Reviewerly/exHarmony huggingface dataset:
An analysis of design maturity models used in design organizations

Maturity models are structures that help assess key performance metrics and provide guidelines for assessment and growth in various areas of an organization.In this paper we review some of the significant design maturity frameworks that are used by practitioners in design organizations.The field of design is ramifying with emerging forms of design practice and requires a need to study maturity models from the perspective of practitioners in design organizations.The pandemic has disrupted normal organizational operations forcing practitioners to discuss the need for maturity models in workplaces that follow the new normal.This necessitates a review of significant maturity models recommended by practitioners as effective models for design practices during the pandemic era for organizational operations.We catalogue the study insights into three categories of maturity models which are (1) designoriented industry models (2) organizational design models and (3) user experience models.
LIVE

We present LIVE, a system enabling a life-immersive Mixed Reality experience. Daily MR usage is challenging in that the user's interaction state with the physical objects continuously change over time, while the immersion and the utility should be supported simultaneously in the process. As many works of blending the virtual and physical world are designed for a single interaction state, they are not enough to support life-immersive MR. We propose the initial design of LIVE that (i) selects the current user's context among the three states of interaction with physical object and (ii) applies the most suitable blending method to balance immersion and the utility.
early prototypes and artistic practice with the mubone

The mubone (lowercase "m") is a family of instruments descended from the trombone family, a conceptual design space for trombone augmentations, and a growing musical practice rooted in this design space and the artistic affordances that emerge from it.We present the design of the mubone and discuss our initial implementations.We then reflect on the beginnings of an artistic practice: playing mubone, as well as exploring how the instrument adapts to diverse creative contexts.We discuss mappings, musical exercises, and the development of Garcia, a sound-and-movement composition for mubone.
PENGEMBANGAN MEDIA INTERAKTIF MATERI MAKNA PROKLAMASI PADA SISWA KELAS TINGGI SEKOLAH DASAR

Research aims to develop interactive learning media in elementary schools, especially on the material meaning of proclamation. This research is research and development by adopting 4D development model (Define, Design, Development, and Dissemination) put forward by Thiagarajan in 1974. Research and development involves media experts and material experts as expert validators to developed media. Data collection techniques in this study in the form of validity questionnaires and practicality. The data analysis technique used in this study is to calculate the average percentage of scores that can be seen from the aspects of appearance, material aspects (content), and practicality of respn teachers and students. The results obtained from the media validity test show that interactive media material meaning proclamations get a very valid category with a percentage score of 92%. The development of interactive media is said to be very valid because it meets the assessment criteria seen from the display, material, and language must be seen. While the results obtained from the practicality test of the response of students and teachers showed that interactive media material meaning proclamation is very practical with a percentage score of 90%. This shows that interactive media is worth using by teachers and students in learning. From the results of validity and practicality can be concluded that the interactive media material meaning proclamation in elementary school is declared very valid and very practical. This research is expected to help educators in using learning media in elementary schools, especially ips learning with the material meaning of proclamation, and can be a reference for other researchers in developing interactive learning media in elementary schools.
EFL Student's Difficulties Toward IELTS Writing Task 2

Having assessed the IELTS writing class, the researchers found that the EFL students’ IELTS writing task 2 was still below the standard. This problem shows that writing is still a complex skill faced by EFL students. This study aimed to analyze the problems and errors faced by EFL students in writing IELTS task 2. The instrument of this research was archival documents. A descriptive qualitative approach was employed with the total samples were 5 learners. The research focused on finding out the writing problems made by EFL students and finding out the most frequent problems and errors written by them. The problems were divided into some classifications namely: problem in word choice, punctuation, spelling, and language use involving grammatical area: error of verb, noun, pronoun, adjective, adverb, article, preposition, and conjunction. The finding showed that learners encountered some difficulties such as language use 72 (73%), punctuation 8 (8%), spelling 7(7%) and word choice (11%) From the fourth difficultness encountered by EFL Learners language use had the most portion in term of the error made by the learners.
Opening up the University for a Multi-directed Lifelong Professional Development

