Reviewerly/exHarmony huggingface dataset:
COPP-DDPG: Computation Offloading with Privacy Preservation in a Vehicular Edge Network

Vehicular edge computing (VEC) is emerging as a prospective technology in the era of 5G and beyond to support delay-sensitive and computation-intensive vehicular applications. However, designing an efficient approach for joint computation offloading and resource allocation is challenging due to the limited resources of VEC servers, the highly dynamic vehicular networks (VNs), different priorities of vehicular applications, and the threat of privacy disclosure. In this work, we propose a cooperative optimization for privacy-preserving and priority-aware offloading and resource allocation in VEC network (VECN) based on deep reinforcement learning (DRL). Firstly, we employed a privacy-preserving framework where the certificate authority (CA) is integrated into the VEC architecture. Furthermore, we formulated the dynamic optimization problem as a Markov decision process (MDP) by constructing a weighted cost function that integrates the priority of stochastic arrival tasks, privacy-preserving of offloading, and dynamic interaction between the edge servers and intelligent connected vehicles (ICVs). To solve this problem, a cooperative optimization for privacy and priority based on deep deterministic policy gradient (COPP-DDPG) is proposed by learning the optimal actions to minimize the weighted cost function. The simulation results show that COPP-DDPG has good convergence and outperforms the other four comparison algorithms in many aspects.
A brain-inspired object-based attention network for multi-object recognition and visual reasoning

To achieve behavioral goals, the visual system recognizes and processes the objects in a scene using a sequence of selective glimpses, but how is this attention control learned? Here we present an encoder-decoder model that is inspired by the interacting visual pathways making up the recognition-attention system in the brain. The encoder can be mapped onto the ventral ‘what’ processing, which uses a hierarchy of modules and employs feedforward, recurrent, and capsule layers to obtain an object-centric hidden representation for classification. The object-centric capsule representation feeds to the dorsal ‘where’ pathway, where the evolving recurrent representation provides top-down attentional modulation to plan subsequent glimpses (analogous to fixations) to route different parts of the visual input for processing (with the encoding and decoding steps taken iteratively). We evaluate our model on multi-object recognition (highly overlapping digits, digits among distracting clutter) and visual reasoning tasks. Our model achieved 95% accuracy on classifying highly overlapping digits (80 percent overlap between bounding boxes) and significantly outperforms the Capsule Network model (<90%) trained on the same dataset while having a third of the number of parameters. Ablation studies show how recurrent, feedforward and glimpse mechanisms contribute to the model performance in this task. In a same-different task (from the Synthetic Visual Reasoning Tasks benchmark), our model achieved near-perfect accuracy (>99%), similar to ResNet and DenseNet models (outperforming ALexNet, VGG and CORnets) on comparing two randomly generated objects. On a challenging generalization task where the model is tested on stimuli that are different from the training set, our model achieved 82% accuracy outperforming bigger ResNet models (71%), demonstrating the benefit of a contextualized recurrent computation paired with an object-centric attention mechanism glimpsing the objects. Our work takes a step towards more biologically plausible architectures by integrating recurrent object-centric representation with the planning of attentional glimpses.
Mug shots: Systematic biases in the perception of facial orientation

The angular orientation of a face pictured in half-profile view is systematically overestimated by the human observer. For instance, a 35 deg view is estimated to be oriented around 45 deg. What is the cause for this perceptual orientation bias? Here, we address three related questions. (1) Is the phenomenon specific to pictorial projections or does it also occur in 3D space? (2) Can it be explained with the depth compression expected when the vantage point of the observer is closer to the picture than the point of projection? (3) Does the visual system use a shape prior that does not match the elliptical horizontal cross section of a typical head? Exp. 1 was conducted in virtual reality. We used a method of adjustment (“orient this face into a 45° position”). We found the orientation bias was smaller than expected and only marginally different between picture and 3D conditions. In Exp. 2 we presented static pictures and systematically varied the vantage point of the observer relative to the point of projection of the picture. We observed a pronounced bias which was not dependent on the vantage point. In Exp. 3, we replicated the orientation bias with a non-facial object – a coffee mug with a handle that defined its orientation. We systematically modified the shape of the mug between circular and elliptical horizontal cross sections. Mugs were then presented either as static images or as short movies with the mug rotating about its vertical axis. Participants estimated orientation almost veridically for circular shapes and displayed predictable errors for other shapes. The shape-dependent orientation biases were much smaller for the movies compared to the pictures. We conclude: The visual system adopts the heuristic of a cylindrical head shape unless explicit information about its shape is provided, e.g., through structure-from-motion.
Serial Dependence in Radiologist Perception across Naturalistic Mammogram Stimuli

