Reviewerly/exHarmony huggingface dataset:
Transductive Cross-Lingual Scene-Text Visual Question Answering

Multilingual modeling has gained increasing attention in recent years, as the cross-lingual Text-based Visual Question Answering (TextVQA) are requried to understand questions and answers across different languages. Current researches mainly work on multimodal information assuming that multilingual pretrained models are effective to encode questions. However, the semantic comprehension of a text-based question varies between languages, creating challenges in directly deducing its answer from an image. To this end, we propose a novel multilingual text-based VQA framework suited for cross-language scenarios(CLVQA), transductively considering multiple answer generating interactions with questions. First, a question reading module densely connects encoding layers in a feedforward manner, which can adaptively work together with answering. Second, a multimodal OCR-based module decouples OCR features in an image into visual, linguistic, and holistic parts to facilitate the localization of a target-language answer. By incorporating enhancements from the above two input encoding modules, the proposed framework outputs its answer candidates mainly from the input image with a object detection module. Finally, a transductive answering module jointly understands input multimodal information and identified answer candidates at the multilingual level, autoregressively generating cross-lingual answers. Extensive experiments show that our framework outperforms state-of-the-art methods for both of cross-lingual (English $${<}$$ - $${>}$$ Chinese) and mono-lingual (English $${<}$$ - $${>}$$ English and Chinese $${<}$$ - $${>}$$ Chinese) tasks in terms of accuracy based metrics. Moreover, significant improvements are achieved in zero-shot cross-lingual settings(French $${<}$$ - $${>}$$ Chinese).
Active Learning for Open-Set Annotation Using Contrastive Query Strategy

Active learning has achieved remarkable success in minimizing labeling costs for classification tasks with all data samples drawn from known classes. However, in real scenarios, most active learning methods fail when encountering open-set annotation (OSA) problem, i.e., numerous samples from unknown classes. The main reason for such failure comes from existing query strategies that are unavoidable to select unknown class samples. To tackle such problem and select the most informative samples, we propose a novel active learning framework named OSA-CQ, which simplifies the detection work of samples from known classes and enhances the classification performance with an effective contrastive query strategy. Specifically, OSA-CQ firstly adopts an auxiliary network to distinguish samples using confidence scores, which can dynamically select samples with the highest probability from known classes in the unlabeled set. Secondly, by comparing the predictions between auxiliary network, classification, and feature similarity, OSA-CQ designs a contrastive query strategy to select these most informative samples from unlabeled and known classes set. Experimental results on CIFAR10, CIFAR100 and Tiny-ImageNet show the proposed OSA-CQ can select samples from known classes with high information, and achieve higher classification performance with lower annotation cost than state-of-the-art active learning algorithms.
NeoHada: Adaptive Urban Building based on Solar-Piezoelectric and Rooftop Farming to Realize Resilient Cities in Preventing Floods and Food Crises

Urban development, driven by increasing population density, significantly impacts the physical environment, leading to issues such as flooding, food crises, and energy shortages. In response to these challenges, particularly in the context of urban flooding in Indonesia, the implementing team proposes the NeoHada solution. NeoHada is an adaptive design concept that integrates Solar-Piezoelectric technology and Rooftop Farming to create resilient and sustainable cities. This concept is based on three key principles: Climatic Architecture, Energetic Architecture, and Productive Architecture. The principle of Climatic Architecture is implemented through a Rain Harvesting System, where building rooftops serve as rainwater reservoirs to prevent flooding and provide an alternative water source. The Energetic Architecture principle combines solar panels and piezoelectric technology to generate independent electrical energy, alternating between rainy and dry seasons. The Productive Architecture principle emphasizes the development of rooftop farming as a means of achieving urban food self-sufficiency. The NeoHada solution is expected to realize the Sustainable Development Goals (SDGs) related to Zero Hunger, Clean Water and Sanitation, Affordable and Clean Energy, Sustainable Cities and Communities, and Climate Action. By integrating innovative technology and adaptive design, NeoHada aims to mitigate the negative impacts of urban growth and promote city resilience against various disaster and crisis scenarios. It is hoped that this solution will serve as a guide for the development of cities in Indonesia towards sustainable sustainability.
Mediating effect of enjoyment of physical activity between enjoyment of non-face-to-face classes and class satisfaction in university liberal arts and physical education classes

