplementary media.
USE OF DIGITAL TOOLS IN TEACHING METHODS - HIGHER EDUCATION LEARNING

The use of digital tools from the current pandemic triggered countless teaching-learning methods in Higher Education as part of educational technological innovation.The lack of training in the use and management of educational platforms, as well as in digital tools by teachers and students, has been the main problem of this study since the teaching given and learning acquired did not have the same quality at the beginning and effectiveness as in face-to-face mode.A mixed methodology (qualitative and quantitative) was adopted, with the data collection instrument being the form applied to 213 students from a Higher Education Institution.The results obtained showed that the students are satisfied with the use of the applied methodology and the work carried out in virtual environments.It was concluded that digital tools directly influence teachinglearning methods through illustrative, dynamic and analytical study, developing optimal learning in times of
Exploring the Implementation of Whatsapp-Assisted Language Learning of Primary School in Rural Area

The study aims to investigate the implementation of WhatsApp assisted language learning in rural area. This research involves descriptive qualitative research by using interview and observation that focuses on the use of Whatsapp in teaching vocabulary and involve sociocultural theory as the framework to analyze the implementation of this MALL application. Some reasons related to the preference of involving WhatsApp-assisted language teaching lies on the technical and pedagogical reason. The simplicity of using the application is the main reason in terms of technical one while the educational reasons involved the sense of belonging, flexible interaction, and autonomous learning. In term of assisting students to learn, the teacher take a role as a material provider, while the parents take more role that is scaffolding. However, the role of the teacher in scaffolding is not significant, therefore the next research may focus on the suitable activity that the teacher can apply on online teaching particularly for young children
Creating Realistic Scenarios in Teaching Speaking Skill Through Virtual English Camp During Covid-19

The purpose of this study is to determine whether creating realistic scenarios (CRS) for teaching speaking skills through a Virtual English Camp is beneficial in improving students' speaking skills (VEC). Determine the impact of generating a realistic scenario through VEC on improving the capacity of English major students to deliver speeches, participate in public speaking events, participate in discussions, and participate in the debate. This study is an experiment involving a one-group pre-test and post-test design, as well as a survey design to determine the overall average of the scores. The participant of this study is 145 college students of English Majors from South Kalimantan, Indonesia. They put out a significant effort to improve their communication skills. Their trainer trained them and compelled them to refrain from acting as a language instructor during the discussion program, and instead to speak in the target language, which was English, throughout the program. During this study, it was found that students who were taught with VEC thereafter had higher post-test scores than students who were taught before they were tested for their communicative competence. Students' communicative competence increases significantly when they participate in the VEC model program to teach them speaking abilities.
Development of website-based e-poster learning media on the digestive system material of class XI MA Madani Alauddin Pao-Pao students

Rapid technological advances must be used optimally, especially in compiling learning media to create effective and efficient learning activities. This research aims to develop an e-poster learning media based on a website on digestion system material for grade XI of MA Madani Alauddin Pao-Pao that is valid, practical, and effective. This research uses the ADDIE development model's type of research and development. The developed product is tested through validity, practicality, and effectiveness tests. The subjects were 27 students of grade XI MIA MA Madani Alauddin Pao-Pao. The instruments used in the study were media validation sheets, student response questionnaires, educator response questionnaires, and learning outcomes test items. The results of the data analysis obtained a validity level of 3.60 (very valid), the practicality level of student responses is 3.18 (practical), and the educators' response is 3.06 (practical). Learning outcomes test students is 88.88% (effective). Based on the research, e-poster learning media based on a website on digestion system material deserves to be used. The result of the research is in the form of teaching media. Researchers hope that students can be motivated to learn independently and that teachers can make it easier to distribute the material being taught.Abstrak Kemajuan teknologi yang kian pesat perlu dimanfaatkan secara optimal, khususnya dalam menyusun media pembelajaran sehingga tercipta kegiatan belajar yang efektif dan efisien. Penelitian ini bertujuan untuk mengembangkan media pembelajaran e-poster berbasis website pada materi sistem pencernaan siswa kelas XI MA Madani Alauddin Pao-Pao yang bersifat valid, praktis, dan efektif. Penelitian ini menggunakan jenis penelitian dan pengembangan dengan model pengembangan ADDIE. Produk yang dikembangkan diuji melalui uji validitas, uji kepraktisan dan uji keefektifan. Subjek dalam penelitian ini adalah peserta didik kelas XI MIA MA Madani Alauddin Pao-Pao sebanyak 27 orang. Instrumen yang digunakan dalam penelitian adalah lembar validasi media, angket respon peserta didik, angket respon pendidik, dan butir-butir tes hasil belajar. Hasil penelitian menunjukkan bahwa media yang dikembangkan memiliki tingkat validitas yaitu 3.60 (sangat valid), tingkat kepraktisan berdasarkan penilaian respon peserta didik yaitu 3.18 (praktis) dan respon pendidik yaitu 3.06 (praktis). Tes hasil belajar peserta didik mencapai 88.88% (efektif), sehingga media pembelajaran e-poster berbasis website layak digunakan. Hasil penelitian berupa media ajar, peneliti berharap siswa termotivasi belajar secara mandiri dan bagi guru dapat memudahkan menyalurkan materi yang diajarkan.
The relationship between e-learning and student satisfaction as marketing strategy: A case study at a private university

Universities have incorporated e-learning into their educational structures because of the unanticipated transition from conventional learning to digital and hybrid learning methods to the closure of educational facilities during the COVID-19 pandemic. This study aims to ascertain how e-learning influences students' satisfaction at private universities and to develop a marketing strategy to keep institutions of higher learning competitive throughout the COVID-19 or similarly disrupting events. In the study, we utilise a quantitative descriptive method. Collecting data was done by distributing e-questionnaires to students at a private university in Bandung. The sampling technique used random sampling with 245 respondents. The data was subjected to numerous linear regression analyses using SPSS. ICT, ESQ, and EIQ are the study's dependent variables, and e-learning is the study's independent variable. The findings indicate that all variables influence and significance of e-learning and students' satisfaction with 65.9%, which can enhance learning outcomes in private universities.