Reviewerly/exHarmony huggingface dataset:
The Hermetic Symbolism of Andrei Bely’s History of the Becoming of the Self-Conscious Soul

Abstract This article addresses some of the main theses of the dissertation on Andrei Bely’s opus magnum, The History of the Becoming of the Self-Conscious Soul . Bely’s work on philosophy of culture will be discussed in contrast to Rudolf Steiner and on the basis of a drawing illustrating its content. Convergences and differences concerning the crucial concept of the self-conscious soul with regard to Bely and Steiner are pointed out as well as some peculiarities of Bely’s historiosophical approach. The third part demonstrates the cognitive principles of the self-conscious soul, which for Bely are connected to its development during modern times. They also provide the means for the formation of the poetical structure of Bely’s text. A fourth part provides some examples of the metaphorical level of the text and shows the implications of Bely’s interpretation of the ‘spiral of history’. The last part discusses the definition of Bely’s method as “hermetic symbolism”.
Independent attentional resources explains the object-based shift direction anisotropy

In a series of recent experiments (cf. Barnas & Greenberg, VSS 2015–18) we demonstrated that reallocating object-based attention across the visual field meridians is faster horizontally than vertically, referred to as a ‘shift direction anisotropy’ (SDA). We revealed that the SDA is (1) observed whether attention shifts occur within or between objects, (2) not present when targets/objects are sequestered into quadrants, and (3) driven by target, rather than object, location. Here we present a theory, grounded in neurobiology, (along with new data) that accounts for these findings. We theorize that the source of the SDA depends upon anatomical segregations of the visual system that determine the manner in which pools of attentional resources resolve competition between targets. It is well-established that the left/right cerebral hemispheres are organized contralaterally, imposing an interhemispheric boundary along the vertical meridian (anatomically, the longitudinal fissure). Some suggest that this explains independent attentional capabilities between the hemispheres during attentional tracking (Alvarez & Cavanagh, 2005) and visual search (Clevenger & Beck, 2014). Additionally, lower/upper visual field representations are segregated anatomically, forming an intrahemispheric boundary along the horizontal meridian (anatomically, the dorsal and ventral aspects of retinotopic cortex). We extend the independent attentional resources explanation to object-based attention and propose that the SDA occurs due to impaired attentional reallocation across the intra-hemispheric boundary. Vertical shifts experience a processing cost because stimuli compete within a single pool of attentional resources, requiring additional processing time to resolve the competition. Conversely, horizontal shifts experience a processing benefit because competition is resolved quickly due to two independent pools of attentional resources. Confirming this hypothesis, our new data show that a perceptually enhanced horizontal meridian is sufficient to create an artificial boundary that further subdivides attentional resources into four pools. As a result, competition across the intrahemispheric boundary is reduced, equating RTs and ameliorating the SDA.
A Realistic Cue Combination Rule for Multi-Cue Depth Perception

Introduction. A key issue in the encoding of the 3D structure of the world is the neural computation of the multiple depth cues and their integration to a unitary depth structure. This cue integration is often conceptualized as a reliability-weighted summation of all the depth cues to each other, scaled to the unitary world metric for effective action. Analysis. A simple linear weighted summation rule required for weak cues to combine to a strong depth percept would massively overestimate the perceived depth in cases where each cue alone provides a strong depth estimate. For example, if each depth cue alone provided, on average, 0.3 of the veridical depth in the scene, the linear summation of ten depth cues would overestimate the total depth by a factor of three. On the other hand, a Bayesian averaging, or ‘modified weak fusion’, model of depth cue combination would not provide for the enhancement of perceived depth from weak depth cues that is observed empirically. Results. These problems can be solved with an asymptotic, or hyperbolic Minkowski, weighted combination rule, providing for stronger summation for the first few depth cues with progressively weaker summation as the number of cues increases towards the veridical level. However, this rule does asymptote far too slowly to account for classic depth cue summation data. An accelerated asymptotic rule is therefore proposed to fit the empirical strength of perceived depth as the number of depth cues is increased. Conclusion. Despite a substantial literature on the topic, the theoretical analysis of depth cue combination remains drastically incomplete, and some form of accelerated asymptotic cue combination will be required to capture the quantitative phenomenology of human depth perception.
V. BRUSOV AND CINEMA

The paper focuses on the screenplays by V. Brusov. Significantly, they have not been published and are kept at the Russian State Library and at the V. Brusov’s Fund. The author highlights that cinematic terms also appear in certain texts and titles by V. Brusov. The writer’s widow noted that V. Brusov had intended to write a series of historic short stories entitled «Cinema of the Centuries», «Films of the Ages», etc. The author also emhasizes that V. Brusov was the first to appreciate the need for establishing a Higher Educational Institution for film industry workers. The corresponding document is kept at the RSFSR Central State Archive.
Gaze Behavior During 360°, Naturalistic Scene-Viewing