This study aimed to investigate the mediating effect of physical activity enjoyment on the relationship between enjoyment of virtual classes and class satisfaction during the transition from virtual to face-to-face classes, i.e., whether a blended class, i.e., a combination of face-to-face and virtual classes, is more appropriate than a fully face-to-face class when students have adapted to virtual classes for a long period of time.BR To obtain the above results, this study was conducted from April 24 to May 8, 2023, with a total of 264 students taking a liberal arts physical education class. The results of the study are as follows First, virtual classroom fun positively influenced class satisfaction. Second, virtual classroom fun positively influenced physical activity enjoyment. Third, physical activity enjoyment mediates the relationship between virtual class enjoyment and class satisfaction.BR The implications of this study are that blended learning, a combination of virtual and face-to-face instruction, has a greater impact on class satisfaction than single modalities of either face-to-face or virtual instruction. This study makes a significant contribution to the teaching methodology of liberal arts and physical education, which has been disrupted by the shift to in-person classes this year.
Trend analysis on the Life Sport Participation: Focusing on Comparison by year the COVID-19 Pandemic

Focusing on the COVID-19 pandemic situation, this study was conducted to analyze the trend of participation in domestic daily sports according to year changes and to understand the overall influence of daily sports over the past four years of the COVID-19. For the purpose of the study, a total of 36,000 responses were analyzed from 2019 before the outbreak of COVID-19 to 2022 just before the end of COVID-19. Chi-Square and one-way ANOVA were used to identify changes in each factor according to changes in the year of COVID-19. As a result of the study, as the year changed, the positive response rate for both health status awareness and physical fitness status perception decreased, the negative response rate increased, and the physical fitness status awareness score continued to decline after the outbreak of the coronavirus. The rate of daily sports classes or classes did not fully recover to the rate in 2019 before the coronavirus, but was gradually improving, and the club activity rate improved compared to before the coronavirus, but the rate of members who joined but were not active also increased. In the future, based on this study, we hope that more accurate and effective research will be conducted on the revitalization of recreational sports and that it can be used as basic data for establishing recreational sports policies.
Pengaruh Ice Breaking Berbasis Media Poster Terhadap Minat Belajar Siswa Kelas III

This is a quantitative research with experimental-type research with pre-experimental form of one graup pretest-posttest design. The research samples were 27 grade IIIB. Data Collection was carried out by observation, questionnaires, and documentation. Data were analyzed by using descriptive and inferential statistical analysis with SPSS version 20 computer program. The resuts indicated that the ability of teachers’ activities by applying poster-based ice breaking abtained an average of 3,4 meaning that it was carried out perfectly. The assessment of student activity in learning obtained average 3.3 with good category. The results of grade IIIB students learning interest were described by the inferential analysis results where the normality test was 0.205, the homogeneity test was 0.219 and the T test was 0.000, so the results indicated that therebis an effect of poster-based ice breaking on grade III students learning interest at Antang I Elementary School, Makassar. Therefore, through the analysis results, it can be concluded that poster-based ice breaking has proven to have an effect on grade III students learning interest of Antang I Elementary School, Makassar. Keywords: poster-based ice breaking, students learning interests
Penerapan Bahan Ajar Berbasis Literasi Untuk Meningkatkan Keterampilan Membaca Peserta Didik Slow Learner Di Sekolah Dasar

Literacy is a fundamental aspect that an individual must have. A literate society has an important role in the progress of a country, but in reality, literacy in Indonesia is still relatively low compared to other ASEAN countries. This low literacy has an impact on many things, especially education. There are many efforts we can make to minimize the low level of literacy in Indonesia, one of which is by providing quality teaching materials so that students will feel interested in reading and enjoy reading activities. The method used in this research is a quantitative method. This research uses a pre-experimental quantitative research method with the research design, namely one group pretest-posttest design with a research method used to examine a certain population or sample and give an initial test (pretest) and a final test (posttest) on the sample group to see improvements. The aim of this research is to find out how literacy-based teaching materials are implemented and whether literacy-based teaching materials can improve the reading skills of slow learner students. Based on research results, literacy-based teaching materials can improve the reading skills of slow-learner students.
Exploring Code Samples Characteristics and Their Impacts on Software Ecosystems

Code samples are made available to assist developers to accelerate the learning process of features provided by frameworks. However, we know little about how code samples are developed and consumed. In this paper, we aim to fill this gap by assessing the characteristics of framework code samples. We provide insights into how code samples are maintained and used by developers. We find that most code samples are small and simple, and provide a working environment. They frequently change, for example, to adapt to new framework versions. To further understand the problems faced by developers, we analyze Stack Overflow and 269 issues from code sample repositories. We find that developers face problems when modifying the code samples and the most common issue is related to improvement.
Evaluating the Code Comprehension of Novices with Eye Tracking