Radiologists rely on visual perception to diagnose breast diseases via mammograms. A basic underlying assumption in medical image perception is that clinician visual perception and decision at any moment is largely independent of recently seen radiographs; however, that may not be true. Researchers have found that serial dependence, the tendency for the visual system to bias representations toward recent history, occurs more frequently between ambiguous stimuli just like those found in radiological screening (Cicchini, et al., 2014; Fischer & Whitney, 2014; Liberman et al., 2014; Kiyonaga et al., 2017). In particular, recent work shows that radiologist perception of simulated tumors is biased toward previously seen stimuli (Manassi et al., 2019; Ghirardo et. al., 2020). However, previous work was limited to unrealistic stimuli. To address the limitation, a generative adversarial network was developed to produce naturalistic mammogram stimuli (Ren et al., 2020). In this study, we aimed to investigate if radiologists also experience serial dependence with these realistic stimuli. In each trial, radiologists viewed a random simulated mammogram and subsequently matched the mammogram by picking the image from a morph continuum. The reported mammograms were pulled 9% towards those seen in the previous trials. These findings suggest that serial dependence extends to realistic radiographs and that it occurs even for radiologists. Serial dependence could therefore have a negative impact on the diagnostic accuracy of practicing clinicians.
Camouflage detection: experiments and a principled theory

Camouflage is an impressive feat of biology in which an animal’s surface evolves to match the reflectance and texture of the backgrounds against which it typically appears. Equally impressive is the ability of visual systems to detect such camouflage. We present a principled theory of camouflage detection based on task-relevant cues and biologically plausible visual computations. This theory is informed by a series of psychophysical experiments where we measured human ability to detect maximally-camouflaged targets: ones whose texture is a random sample of the background texture. The amplitude spectra of natural images fall inversely with spatial frequency raised to an exponent, which varies from approximately 0.7 to 1.5 (this represents the degree of spatial correlation in the image). To see how this would influence camouflage detection, we measured detection on Gaussian noise textures with different falloff exponents. For 1 degree targets in the fovea, we find that humans are about 75% correct for an exponent of 0.7, and almost 100% correct for exponents above 1. We also find that performance degrades substantially in the periphery: e.g. at 12 degree eccentricity, humans only reach 75% correct when the exponent is 1.5. So interestingly, humans cannot detect maximally-camouflaged targets for exponents just below the range that occurs in nature. In other experiments, we measured camouflage detection on a variety of naturalistic textures, and also as a function of the complexity of the target shape. As a starting point, we focus our detection theory on only the information available at or near the target-background edge, so we exclude textures with strong long-range patterns that give away additional cues. We find that a principled model that includes edge-element detection at multiple scales, edge-element grouping, weak signal suppression and decision noise, can account for many aspects of our parametric experimental measurements.
Dissociation between object detail and spatial memory across exposure time using drawing