In a time when most countries are facing a rapidly emerging knowledge society, the investment in human resources is essential for companies and organisations. In parallel, technology enhanced learning has enabled more flexible forms of professional development with work-integrated learning, an interesting shift that also challenges the traditional university model. An interesting concept for realising the work-integrated learning principle of solving practical problems in the industry with the use of theory from academia, is to let participants and companies to bring their own data (BYOD). This study was based on the BUFFL project, where BYOD activities have been an essential part of course design and learning activities for bank and insurance company staff. A project that is a cross-disciplinary collaboration between six companies, three universities, and researchers from different university departments. The aim of this study is to present, analyse and discuss the design and implementation of a pilot project for a technology enhanced and multi-directed lifelong professional development. The main research question to answer was: "What are the bank and insurance company staff perceptions of the BUFFL project design of technology enhanced professional development, and the idea of bringing their own data to course activities?" &#x0D; Data for a preliminary project evaluation has been gathered by course evaluation questionnaires from 14 instances of 9 course modules. Questionnaires comprised 30 questions with a mix of Likert-scale questions and questions with open-ended free-text answers. In a strive to find the data that have a potential to answer the research question 10 Likert-scale questions and 4 free-text questions were selected. Results from the Likert-scale questions were presented as a descriptive statistical analysis that discusses frequency, central tendency and variation. Open-ended free-text answers have been categorised in an deductive thematic analysis and compared to the results from the Likert-scale questions. Findings indicate that a technology enhanced and workplace integrated course design is appreciated, when information and communication technologies work. On the other hand, technology incidents have caused irritation and the provisional support model needs a further development that also could survive the project span. The earlier complaints on too theoretical course literature, and that course design lacks adaption to the participants actual workplace situations are contradicted by the result of the quantitative analysis. However, there are also indications that universities have to open up further, in a shift to a more multi-directed communication and knowledge sharing between academia, industry and society. Finally, even if course modules are given on a 25% pace, the current workload can be demanding for full-time working participants.
Buttons, Sliders, and Keys – A Survey on Musical Grid Interface Standards

Applications for musical grid interfaces are designed without any established guidelines or defined design rules. However, within applications of different manufacturers, musicians, and designers, common patterns and conventions can be observed which might be developing towards unofficial standards. In this survey we analyzed 40 applications, instruments, or controllers and collected 18 types of recurring UI elements, which are clustered, described, and interactively presented in this survey. We further postulate 3 theses which standard UI elements should meet and propose novel UI elements deduced from WIMP standards.
Online Traffic Classification Scheme Based on Bidirectional Long-short Term Memory and Attention in Edge Computing Oriented Optical Networks

This paper proposes an online traffic classification scheme based on Bi-LSTM and attention approach in edge computing oriented optical networks. Results confirm that the proposed scheme achieves high-accuracy and rapid traffic classification under the condition of large traffic load.
Today and Yesterday: Two Case Studies of China's NIME Community

This article explores two in-depth interviews with distinguished Chinese NIMEers, across generations, from the late 1970s to the present.Tian Jinqin and Meng Qi represent role models in the Chinese NIME community.From the innovative NIME designers' historical technological innovation of the 1970s' analog ribbon control string synthesizer Xian Kong Qin to the 2020's Wing Pinger evolving harmony synthesizer, the author shines a light from different angles on the Chinese NIME community.
Ghost Play - A Violin-Playing Robot using Electromagnetic Linear Actuators

Ghost Play is a violin-playing robot that aims to realize bowing and fingering similar to human players.Existing violin-playing machines have faced various problems concerning performance techniques owing to constraints imposed by their design.Bowing and fingering that require accurate and high-acceleration movement (e.g., a spiccato, tremolo, and glissando) are essential but challenging.To overcome this problem, Ghost Play is equipped with seven electromagnetic linear actuators, three for controlling the bow (i.e., the right hand), and the other four for controlling the pitch on each string (i.e., the left hand).The violin-playing robot is mounted with an unmodified violin bow.A sensor is attached to the bow to measure bow pressure.The control software receives a time series of performance data and manipulates the actuators accordingly.The performance data consists of the bow direction, bow speed, bow pressure, pitch, vibrato interval, vibrato width, and string to be drawn.We also developed an authoring tool for the performance data using a graphic user interface.Finally, we demonstrated Ghost Play performing bowing and fingering techniques such as a spiccato, tremolo, and glissando, as well as a piece of classical music.
Exploring Next-Generation Touch-Rich Interactions for Consumer Well-Being

