Reviewerly/exHarmony huggingface dataset:
An Analysis of the Prevalence of Game Consoles in Criminal Investigations in the United Kingdom

There is a body of current research on the technical analysis of computer games consoles to determine if information present might be of value in a criminal investigation. This research has highlighted the potential forensic value of the various consoles depending on the type of crime and the capabilities of the console. There is also anecdotal information, presented in the media, on various crimes that have been prosecuted using evidence obtained from games consoles. However, there appears to be no recent study examining the degree of involvement of games consoles in actual criminal activity, cases being investigated or their use in court cases. This paper presents the results of a Freedom of Information request using the UK Freedom of Information Act (2000) and the Freedom of Information (Scotland) Act 2002. The Freedom of Information Act request was aimed at obtaining an overview of the criminal misuse of game consoles during 2020. This request was sent to the 49 Police forces that cover England, Scotland, Wales and Northern Ireland, seeking details on games consoles included in cases that they have investigated. Current results provide limited information on the involvement of game consoles in cybercrime in the United Kingdom. In examining the prevalence of different types of games consoles in police investigations, the potential need for further work on game console forensics is discussed along with possible factors affecting both the data collection and the patterns observed in the study.
The Ideological Essence Of Technology And Its Relationship With Politics

The article examines technology as an ideology that replaces today the so-called traditional ideological structures, primarily political, and its impact on society.According to the authors, the ideological role of technology lies in the fact that it serves as the main tool through which social connections and relationships are organized.In particular, modern information technologies have a significant influence and a greater depth of influenceonto all social processes.Based on the analysis of various sources, research by specialists devoted to this topic, a substantiated conclusion was made that social relations are mediated by technology.The authors believe that in a certain sense they are a technique that acts as a condition for the perception of the social world and the world as a whole.Traditional ideologies (political) are losing their relevance and are used only as elements of control in the political sphere, which is formatted by technical rationality.Political practice turns out to be technical practice.The "utopian" projectivity of politics is replaced by technical management.
SPEECH FUNCTIONS IN THE ELLEN DEGENERES’ SHOW

Learning and having a deep understanding of speech functions are important in order to diminish misunderstanding in a process of communication. Thereupon, this research aims to identify the speech functions used by Ellen DeGeneres and her guests. In this research, the researcher formulated two research questions: 1) Which speech functions that are used by Ellen DeGeneres and her guests? and 2) What are the differences of speech functions used by Ellen DeGeneres and her guests? In order to answer the research questions, the researcher used the qualitative data method by applying content analysis. There are then found six speech function categories used by Ellen DeGeneres. Those functions were instrumental, regulatory, representational, interactional, personal, and heuristic. Moreover, Ellen’s guests used five speech functions. Those functions were regulatory, representational, interactional, personal, and heuristic. In the five videos, Ellen was more dominant in using heuristic and regulatory functions. Meanwhile, Ellen’s guests were more dominant in using interactional, regulatory, and representational functions.
Training Of Student-Teachers To Organize Clubs Of Engineering Creativity

Engineering creativity has always attracted people.New areas of focus have appeared in this field thus making the theoretical foundations more sophisticated and changing the age range of learners who can study engineering creativity.Changes in the structure and content of the process require trained specialists who can apply new methods in teaching creative approaches to engineering tasks.The present research work is focused on the necessity of training the specialists prepared to work in different areas of children's engineering creativity and organizing a system of training such specialists.The results of a sociological survey of students and an analysis of the circle activities of the "School of Programming" based on the Centre for Organization of Pre-University Education at the Blagoveshchensk State Pedagogical University are presented.The article analyses the need and possibility of training the students, future teachers, to organize the clubs of engineering creativity.A special feature of the study is a presentation of the program of training non-physics and non-math majors to be organizers of robotics clubs.
Distributed memory access architecture and control for fully disaggregated datacenter network

In this paper, we propose novel disaggregated memory module (dMM) architecture and memory access control schemes to solve the collision and contention problems of memory disaggregation, reducing the average memory access time to less than 1 μs. In the schemes, the distributed scheduler in each dMM determines the order of memory read/write access based on delay-sensitive priority requests in the disaggregated memory access frame (dMAF). We used the memory-intensive first (MIF) algorithm and priority-based MIF (p-MIF) algorithm that prioritize delay-sensitive and/or memory-intensive (MI) traffic over CPU-intensive (CI) traffic. We evaluated the performance of the proposed schemes through simulation using OPNET and hardware implementation. Our results showed that when the offered load was below 0.7 and the payload of dMAF was 256 bytes, the average round trip time (RTT) was the lowest, ~0.676 μs. The dMM scheduling algorithms, MIF and p-MIF, achieved delay less than 1 μs for all MI traffic with less than 10% of transmission overhead.
Pembelajaran Sejarah Berbasis Media Online dalam Meningkatkan Kemampuan Literasi Digital Siswa di Era Revolusi Industri 4.0

