Reviewerly/exHarmony huggingface dataset:
A Study on Hyperparameters Configurations for an Efficient Human Activity Recognition System

Human Activity Recognition (HAR) has been a popular research field due to the widespread of devices with sensors and computational power (e.g., smartphones and smartwatches). Applications for HAR systems have been extensively researched in recent literature, mainly due to the benefits of improving quality of life in areas like health and fitness monitoring. However, since persons have different motion patterns when performing physical activities, a HAR system would need to adapt to the characteristics of the user in order to maintain or improve accuracy. Mobile devices, such as smartphones, used to implement HAR systems, have limited resources (e.g., battery life). They also have difficulty adapting to the device’s constraints to work efficiently for long periods. In this work, we present a kNN-based HAR system and an extensive study of the influence of hyperparameters (window size, overlap, distance function, and the value of k) and parameters (sampling frequency) on the system accuracy, energy consumption, and response time. We also study how hyperparameter configurations affect the model’s performance for the users and the activities. Experimental results show that adapting the hyperparameters makes it possible to adjust the system’s behavior to the user, the device, and the target service. These results motivate the development of a HAR system capable of automatically adapting the hyperparameters for the user, the device, and the service.
PneuShoe: A Pneumatic Smart Shoe for Activity Recognition, Terrain Identification, and Weight Estimation

We present a footwear prototype that can detect activities, distinguish terrains, and estimate the user’s weight. The insole features two air chambers with pressure sensors and a 6-DOF IMU. A machine learning model, a decision tree was trained to distinguish standing, walking, and running. Further, we can discriminate between differentiate terrains, such as soft sand, asphalt, and grass. Moreover, we showcase how the air pressure sensors can be utilized to provide a weight estimation.
Kesalahan Berbahasa Dalam Presentansi Dosen Politeknik Negeri Bali

The research entitled Language Errors in Lecturer Presentations at the Bali State Polytechnic aims to determine the level of speech language used in lecturer meetings at the Bali State Polytechnic. This is important because there is a tendency for the pronunciation of words, terms and sentences to be less in accordance with the applicable rules, such as the mention of words, terms and sentences which tend to violate the applicable rules. This study used the observation method, while the technique used was recording and note taking. The target of this research is that the lecturers are proud to use good and correct Indonesian, which in the end the lecturers are able to use spoken Indonesian in meetings or other language activities among fellow lecturers. The results of this study indicate that the use of standard words, pronunciation, and word choice are almost in accordance with the applicable rules. This can be seen in the word choice presentation situation with a score of 88.36 classified as an A. In terms of terms, there is a tendency to use foreign and regional terms which are very proud, namely with a score of 95.48. This value is also classified as very good, with a very satisfactory predicate. In contrast, the use of effective sentences in presentations is not satisfactory. This can be seen from the value of the order of the sentence, which only gets a score of 63.95, which is classified as not good. Thus, the average value in the order of words, terms, and sentences is 82.60. It can be said that the use of the Balinese State Polytechnic lecturer's speech in the presentation is very good.
Factors Affecting Students’ Difficulties In Speaking English In Indonesia’s Remote Area

This study aims at investigating factors affect students’ difficulties in speaking English at the eight-grade of UPT SMPN Ujung Jampea No 9 Kepulauan Selayar, South Sulawesi. The research design was survey which is classifies as quantitative. The population of this study were two classes consisting of 40 students and the researcher used total sampling technique. The instrument was a close-ended questionnaire which consists of 24 items. The data were analyzed using a percentage formula. The findings revel that there are two factors influenced students' speaking problems at UPT SMPN Ujung Jampea No 9 Selayar Islands, they are internal factors and external factors. Internal factors include shyness, lack of confidence, anxiety, and fear of making mistakes; while external factors comprise mother tongue use, learning media use, lack of parents' attention, and teacher support. The most influential factor is mother tongue use as the students feel more comfortable and can easily understand the material. The implication of this research is to provide insight for schools and teachers to overcome the difficulties faced by students in speaking English in remote area.
Improving Students’ Speaking Skill through Public Speaking