This article critically examines the touchscreen as a lived technology and argues that nextgeneration devices should take advantage of more 'touch-rich' interactions.We begin from the premise that the ubiquity of touch-screen devices, combined with the frequency of use, appear to have a negative effect on consumer well-being (Lee et al. 2014; Elhai et al. 2016).Today's industry heavily relies on the image-based economy (of photographic desires, concepts, and visual attention), which significantly contributes to the information overload, unhealthy consumption of visual information through basic touch interactions and largely overlooks designing for other senses (Schroeder 2004; Shedroff 1999).The smoothness of the touchscreen provides an ideal interface for an unbroken visual information stream; this is its benefit from an industry standpoint but is also linked to several concerns regarding consumer well-being, due to an intense, constant influx of informational 'noise' (Himma 2007).We argue that the infinite stream of incoming information could be reduced by shifting focus to developing touch-rich interactions for tactile senses instead of visual-based perception, and suggest this as a clear, near-future direction for interface design, whereby touch replaces noise.Combining insights from interaction design, product design and cognitive psychology, we argue for more touch-rich interface experiences as a mode of disrupting current device conventions.We project five keyways in which touch-richness might enhance user experience, with implications for consumer well-being.Touch.Tactility.Touch-poor interactions.Touch-rich interactions.Design for touch-rich experience.
Introducing the t-Tree: Using Multiple t-Sticks for Performance and Installation

The authors introduce and document how to build the t-Tree, a digital musical instrument (DMI), interactive music system (IMS), hub, and docking station that embeds several t-Sticks. The t-Treeâs potential for collaborative performance as well as an installation is discussed. Specific design choices and inspiration for the t-Tree are explored. Finally, a prototype is developed and showcased that attempts to meet the authorsâ goals of creating a novel musical experience for musicians and non-musicians alike, expanding on the premise of the original t-Stick, and mitigating technical obsolescence of DMIs.
HyperModels - A Framework for GPU Accelerated Physical Modelling Sound Synthesis

Physical modelling sound synthesis methods generate vast and intricate sound spaces that are navigated using meaningful parameters. Numerical based physical modelling synthesis methods provide authentic representations of the physics they model. Unfortunately, the application of these physical models are often limited because of their considerable computational requirements. In previous studies, the CPU has been shown to reliably support two-dimensional linear finite-difference models in real-time with resolutions up to 64x64. However, the near-ubiquitous parallel processing units known as GPUs have previously been used to process considerably larger resolutions, as high as 512x512 in real-time. GPU programming requires a low-level understanding of the architecture, which often imposes a barrier for entry for inexperienced practitioners. Therefore, this paper proposes HyperModels, a framework for automating the mapping of linear finite-difference based physical modelling synthesis into an optimised parallel form suitable for the GPU. An implementation of the design is then used to evaluate the objective performance of the framework by comparing the automated solution to manually developed equivalents. For the majority of the extensive performance profiling tests, the auto-generated programs were observed to perform only 6\% slower but in the worst-case scenario it was 50\% slower. The initial results suggests that, in most circumstances, the automation provided by the framework avoids the low-level expertise required to manually optimise the GPU, with only a small reduction in performance. However, there is still scope to improve the auto-generated optimisations. When comparing the performance of CPU to GPU equivalents, the parallel CPU version supports resolutions of up to 128x128 whilst the GPU continues to support higher resolutions up to 512x512. To conclude the paper, two instruments are developed using HyperModels based on established physical model designs.
Towards detection of abnormal event and reporting for pedestrian video surveillance

An Anomaly can be defined as an observation that does follow the normal activities with respect to others. Anomaly is polysemy that varies in a different context. For video sequences, an anomaly can be defined in terms of motion or state of motion that obtrude concerning to state and time. This work is based on Pedestrian Video Surveillance, having a normal event as a pedestrian and abnormal event as cars, skaters, bikers, wheelchairs, etc. i.e., non-pedestrian. A comprehensive study has been carried out of many existing systems for the Anomaly detection system. Based on many existing techniques we select a method called optical flow for the feature presentation of the detection of motion and Histogram of optical flow (HOOF) for the action contour of optical flow for every time instant irrespective of scale and direction of motion. As HOOF represents the motion of an object in a region, so there may be cases that the information related to the motion is not well represented. We used these two techniques along with the labelling of the frame inorderto overcome the problem of HOOF for the classifier. And gives the improved results.
Cubing Sound: Designing a NIME for Head-mounted Augmented Reality