&lt;p&gt;&lt;em&gt;The process of historical learning in the limited face-to-face system was done by using a blended learning model. This model requires the role of online media to help synchronous and asynchronous learning process. This study aims to analyze the role of online media as the latest form of learning in improving digital literacy skills. This type of research is descriptive qualitative with a case study approach. The research was conducted at SMA N 1 Ceper using data collection methods through interviews with 20 social studies students in grades XI and XII, document analysis, and observation. The results of this study show 1) Students' readiness to learn in an online learning environment, 2) students very often use online media as a source of independent learning materials during synchronous and asynchronous learning process, 3) students use digital media for collaboration and problem solving. Thus, online media plays an important role in increasing students' digital literacy as an important ability in the era of the industrial revolution 4.0.&lt;/em&gt;&lt;/p&gt;
Speedy Categorical Distributional Reinforcement Learning and Complexity Analysis

In distributional reinforcement learning, the entire distribution of the return instead of just the expected return is modeled. The approach with categorical distributions as the approximation method is well-known in Q-learning, and convergence results have been established in the tabular case. In this work, speedy Q-learning is extended to categorical distributions, a finite-time analysis is performed, and probably approximately correct bounds in terms of the Cramér distance are established. It is shown that also in the distributional case the new update rule yields faster policy evaluation in comparison to the standard Q-learning one and that the sample complexity is essentially the same as the one of the value-based algorithmic counterpart. Without the need for more state-action-reward samples, one gains significantly more information about the return with categorical distributions. Even though the results do not easily extend to the case of policy control, a slight modification to the update rule yields promising numerical results.
The Didactic Tools For Promotion The Employment Of Bachelor-Designers: Programs And Championships

The authors of the publication based on their own experience in the field of design and art education, offer a step-by-step model for ensuring the professional demand for undergraduate graduates, correlated with the requirements of the WorldSkills Russia regulation, which, in their opinion, allows optimizing the process of becoming students' creative independence.On this basis, a modular training program is proposed that takes into account the levels of qualification requirements for professional standards for illustrators and designers.Given the need for a competency-based format to ensure functional literacy, which is fixed by the program of the foresight project "Education -2030", which determines the need for employment of university graduates in accordance with the received education, the authors propose a solution to the problems caused by the inconsistency of the didactic tools of modern specialized education with its real goals.Why, with the help of a digital update of multidimensional didactic learning tools, they offer a solution that can improve self-esteem, strengthen the volitional components of students in the process of development under the conditions of official certification of the results of professional activities through public profile championships.As a provision of this opportunity, the authors of the material propose a modular program "Technology of Artistic Processing of Materials", with a capacity of 3 credits (108 teaching hours), implemented within 16 weeks.
TA-Unet: Integrating Triplet Attention Module for Drivable Road Region Segmentation

Road segmentation has been one of the leading research areas in the realm of autonomous driving cars due to the possible benefits autonomous vehicles can offer. Significant reduction of crashes, greater independence for the people with disabilities, and reduced traffic congestion on the roads are some of the vivid examples of them. Considering the importance of self-driving cars, it is vital to develop models that can accurately segment drivable regions of roads. The recent advances in the area of deep learning have presented effective methods and techniques to tackle road segmentation tasks effectively. However, the results of most of them are not satisfactory for implementing them into practice. To tackle this issue, in this paper, we propose a novel model, dubbed as TA-Unet, that is able to produce quality drivable road region segmentation maps. The proposed model incorporates a triplet attention module into the encoding stage of the U-Net network to compute attention weights through the triplet branch structure. Additionally, to overcome the class-imbalance problem, we experiment on different loss functions, and confirm that using a mixed loss function leads to a boost in performance. To validate the performance and efficiency of the proposed method, we adopt the publicly available UAS dataset, and compare its results to the framework of the dataset and also to four state-of-the-art segmentation models. Extensive experiments demonstrate that the proposed TA-Unet outperforms baseline methods both in terms of pixel accuracy and mIoU, with 98.74% and 97.41%, respectively. Finally, the proposed method yields clearer segmentation maps on different sample sets compared to other baseline methods.
CYBER SECURITY CHALLENGES AND ITS EMERGNING TRENDS ON LATEST TECHNOLOGIES