The purpose of this study was to observe and investigate the effectiveness of public speaking (PS) in improving speaking skill of Gapura’s students in Kampung Inggris Bali, in Perean, Tabanan, Bali. More specifically, this study analysed whether or not the PS model was effective. PS model is a model on which learners were trained to choose a certain topic following a number of steps including, ‘reading’, ‘memorizing’, ‘delivering’, effective to improve students’ speaking ability. The topics to be delivered were about famous persons including leaders, artists, actors, actresses, singers, influencers all over the world etc, who give positive effect to the world, give good motivation, inspiration, or insight to the audience. The participants were 16 Gapura’s students, 6 boys and 10 girls. Some of the students were fresh graduated of aviation vocational school and later will be called as beginners, and the rest were under graduate students (IT and economy program) and will be called as advanced students. The observation on model was held for two weeks. Adopting a case-study approach, data were collected from surveys, observation, documentations, note-taking, interviews, and questionnaire. The data were analysed qualitatively. The result of analysis indicated that the public speaking model of learning was marvellous to implement to the beginners as well as the advanced students. The beginners were found more motivated in study. They were proved to be able to improve their pronunciation, grammar, vocabulary, to enrich reading, listening, translating, communication ability, as well as to upgrade their self-confidence. However, the advanced students could memorize the text, enrich vocabulary, improve their grammatical competence and master the text more perfectly.
Inner City in the Listener's Auditory Bubble: Altering the Listener's Perception of the Inner City through the Intervention of Composed Soundscapes

This paper describes the effect on the listeners’ experience of headphone listening to a music composition including inner-city sound while being in an inner-city environment, using a research through design approach. The study focuses on the listeners’ described experiences through the lens of Berleant’s aesthetic sensibility and Bull’s phenomenon of the auditory bubble. We produce a composition which participants listen to in an urban context and discuss the two main themes found, soundtrack and awareness, together with the indications of the possibility to direct listeners’ attention and level of immersion by including inner-city ambience and sound in music when listening with headphones in an urban environment.
Rhythmic Accuracy of 3D Spatial Interaction for Digital Music

This paper describes and evaluates the use of 3D spatial in-air body movement interaction for human control of music software. This technique was implemented, prior to this work, in an input device prototype, MoveMIDI, which allows users to initiate rhythmic musical events by hitting zones of 3D geometry in a virtual environment using position-tracked motion controllers. This work evaluates MoveMIDI’s spatial interaction strategy for music in a usability study measuring timing accuracy of participants performing rhythms using MoveMIDI in comparison to two other input devices. The study revealed spatial unsureness of participants using MoveMIDI due to visualization and haptic shortcomings. While results for the MoveMIDI prototype are not positive, points of improvement are revealed, and our methodology provides a novel comparison for input devices in the context of rhythmic performance accuracy.
FM Tone Transfer with Envelope Learning

Tone Transfer is a novel deep-learning technique for interfacing a sound source with a synthesizer, transforming the timbre of audio excerpts while keeping their musical form content. Due to its good audio quality results and continuous controllability, it has been recently applied in several audio processing tools. Nevertheless, it still presents several shortcomings related to poor sound diversity, and limited transient and dynamic rendering, which we believe hinder its possibilities of articulation and phrasing in a real-time performance context.
The Sound of the Future Home Workshop: Ideating Sonic Prototypes for Sustainable Energy Consumption

This paper describes an ideation workshop aiming to explore the intersection of sonic interactions and energy use. As part of a larger research project exploring the role that sound can play in efficient energy behaviours, the workshop encouraged users to look for overlaps between their home resource use, potential sonic feedback and the feelings and emotions elicited by both. The workshop design was successful in providing non-experts with space and tools to reflect on the complex relationship between household, sound, energy and our feelings towards them. On a more practical level, 15 “hotspots” were identified where sound and energy concerns could be potentially addressed with sonic interventions, and four speculative prototypes were developed during the workshop each one revealing original considerations and relationships between sound and energy to be developed further in future work.
HIGH EDUCATION SERVICES AND THE WAYS OF THEIR QUALITY ASSURANCE

The article discusses the opinions of scientists and researchers on the concepts of educational services, the importance of higher education services in the development of the country, "educational services", "quality of higher education services" and their opinions about them. Additionally, the factors affecting the provision of quality education, the components of the quality of education, were studied. As a result of the research, it was found that educational services, including higher education services, are not only an economic, but also a social category. The European experience of quality assurance in higher education was also studied. As an example the experience of Finland was given. In the last ten years, the reforms carried out in our country to regulate the quality of educational services, the activities of organizations that control the quality of education in our country and overseas, and their differences from each other are given and recommendations are made for its improvement in our country.
Instrumental Agency and the Co-Production of Sound: From South Asian Instruments to Interactive Systems