Code comprehension is essential for software evolution, but it can be hindered by structural problems in the code. Despite its importance, researchers often rely on static code metrics to investigate code comprehension, without considering dynamic aspects such as the visual effort involved. Therefore, we aim to fill this gap by examining code comprehension using eye-tracking metrics. We conducted three controlled eye-tracking studies with 128 novices in three distinct programming languages, C, Python, and Java using constructions with different granularity levels, namely atoms of confusion, refactorings, and #ifdef annotations. With respect to atoms of confusion, we found that the clarified version of the code reduced the time and number of attempts by 38.6% and 28%, respectively. The use of the Extract Method refactoring significantly reduced the time of two tasks by 70% to 78.8%, while increasing the accuracy of three tasks by 20% to 34.4%. The use of #ifdef annotations presented reductions in the modified region by 46.9% in time, 44.7% in the fixation duration, 48.4% in the fixation count, and 60.5% in the regressions count. In addition, we also identified patterns in our data by observing several visual transitions going forward and backward between specific code elements which allowed us to infer confusion in the code. These results provide educators, practitioners, and researchers with valuable information on certain transformations and their potential to ease or hinder code comprehension. The study also highlights the potential of visual metrics to reveal the impact of transformations that cannot be captured by static code metrics. Our results also pave the way for the development of more advanced tools that track the eye movements of developers and assist them with helpful suggestions.
Out-graphic topology on directed graphs

In this paper, we define a topology TGout, for a digraph G = (V,E) without isolated vertices called out-graphic topology, on the vertices’ set. When the graph is locally finite, T out G will be an Alexandroff topology and we give some characterisations of the minimal basis. Then, we give some open sets and some closed ones. Functions between digraphs are studied and also those between graphic topological spaces and the relations between them. Finally, for a strongly connected digraph, we prove that the topological space (V,TGout) can be disconnected but in other cases can be connected.
PERANCANGAN USER INTERFACE PADA START-UP KESEHATAN HEALTHY MENGGUNAKAN METODE DESIGN THINKING

Health is everyone's priority. When a person experiences health problems, the best effort will be made by the patient and his family. Because complete information about health services, medicines and supporting medical devices is crucial and most sought after. Healthy digital start-ups are designed to find solutions and bridge these difficulties by connecting Pharmacy partners and Medical Device Stores who are able to provide BPOM-certified legal drug products and quality medical devices with users, in this case patients and their families. In this study, the method used was "design thinking, analysis using SWOT and feasibility study analysis using TELOS. The UI design testing process used 10 Usability Heurisitic indicators with a test result of 87%. This proves that the digital start-up designed has answered user needs.
A Mobile Augmented Reality Application for Undergraduate Medical Students Using A Flipped Classroom Approach

The flipped classroom model enables students to acquire fundamental knowledge outside of class time; thus, include reading materials or video lectures. This will be able to free up class time for knowledge application, student engagement in active learning, and higher-order thinking. The flipped classroom model is increasingly being adopted in competency-based medical education. However, the potential of flipped classrooms for enhancing medical education has not yet been proven and it poses a major challenge to students who have not mastered self-regulated learning strategies. Thus, they may not be able to understand the information presented in the course materials or to strategically use learning resources outside of class. In this project, we have created a mobile augmented reality (AR) application for students studying anatomy to help them grasp the idea of the AR flipped classroom. Students were instructed to use the same three mobile augmented reality (MAR) applications with different design and approach. The three types of MAR applications are — those with markers and notes on printed notebooks (BARA1), those with markers and notes are on a website (BARA2), and those with all notes in the MAR application and the marker are a tangible 3D object (BARA3). From the series of experiment, we found out that most students favour the BARA3, meanwhile the medical lecturers essentially prefer the BARA1. In this research three things have been considered: interface design, the usefulness of Augmented Reality (AR), technical problems with the use of AR applications, and educators training on the use of AR applications. Without a well-designed interface and guidance for the students, AR technology can be too complicated to use, especially for those who are not familiar with the technology.
Development of an Open Source IoT-Blockchain Platform for Traceability of Fresh Products from Farm to Fork