Cyber security is very important for information and communication technology. Securing the private information and privacy of a user is becoming challenging in today’s world. In the current world, it is crucial to know what cyber security is and how it can be used effectively. Now a days, important files, data, and other important virtual documents are at high risk. So, they are in need of security and protection. With better and enhanced cyber security techniques we can protect our device and data effectively. Cyber security is important because military, government, financial, medical and corporate organizations accumulate large quantities of data on their PCs and other devices. This paper mainly focuses on challenges faced by cyber security on the latest technologies.
Privacy-Preserving Convolutional Neural Networks Using Homomorphic Encryption

Convolutional neural networks (CNNs) are most commonly used for handling complex visual tasks. Due to the significant effort in training accurate machine learning models, training and providing them to clients for inference in the cloud is becoming more popular. However, such models might be trained on sensitive user data, leading to the need for privacy-protecting measures. While traditional cryptographic techniques do not allow operations in the encrypted domain, Homomorphic Encryption (HE) schemes enable us to work on encrypted data directly. Combining the concepts of CNNs and HE, we give a detailed overview of the steps involved in creating privacy-preserving neural networks to give an indication of the real-world applicability and the scalability of such an approach. To this extent, we implemented a homomorphically encrypted network that can be used for face recognition. Our results indicate that while we can achieve the same accuracy as a standard neural network, running CNNs on homomorphically encrypted inputs comes at a significant overhead that grows with the network size.
Using HLS for Designing a Parametric Optical Flow Hierarchical Algorithm in FPGAs

In this work HLS is used for designing a parametric optical flow Hierarchical algorithm in FPGAs. The algorithm that is designed is the Hierarchical (pyramid) Horn and Schunck algorithm, both a multi-rate and multi-level (multi-scale) algorithm, which achieves larger motion displacement detection than the mono-scale ones. With the help of HLS, we parametrize our design in terms of the levels of the pyramid, the iteration factor and the number of pixels computed per clock. We are reusing the same resources in each level of the pyramid to keep the usage of DSPs and RAM low. We perform a design space exploration of the algorithm and we show that our fastest design achieves a throughput of 461 Mpixel/s in a 2048×2048 resolution pixel image.
THE EFFECT OF WORD WALL METHOD ON STUDENTS’ WRITING ABILITY

Writing is one of the important skills in teaching English. But in writing, there are some obstacles to construct sentences and express ideas. Usually, the common problems are lack of knowledge about grammar, vocabulary, and content. Many people are restricted by their skill of writing and caused them can not express their idea in writing. Many great ideas cannot breakthrough because they were never been written or show up. To face this common problem, there must be some ways and solutions to improve the students’ writing ability, in this case, the researcher used the word wall method in helping students to improve their writing ability. This research aims to figure out whether the word wall method can improve students’ writing ability. The subject of this research was the tenth students of Nahdatul Ulama’s School in the academic year 2020/2021 that consisted of 40 students in X class, 22 females and 18 males. Based on the result of the research, the writing ability of the students was increased by applying the word wall method in the first cycle. In the pre-test, before treatment, the mean figure was 38. After applying the word wall method in cycle 1, the figure increased to 57 and in the cycle, the mean figure achieved 82 points. It could be stated that the students got a significant improvement in their writing ability. This condition occurred because some weaknesses that appeared in cycle one had been revised and implemented well in cycle two. It could be concluded that the effect of the word wall method could be able to change positively the writing ability of students with significantly value.
Dynamic Simulation Research on the Effect of Governance Mechanism on Value Co-Creation of Blockchain Industry Ecosystem