In this paper, we will look at sympathetic resonance as seen in South Asian instruments as a source of complex performer-instrument interaction. In particular, we will compare this rich tradition to the various types of human/machine interactions that arise in digital instruments endowed with computational agency. In reflecting on the spectrum of agency that exists between the extremes of instrumental performance and machine partnership, we will arrive at two concepts to help frame our study of complex interactions in acoustic instruments: the co-production of sound and material agency. As a case study, we asked musicians of these South Asian instruments questions about their perceived relationship with their sympathetic strings. Building upon this, we designed and created an interactive system that models the phenomenon of performing with sympathetic strings. We then asked musicians to interact with this new system and answer questions based on this experience. The results of these sessions were examined both to uncover any similarities between the two sets of interviews,and to situate this entangled performer-instrument interaction with respect to markers of perceived control, influence, co-creation, and agency.
EFFECTIVE USE OF DIGITAL TECHNOLOGIES IN MODERN EDUCATIONAL SYSTEM

The article discusses the specific features and current problems of using modern digital technologies in the educational system today, which shows that distance education has become an integral part of the entire educational process, but at the same time, problems arise. ladi, the author tries to analyze some of them. Also, the author highlighted the actual aspects and importance of using digital technologies in education on a theoretical basis and gave his recommendations.
INCREASING THE EFFICIENCY OF HIGHER EDUCATION SYSTEM MANAGEMENT ON THE BASIS OF STRATEGIC MANAGEMENT APPROACHES

This article examines the theoretical aspects of the strategic management of the higher education system, including an analysis of the main concepts and methods used in this area. The authors describe in detail various approaches to the management of higher education, such as strategic planning, performance evaluation and change management. In addition, the article provides an overview of current trends and challenges facing the higher education system, as well as a discussion of the need to adapt strategic management to changing conditions. The results of the study can be useful both for higher education managers and for researchers who are interested in the problems of strategic management in higher education. The purpose of the article is to present a theoretical basis for the practical application of strategic management in the higher education system and ensure the effective development of educational institutions.
Using design dimensions to develop a multi-device audio experience through workshops and prototyping

Designing audio experiences for heterogeneous arrays of multiple devices is challenging, and researchers have tried to identify useful design practices. A set of design dimensions have been proposed, providing researchers and creative practitioners with a framework for understanding the different design considerations for multi-device audio; however, they have yet to be used for scoping and developing a new experience. This work investigates the utility of the design dimensions for exploring and prototyping new multi-device audio experiences. Three workshops were conducted with audio professionals to see how the design dimensions could be used to form new ideas. Using the resulting ideas, a multi-device audio system combining loudspeakers and earbuds, and an experience based on that system, were created and demonstrated. The design dimensions were found to be useful for understanding multi-device audio experiences and for quickly forming new ideas. In addition, the dimensions were a helpful reference during experience development for testing different design choices, particularly for audio allocation.
Towards a Framework of Aesthetics in Sonic Interaction

As interaction design has advanced, increased attention has been directed to the role that aesthetics play in shaping factors of user experience. Historically stemming from philosophy and the arts, aesthetics in interaction design has gravitated towards visual aspects of interface design thus far, with sonic aesthetics being underrepresented. This article defines and describes key dimensions of sonic aesthetics by drawing upon the literature and the authors’ experiences as practitioners and researchers. A framework is presented for discussion and evaluation, which incorporates aspects of classical and expressive aesthetics. These aspects of aesthetics are linked to low-level audio features, contextual factors, and user-centred experiences. It is intended that this initial framework will serve as a lens for the design, and appraisal, of sounds in interaction scenarios and that it can be iterated upon in the future through experience and empirical research.
Invoke: A Collaborative Virtual Reality Tool for Spatial Audio Production Using Voice-Based Trajectory Sketching

VR could transform creative engagement with spatial audio, given affordances for spatial visualisation and embodied interaction. But, issues exist addressing how to support collaboration for spatial audio production (SAP). Exploring this problem, we made a VR voice-based trajectory sketching tool, named Invoke, that allows two users to shape sonic ideas together. In this paper, thematic analysis is used to review two areas of a formative evaluation with expert users: (i) video analysis of VR interactions; and (ii) analysis of open questions about using the tool. Implications present new opportunities to explore co-creative VR tools for SAP.
FASS: Firefighter Audio Safety Systems