We present an empirical study of designing a NIME for the head-mounted augmented reality (HMAR) environment. In the NIME community, various sonic applications have incorporated augmented reality (AR) for sonic experience and audio production. With this novel digital form, new opportunities for musical expression and interface are presented. Yet few works consider whether and how the design of the NIME will be affected given the technology's affordance. In this paper, we take an autobiographical design approach to design a NIME in HMAR, exploring what is a genuine application of AR in a NIMEs and how AR mediates between the performer and sound as a creative expression. Three interface prototypes are created for a frequency modulation synthesis system. We report on their design process and our learning and experiences through self-usage and improvisation. Our designs explore free-hand and embodied interaction in our interfaces, and we reflect on how these unique qualities of HMAR contribute to an expressive medium for sonic creation.
Mediating the needs of human and natural nonhuman stakeholders: Towards a design methodological framework

More-than-human approaches to design are one of the ways in which the design community is rethinking itself in the face of sustainability challenges.These approaches most often decenter humans from being the sole focus, stakeholder, or actant in design processes.However, currently, there is a shortage of more-thanhuman methods and tools that would be applicable in day-to-day design practice.In this paper, we, as one of the academic partners in a transdisciplinary consortium project, report results from our preliminary work and early insights towards developing a design methodological framework that would support the mediation of human and nonhuman needs in design.We view the concept of needs as a boundary object and, through semi-structured interviews with the consortium members, explore perspectives on 'needs' within the consortium.Then, we discuss five areas of complexity that our team needs to consider and further learn about while developing the design methodological framework.
A way to improve the quality of graphical data digitising

This paper considers the actual problem of graphical information converting back into raw data format that was used to represent it. This is due to the great scientifi achievements contained in editions from the Soviet period, as well as the intention global publishers from "unfriendly" countries to close access for Russian and Belarusian organisations to scientific publications and technical information databases. As a result, Russian scientists can only have graphical materials in formats similar to PDF documents. This paper considers a fairly simple way of solving this problem when digitising graphs in printed or electronic publications with low resolution and a large picture scale, which does not allow to detail its separate fragments. The procedure for pre-processing the original image in bitmap format is described. In order to improve the numerical data resulting accuracy from the subsequent digitising, a number of features are recommended, which are available in the well-known and most common graphical editors. These functions include changing the color mode of the image, color inversion, sharpening and contrast, linear scaling (vertical and horizontal scaling), and graph line spline approximation. The above operations are accessible to users with the minimum familiarity of graphical editors Microsoft Power Point and Adobe Photoshop. As an developed procedure use example, the results of FRB 160317 signal digitising (a so-called Fast Radio Burst), are presented. The digitising of its graphical image has provided more accurate additional information on signal characteristics not given by publication authors. A visual evaluation of the digitised FRB 160317 signal accuracy by matching it with the original graphical image is presented, which showed a satisfactory match to the original. The numerical data array obtained by digitising the raw graphical material using a pre-processing procedure is becomes available for further analysis. The described way can be used by university teachers both at the initial stages of students teaching to work with images and carry out data analysis, and when preparing teaching materials when organising the educational process using distance learning technologies. The results are applicable at the starting stages of scientifi research in the initial data set formation for dependency analysis in various subject areas, where there are no initial samples refl the results of observation.
Adaptive VR Test in Music Harmony Based on Conditional Spiking GAN

This article proposes an adaptive VR test for the knowledge level control in music harmony.The core functioning relies on conditional semantic music generation strategy, using spiking conditional GAN architecture.The novel method of semantic music information encoding based on the system of graphs in music harmony, allowed two-dimensional data representation of harmonic sequences.which made possible considerable data augmentation and a transition to the specifics of training inherent to the visual domain.To our best knowledge, this is the first attempt of conditional spiking GAN implementation along with the application of the spiking neural networks in a domain of semantic music generation.Adaptive test.VR.
Entangling Practice with Artistic and Educational Aims: Interviews on Technology-based Movement-Sound Interactions

Movement-sound interactive systems are at the interface of different artistic and educational practices. Within this multiplicity of uses, we examine common denominators in terms of learning, appropriation and relationship to technological systems. While these topics have been previously reported at NIME, we wanted to investigate how practitioners, coming from different perspectives, relate to these questions. We conducted interviews with 6 artists who are engaged in movement-sound interactions: 1 performer, 1 performer/composer, 1 composer, 1 teacher/composer, 1 dancer/teacher, 1 dancer. Through a thematic analysis of the transcripts we identified three main themes related to (1) the mediating role of technological tools (2) usability and normativity, and (3) learning and practice. These results provide ground for discussion about the design and study of movement-sound interactive systems.