The development of blockchain technology promotes the evolution of the industrial ecosystem, and the value co-creation in the ecosystem has become an important factor for the sustainable and coordinated development of the blockchain industry ecosystem. By answering the question of how governance mechanisms affect the value co-creation of the blockchain industry ecosystem, this paper aims to clarify the realization mechanism of value co-creation of the blockchain industry ecosystem. Based on the transaction cost theory and social exchange theory, the governance mechanisms of the blockchain industry ecosystem are divided into contract governance and trust governance. The system dynamics method is used to analyze the causality of the effect of governance mechanisms on value co-creation of the blockchain industry ecosystem, the model of system flow chart is established, and Vensim PLE software is used to perform simulation and sensitivity analyses of the model. The results show that: both contract governance and trust governance can positively affect the value co-creation of the blockchain industry ecosystem; due to the existence of bounded rationality, compared with contract governance, trust governance has a more significant impact on system resource innovation and value co-creation; there is a co-existence effect among contract governance and trust governance, and compared with the single effect, the co-existence effect of two can promote the value co-creation process of the blockchain industry ecosystem more actively. The research results reveal the internal laws of the value co-creation and provide valuable insights into the exploitation of governance mechanisms to facilitate effectively the value creation of the blockchain industry ecosystem.
Technology Leadership Practices of End Users and the Adoption of E-Learning in Midwifery Institutions in Uganda

E-learning has gained popularity in Uganda. Midwifery institutions have invested in it to manage the increasing demand for education. However, its adoption is low, which is likely to hinder the enhancement of numbers, competencies, and skill mix of midwives. The study intended to ascertain if technology leadership practices were significant to e-learning adoption and sketch core practices. Ten midwifery institutions and 167 end users participated in the study. Two phases of data collection and analysis were executed. Technology leadership practices had substantial effect on adoption of e-learning (n = 167, r = 0.691, &amp; p = 0.000), and was responsible for 47.5% of the change. Core technology leadership practices were; commitment to provide e-learning facilities; encouragement of learners to use e-learning facilities; appreciating those who excel at using e-learning facilities; grooming of e-learning champions; supportive environment for technological use; and institutionalising technological use in school activities. Midwifery institutions can focus on technology leadership core practices to improve e-learning adoption.
APLIKASI MULTI BANK SAMPAH BERBASIS WEB

Material waste is unwanted residue after the end of a process. Waste reduction activities aim to make all levels of society, including the government, the business world and the wider community able to carry out activities to reduce, reuse, recycle (3R) through smart, efficient and programmatic efforts. The best solution to this problem is a waste bank. Waste Bank is a place for sorting and collecting waste that can be recycled and reused which has economic value. Waste bank work mechanisms such as sorting waste, submitting waste to waste banks, weighing waste, recording, selling the delivered waste are entered into a savings book and revenue sharing for the sale of waste between savers and implementers.The multi waste bank information system can help the waste bank work.The multi waste bank information system can be used by the waste bank for the publication of the location of the waste bank, data collection of waste bank customers, recording and archiving customer transaction data and helping the waste bank to find customers with the online customer registration feature. The multi waste bank information system is built on a web basis using the laravel framework. The method applied in the development of a multi bank waste information system uses the waterfall model. The multi waste bank information system has been successfully built by testing the system's functionality using black box testing and expert judgement. The results that the system can function according to user expectations and needs.
An Architecture for Social-Aware Navigation Based on a Chatbot Interaction

The coexistence of service robots in social environments has been intensified in recent years, demanding Human-Robot Interaction (HRI) increasingly fluid and necessary. In this context, the present work aims to develop an architecture, called Erika. Erika provides a chatbot to interact by voice and text commands with a service robot, who implements an autonomous navigation, respecting social restrictions based on proxemic zones. An API is available in Erika for connecting the chatbot with a website application, that in turn establishes communication with the Robot Operating System (ROS) to perform simulated experiments and test the functionality of the chatbot and the social-aware navigation of the robot. Results demonstrate that the service robot can respond to the commands provided through the chatbot and , so that, finally, it can drive autonomous or manual navigation, when necessary.
The Mobile Audience as a Digital Musical Persona in Telematic Performance

One of the consequences of the pandemic has been the potential to embrace hybrid support for different human group activities, including music performance, resulting in accommodating a wider range of situations.We believe that we are barely at the tip of the iceberg and that we can explore further the possibilities of the medium by promoting a more active role of the audience during telematic performance.In this paper, we present personic, a mobile web app designed for distributed audiences to constitute a digital musical instrument.This has the twofold purpose of letting the audience contribute to the performance with a non-intrusive and easy-to-use approach, as well as providing audiovisual feedback that is helpful for both the performers and the audience alike.The challenges and possibilities of this approach are discussed from pilot testing the app using a practice-based approach.We conclude by pointing to new directions of telematic performance, which is a promising direction for network music and digital performance.