A series of auditory cues were designed to assist firefighters with navigation and general safety in a fire emergency. Firefighters must maintain situational awareness at all times and this can be lost with disorientation, which is one of the main causes of injury and even death. Disorientation can be caused by restricted vision due to heavy smoke, a lack of familiarity with the surroundings as well as hearing and communication difficulties caused by the intensity of the fireground sounds. Five professional firefighters were interviewed to identify ways in which auditory affordances could be used to support their work. Existing sounds from both the emergency environment and those generated by firefighting equipment were assessed to determine their importance in maintaining situational awareness. Noise reduction technology was investigated, to assess its potential use in limiting the levels of noise exposure experienced. A series of auditory cues were designed to address the issues that were found using binaural spatialization and Augmented Reality methods. A prototype system was presented to firefighters to determine its effectiveness. The firefighters found that noise reduction would be effective in improving their situational awareness and ability to communicate effectively. Additionally, the firefighters found that spatially placed auditory cues had the potential to be effective in navigation and orientation in a fire emergency. The findings suggest that the use of noise reduction and auditory affordances have the potential to improve situational awareness for firefighters, increase safety and potentially save lives.
Forecasting the Composite Stock Price Index Using Fuzzy Time Series Type 2

The movement and fluctuation of the IHSG are one of the references for investors in making investment decisions for buying, selling, or holding share ownership. Forecasting the value of the IHSG can assist investors in making this decision. This study used the fuzzy time series type 2 method to predict the IHSG. This study uses monthly IHSG data for 2017-2021 with 3 variables, namely close prices, high prices, and low prices. In fuzzy time series forecasting, the length of the interval affects the prediction results. This study uses a distribution and average-based method in determining the length of the interval to obtain optimal forecasting results. Based on the calculation of MAPE, the forecasting using average-based and distribution-based interval lengths had errors of 2.56% and 2.46%. The MAPE value shows that the forecasting results from the two methods of taking the length of the interval are very good. The IHSG forecasting results in January 2022 use a distribution-based interval length is 6450 while the IHSG forecasting results in January 2022 use an average-based interval length is 6510. The results of this study indicate that the interval length affects the forecasting results in fuzzy time series.&#x0D; &#x0D; Keywords: IHSG, fuzzy time series type 2, length of the interval, MAPE
The Impact of Flipbook Maker Media on Learning Outcomes of Class XI High School Students in History Subjects

This study examined the impact of incorporating Flipbook Maker as a teaching tool on history learning. The research utilized a quasi-experimental design involving a pretest-posttest control group. Purposive sampling was used to select a sample of 28 students from the eleventh grade. Research data was collected and student learning outcomes were evaluated through a multiple-choice test consisting of 20 items. To compare the experimental group, which received instruction using Flipbook Maker, with the control group, which received traditional teaching methods, the research data was analyzed using a t-paired sample test. The t-test results, with a significance level of 0.001, indicated a significant influence of Flipbook Maker on students' history learning outcomes. The analysis demonstrated that the average post-test scores of students in the experimental group (using Flipbook Maker) were significantly higher than those in the control group (utilizing traditional teaching methods). Consequently, it can be concluded that Flipbook Maker is effective in improving students' history learning outcomes. This research carries important implications for history education in schools, as Flipbook Maker can serve as an effective alternative in teaching, facilitating a better understanding of historical concepts among students. It is recommended that history teachers and educators consider integrating this tool into their curriculum and teaching strategies to enhance the quality of history education at the high school level. By doing so, they can provide students with a more engaging and interactive learning experience, leading to improved learning outcomes in history.
Edge-Cloud Collaborated Object Detection via Difficult-Case Discriminator

As one of the basic tasks of computer vision, object detection has been widely used in many intelligent applications. However, object detection algorithms are usually heavyweight in computation, hindering their implementations on resource-constrained edge devices. Current edge-cloud collaboration methods, such as CNN partition over edge-cloud devices, are not suitable for object detection since the large data size of the intermediate results will introduce extravagant communication costs. To address this challenge, we propose a difficult-case based small-big model (DCSB) framework that deploys a difficult-case discriminator on the edge device to control the data transfer between the small model (edge) and the big model (cloud). Upon receiving data, the edge device operates a difficult-case discriminator to classify images into easy cases and difficult cases according to the specific semantics of the images. The difficult cases will be uploaded to the cloud. To reduce bandwidth consumption, we propose a regional sampling method that adaptively down-samples some regions of the difficult case to reduce the amount of transferred data based on the primary results of the lightweight model. Experimental results on VOC, COCO, and HELMET datasets using two object detection algorithms demonstrate that DCSB can detect 93.77%-97.05% objects but save 77.19% -80.55% of network bandwidth compared with the cloud-only method, while the edge-only method can only detect 54.90%-68.28% objects in the same condition. In addition, compared with the state-of-the-art model partition method - CAS, DCSB saves 95.19%-95.80% of the inference time when the transmission bandwidth is 8Mbps.