Little is known about gaze behavior in 360° naturalistic scenes. Much of what we know about gaze behavior comes from eye-tracking studies on fixed displays (computer monitors), where the fields of view are typically limited to ~20° visual angle, stimuli do not match real-world size, and images are not explored from a egocentric perspective via head-turns. Mobile eye-tracking studies overcome many of these limitations, affording a natural FOV, but the range of eye-tracking is typically limited to ~60°, and stimuli cannot be varied and controlled across participants. Here, we studied gaze-behavior in a headmounted display (FOV ~100°/120°), while subjects explored a set of naturalistic, 360° panoramic scenes from a first person perspective via head-turns. 20 individuals took part in this study. On each trial (40 trials; 20s each), participants viewed complex, real-world 360° panoramic scenes using a head-mounted display (resolution: 960×1080; field-of-view: ~100°; 75Hz). Viewing behavior was measured using an in-headset eye-tracker (120Hz; 5.7ms latency; 0.5° accuracy). During each trial (20s), participants actively explored a novel 360° panoramic scene, using head turns to change their viewpoint as they would in a real-world environment. We found that average saccade length during 360° scene exploration was much larger than expected: 24.3° visual angle +/= 2.49 STD, ~5° greater than the maximum possible measurements afforded by eye-tracking studies using a typical computer screen. Surprisingly, fixations were rarely at head center: only 4.6% (+/− 2.05 STD) fell within a 5° radius of head center on average. Lastly, we observed an “equator bias” in gaze behavior: fixations, raw gaze, and head direction were often directed participant within 20° of the equator of the panoramic scene 49% +/− 10.96 STD of the trial.
A scene with an invisible wall - Does navigation experience influence scene perception?

Human navigation highly depends on scene perception as an input. However, does the scene perception depend on human navigation as well? Specifically, if you cannot navigate through a scene that is otherwise visually navigable, will it affect the way you perceive the scene? This study aimed to understand how navigation experience influences visual scene perception. Participants first navigated in a virtual reality (VR) outdoor environment and were asked to perform an object detection task at a particular location. In half of the environments, after performing the object detection task, they could walk through the scene to return to their starting point. Critically, in the other half, they could not walk through the scene although it was visually navigable, as if there was an invisible wall blocking their navigation. In this case, they had to turn back and choose another way back to the starting point. Participants navigated in each environment for four times to associate the visual experience with scenes. After the VR navigation phase, they performed a same/different task to judge whether the two scenes were visually the same. Stimuli were scenes captured from the VR environments. Within the ‘different’ trials where visually different scenes were presented, in half of the trials participants were shown a pair of scenes that had different navigability as experienced from the VR environments, and in the other half they were shown a pair of scenes that matched in navigability. Critically, there were no navigation component in this same/different task. We observed that participants were slower in RT and had higher error rate to answer ‘different’ when two visually different scenes but with same navigability were presented. These results suggest that past navigation experience with scenes affect the representational distance for scene perception.
Hybrid Video Codec

The working of the hybrid video codec is discussed in this chapter. The experimental results of this hybrid video codec are also demonstrated using various types of real-time video streams.
Encryption Based on Neural Networks

Due to the active development of information technology, information is of great value to date.Any sphere of public life can be described by information, loss or modernization of which can lead to large losses.Thus, information becomes strategic resource of the state and business of all levels that are interested in its preservation.In addition to the natural risks of information loss (failure of technology, natural disasters, etc.), there is also the desire of criminal structures to illegally kidnap or update information.The problem of protecting information is extremely urgent nowadays.Companies require often applications with the most enhanced protection for sending messages.In this article, we implement a scheme for sending encrypted messages between several parties.On the basis of neural networks, we implement symmetric encryption with the distribution of keys.A scheme for synchronizing neural networks using a tree of a parity machine will be constructed.
MENINGKATKAN PEMAHAMAN BERBAHASA MELALUI PROGRAM LITERASI DI SEKOLAH DASAR