Food traceability is now being given more and more importance, especially due to its benefit in food safety and sustainability. This article will carry out the research, design, development, and validation of a web application based on blockchain technology for food traceability from farm to fork. Thanks to the security, reliability and immutability offered by blockchain, it will be possible to know the status of the product anywhere in the food chain by all the agents involved, among which are farmers, distributors, producers, and end customers. Therefore, greater reliability will be provided in the layout of fresh products and greater security and transparency throughout the process, in addition to protecting all parties involved against fraud and final consumers against the health risks that can cause the consumption of food in poor condition. To do this, a study and design of a blockchain has been carried out, the data model has been designed and the chaincode implementing the functionality has been programmed. On the other hand, a frontend to interact with the backend system through a REST API has been designed and implemented. In addition, a study on the Internet of Things (IoT) devices and their integration with the blockchain is proposed. Last, an evaluation over the functionality of the chaincode, the performance of the REST API and the validity of the solution has been carried out.
Blockchain Oracles for Asset Ownership Verification and Trust Establishment in the Metaverse

Metaverse encompasses the ability to transform the way we interact with technology and with each other, opening up new avenues for socializing, trading, communicating, entertaining, and learning. As the metaverse ecosystems continue to expand and assets within them become increasingly valuable, the issue of trust in transferring ownership of these assets becomes a significant concern. The objective of this research is to design and develop a blockchain oracle system for metaverses that address the challenges of ownership verification, identity theft, and trust establishment in the metaverse while transferring ownership of assets in order to enhance the security and trustworthiness of virtual transactions. This blockchain oracle has the ability to securely and impenetrably confirm ownership in the metaverse, increase trust in the ownership transfer of assets and ensure that ownership transfers are carried out correctly without the risk of fraud or other malicious behaviors. The study employs a design science research method to design, develop and evaluate a novel blockchain oracle for trust establishment and asset ownership verification in the metaverses.
Probabilistic Optimization of Optimistic Finality for the Waterfall Consensus Protocol

Blockchain is a distributed ledger technology that provides an immutable record and store of transactions. Today, one of the key challenges facing blockchain technology is the time required to finalize transactions. Mass adoption of payment systems and the development of enterprise-class decentralized systems have created a demand for a significant acceleration of finalization time in blockchains’ networks, to facilitate fast and efficient transactions while maintaining security and performance. This article discusses the Waterfall platform, which is based on a Directed Acyclic Graph (DAG) architecture. Waterfall implements a two-level consensus protocol combining Ethereum’s approach with a new algorithm that provides single-slot finality. However, the optimistic consensus involves a security trade-off that requires the maintenance of network scalability and performance. The proposed protocol modifications aim to minimize the time of transaction finality by obtaining an optimal level of blockchain Coordinators’ support for slot finalization, building a simulation model for testing the modifications, and mitigating the problem of non-relayed transactions. The outcomes of this study will be incorporated into the Waterfall platform software, to enhance its dependability, efficiency, and security.
Blockchain Technology as a Means to Achieve Prior Transparency in Arbitration Processes. A Social Challenge

Any arbitration procedure must be transparent in order to guarantee that all parties have access to the information and supporting documentation they need to make informed decisions. This manuscript proposes a framework for transparency that makes use of blockchain technology to improve the fairness and integrity of any arbitration system. To comprehend the decisions made, the technological requirements and difficulties experienced by distributed platforms based on blockchain technology are explained. The proposed solution not only satisfies the specified technological needs, such as scalability and resilience but also fosters transparency by guaranteeing the verifiability of source data and the preservation of users’ privacy. This system tries to get rid of corruption and safeguard consumer interests by employing a public network via which smart contracts can be executed. By expanding the scale of the network used, this strategy not only increases resilience but also improves the accountability and openness of the arbitration process.
IPFS and Hyperledger Fabric: Integrity of Data in Healthcare

Since the Information of Things (IoT) arrival, one of the main problems we encounter daily is data breaches and data integrity. Now more than ever, the expertise needed to develop an attack is decreasing. Developers are creating software that does the same thing as an expert, requiring less knowledge from the attacker. Also, ill-intended professionals within the institutions can compromise and access information without authorization. Healthcare Information Technologies must be aware of and have a proactive approach to this problem within each sector. With this in mind, researchers and developers must propose and study solutions and architectures to store and query sensitive files and information more securely. When we think about security, there are more dimensions to consider other than the technology itself, but it does remove some constraints. This article presents an architecture that relies on Blockchain through HyperLedger Fabric and Interplanetary File System (IPFS) to securely host sensitive documents such as contracts within Healthcare.