This journal explained how to improve language comprehension through literacy education at SD Negeri 9 Pulau Rimau school or often called the School Literacy Movement (GLS). The School Literacy Program is designed using the Read-Summarize-Tell-Share method. The subjects of this study were all students including low class (1, 2 and 3) and high class (grades 4, 5 and 6), educators (teachers), education staff, principals, and librarians. This research is carried out in accordance with the stages of development of students based on their characteristics; 1) implemented in a balanced manner; 2) use a variety of texts and pay attention to student needs; takes place in an integrated and holistic manner in all curriculum areas; 3) carried out continuously; 4) involves oral communication skills; 5) consider the diversity and conditions of the school. The results of this study students to understand the language properly and correctly.
MOTIVATIONAL FACTORS AND AMENITIES FULFILLMENT OF SOUTHERN RAILWAY EMPLOYEES – A EMPIRICAL STUDY WITH REFERENCE TO TIRUCHIRAPPALLI DIVISION

This empirical study was primarily examined to understand the motivational factors and amenities fulfillment of employees working in southern railways in Tiruchirappalli division of Tamil Nadu.The researcher adopted survey method to collect response from railway employees through structured questionnaire by applying convenient sampling technique.The statistical tools such percentage analysis and mean based ranking has been applied to draw meaningful findings for the research objectives.The result indicates that salary is consider as the highest motivating factors, followed by promotion activities and recognition in their order of preference.
Displaying Variability Better: Can We Leverage Gestalt Principles to Aid Display Comprehension?

Making an evacuation decision for a hurricane requires one to weigh the probability of the hurricane hitting their city and the laborious nature of actually evacuating. Probablistic information about hurricane trajectory is often displayed via diagrams known as “cones of uncertainty”: a cone which represents the area that could be affected by any of the probable paths the hurricane could take, where variability in the computer models’ predicted locations of the storm is represented by the width of the cone. However, this design relies heavily on a forecaster explaining relevant aspects of the display as well as the potential evacuee’s understanding of variability (Broad et al., 2007). This design then requires evacuees to keep in mind their understanding of variability and the explanation given about the cone’s meaning in order to interpret; given of course, that either of these two things are/were present. In order to bolster understanding of, and overcome poor prior knowledge about, variability we created diagrams that consisted of a series of dots that represented places which the hurricane could touch down over time. These plots intend to leverage the Gestalt principle of proximity whereby, as variability increases, so does distance between dots. To test the efficacy of these plots a within-subjects experiment was conducted in which participants completed two blocks of questions regarding probability and variability while viewing either cone of uncertainty plots or our plots. The order of the blocks was counterbalanced between participants. Participants answered more questions correctly while viewing our plots (M= 0.42) than when viewing cones of uncertainty (M=0.34), t =2.0, p= 0.042, d=0.2. Generally, these results suggest that comprehension of visual displays is bolstered when the displays are designed in a way that parallels information we are attempting to display with basic principles of how visual perception operates.
Unimodal and Cross-Modal Shape Recognition

Thirty-two younger adults (mean age was 20.8 years) participated in a solid shape recognition task. In an initial study phase, participants were either visually or haptically familiarized with either 4 (or 6) randomly chosen replicas of naturally-shaped objects (bell peppers, Capsicum annuum). In this familiarization phase, the study objects were presented 4 separate times for 15 seconds each time. Following familiarization, 8 (or 12) bell peppers were presented to either the same or opposite modality. The participants’ task for each object was to indicate whether it was “old” (presented during the familiarization phase) or “new” (not previously presented). For the condition where the participants were familiarized with 6 objects (and tested with 12), the participants’ unimodal visual recognition performance was significantly higher than both unimodal haptic (34.5 percent higher) and cross-modal recognition performance (38.1 percent higher). When the memory demand was reduced (participants only needed to remember 4 study objects), however, performance for unimodal vision and unimodal haptics became much more comparable (87.5 versus 81.3 percent correct, respectively). In this later condition (4 study objects), an asymmetry emerged between haptic-visual and visual-haptic shape recognition, such that visual-haptic performance was superior. The current results demonstrate that visual shape memory capacity is higher than that of haptics. When the number of objects to be remembered does not exceed either modality’s storage capacity, however, human participants’ visual and haptic shape recognition performance is comparable. When recognizing the shape of objects across the sensory modalities of vision and touch, accurate performance only occurs when the objects are familiarized using vision and the resulting object recognition is tested haptically.
Rapid In-situ Profiling of Colocated Workloads

Kubernetes can increase server utilization by colocating multiple services on a server, but such colocation can cause costly service level violations. Workload characterizations describe how often a colocation causes service level violations under realistic request arrival patterns. They can be used to avoid poor colocation placements. This paper presents our design for a workload-characterization tool for colocated Kubernetes pods. Our design calls for replicating target pods, colocating them, duplicating their online requests and profiling the execution on both original and speculative placements. It uses statistical convergence tests to decide when workload characterization is complete. Statistical tests allow our design to trade accuracy and execution time. Users can speed up profiling by setting hard limits on the total time for workload characterization. We implemented our design starting with the in-situ characterization. We studied the overhead resulting from this on pods running Apache Lucene and Redis colocated with NAS Parallel Benchmarks. While the slowdown on Apache Lucene at low utilization was 35% on average across all colocation environments, the highest slowdown on any of the NAS benchmarks was 6%. Across all colocation environments, slowdown was negligible on Apache Lucene at high utilization and on Redis regardless of utilization.
On the performance sounds of the electric guitar with a metal pick guard produced by the traditional craft in Toyama prefecture

The difference of the performance sounds of the electric guitar with a metal pick guard produced by the traditional craft, “Takaoka Doki”, in Toyama prefecture was investigated. Measured sounds of the open strings of the guitar with it showed that the damping times of them became shorter than those obtained with the plastic one commonly used. Further, it was also found that the sounds of 1st and 2nd strings slightly stood out and those of the other strings were slightly suppressed when the metal one was used. Therefore, the metal pick guard is effective to make a sharp, clear, and distinct sounds.
People Recognition and Position Measurement in Workplace by Fisheye Camera

In workplace of factory or office, measuring positions of workers is important to make the workplace visible for improving working efficiency, avoiding miss operation and accidents. Monocular fisheye camera is used by conventional methods to find and track people in workplace. But it is difficult for these methods to get 3D position of workers. Stereo fisheye cameras were used to measure 3D position. But calibrating these fisheye cameras is a hard and time-consuming work. We propose a new method to measure 3D position of people in workplace by only one fisheye camera. One 360-degree fisheye image is projected to a unit sphere and several perspective projection images are generated to correct fisheye distortion. People recognition is made in the corrected images by machine learning method. Recognition results are used to calculate 3D position of people in workplace. Only very few markers are set on floor of workplace to make calibration between perspective projection images and plane of workplace floor. People recognition and position measurement experiments were made in workplace by Ricoh R 360-degree monocular fisheye cameras. People recognition rate of 92.5%, false positive rate of 0.2%, people position measurement accuracy of 6.6% were obtained. The evaluation results demonstrate effectiveness of our proposed method.
Development of Design Exploration Technology Utilizing Machine Learning

In design of make-to-order products, fast estimate of design parameters corresponding to customer requests is required. To realize fast estimate design, we are constructing analysis led customer co-design system, which can evaluate the product performance and specification in short time, utilizing a machine learning technology. As a vehicle product of customer co-design system, we try to apply for estimate design of centrifugal compressor. Engineer considers estimate design of product specification corresponding to customer demands. We developed a specification predicting technology to provide a design specification faster time for engineers.
Saliency auxiliary objects for visual tracking

The background contains potential favorable information for visual tracking. The recent correlation filter-based tracking methods achieve great success by densely sampling at the target and its surrounding background. To further improve the tracking ability against deformation (DEF) and occlusion (OCC), we propose to utilize auxiliary objects. First, auxiliary object candidates with objectness are generated with unsupervised salient region detection. Second, the graph model between the target with all auxiliary object candidates is established when these objects are tracked individually. Third, all auxiliary objects vote for correcting the predicting result of the target tracker. Experimental results show that auxiliary objects are helpful for tracking the target, especially for improving the robustness on DEF and OCC.
Digital Measurement Method of Power Load Change in Port Power Supply

Huang, T.; Guo, Z.; Wu, Z.; Zheng, Z., and Wang, C., 2019. Digital measurement method of power load change in port power supply. In: Guido-Aldana, P.A. and Mulahasan, S. (eds.), Advances in Water Resources and Exploration. Journal of Coastal Research, Special Issue No. 93, pp. 607–612. Coconut Creek (Florida), ISSN 0749-0208.To improve the real-time detection ability of digital measurement information of power supply load change in port, a digital measurement method of port power supply load change based on multi-port radio frequency identification technology is proposed. The radio frequency tag identification model for automatic collection of digital measurement information of power supply load change in port is constructed, and the wireless radio frequency label node optimal deployment method is used to automatically collect the digital measurement information of power supply load change in port. Multi-radio frequency tag information fusion technology is used to extract characteristics and cluster analysis of digital measurement information of power supply load change in port. The sampling digital measurement information of power supply load change of port power supply is decomposed by multi-dimension scale analysis method, and the adaptive classification of digital measurement information of power supply load change of port power supply is carried out by combining the feature extraction method. The pattern recognition technology and RFID technology are used to realize the optimized classification detection and automatic collection of digital measurement information of power supply load change in port. The test results show that the model has higher accuracy, better performance of information fusion and accurate and reliable measurement results for the change of power load in port power supply digital measurement.