The longer we view an image, the better we subsequently remember it. However, most previous studies looking at this effect have been limited to recognition – in which an image is presented and tested as a whole – making it difficult to parse what exact aspects of our memory improve the longer we view an image. As there is evidence for a dissociation between memory for object detail and memory for spatial detail (Reagh & Yassa, 2014), it is possible that our memory for object detail and our spatial memory for these objects improve at different rates. Here, we conducted a series of experiments utilizing drawing to test recall, as opposed to recognition, to pinpoint how our memory improves with increased stimulus exposure. In the primary experiment, participants (N = 71) were presented with scene images for varying amounts of time, ranging from 100 msec to 10 sec, and were subsequently asked to draw what they remembered from these scenes. Then, through a series of separate scoring experiments, different participants (N = 1126) quantified the level of object detail and spatial accuracy present in each of the drawings to determine how memory changes with exposure time. We found that while memory for object detail steadily increases with increased time exposure, with more objects recalled after 10 sec of stimulus exposure compared to 100 msec of stimulus exposure, spatial memory remained relatively stable across time, with the size and location of objects precise after just 100 msec of exposure. This suggests that unlike spatial memory, object detail is a primary component of why our memory improves the longer we view an image. Additionally, we found that regardless of how long an image was shown, an object’s visual saliency in a scene was significantly predictive of whether it was recalled.
Full-field fMRI: a novel approach to study immersive vision

In everyday vision, we experience an >180 degree view of the world in front of us. However, traditional functional magnetic resonance imaging (fMRI) setups are limited to presenting scenes like postcards in the central 10-15 degrees of the visual field. Here, we develop a method for ultra-wide angle visual presentation in the scanner, and explore how the brain processes visual scene information when presented with immersive first-person views. To accomplish wide-angle projection, we bounced the image off two angled mirrors directly into the scanner bore onto a custom-built curved screen, creating an unobstructed visual presentation of over 175 degrees. Additionally, we presented images that depicted a compatible wide field-of-view, rendered from 3D scenes built in Unity software; using standard scene images led to distorted perceptions of the environment. With this setup, we measured brain responses to a range of stimuli, including scene images presented in the full-field and at a typical smaller visual size. We found that all classic scene areas (parahippocampal place area, retrosplenial cortex, and occipital place area) were activated significantly more to the full-field scenes compared to the postcard scenes, indicating their preference for the far-periphery. Crucially, we found that a large swath of cortex connecting these areas was also strongly activated by the full-field more than the postcard scenes, forming a ring-shape around the parieto-occipital sulcus. Theoretically, these findings raise an intriguing possibility that there are representational principles unifying what are currently considered separate scene-selective regions within a common large-scale organization. Methodologically, our approach provides a novel avenue to test hypotheses relating to the foveal-peripheral organization of higher-level visual areas, and measure scene processing mechanisms with an immersive experience of scale.
Analysis of elementary school science evaluation before and after COVID-19 and suggestion of evaluation methods in the blended learning situation: Focusing on portfolio and rubric

Objectives The purpose of this study is to analyze the evaluation status of elementary school science classes before and after COVID-19, and to propose an evaluation method that is suitable for blended learning and easy to check the degree of reaching the curriculum achievement standards based on the analysis results and previous studies. Methods In order to achieve the purpose of the study, the evaluation plan of 13 elementary schools in Seoul was analyzed for 3 years from 2019 to 2021. And to find out more details, a survey was conducted with teachers in charge of the elementary school. In this study, based on the results of the actual condition analysis, previous studies on methods to supplement the problems of paper-based evaluation and laboratory observation book-based evaluation in the blended learning situation were analyzed. Based on the analysis results, it was possible to determine the degree of achievement of the curriculum achievement standards, and an evaluation method suitable for competency-based evaluation was derived. Results The results of the investigation are as follows. First, the number of science evaluation fields evaluated all four fields in 2019, but was reduced to an average of 1.85 in 2020 and 3.15 in 2021, after the COVID-19 situation. Second, as for the evaluation method, the paper-based evaluation method was the most used both before and after the COVID-19 situation, and the proportion increased after the COVID-19 situation. And in both situations, after paper-based evaluation, laboratory observation book-based evaluation was used as the main method of science class evaluation. In this study, we propose an evaluation method that provides both a portfolio and a rubric to teachers and students as an evaluation method suitable for a blended learning situation based on the results of the analysis of the survey results and previous studies. Conclusions Providing a portfolio and a rubric together in a blended learning situation can help teachers reduce the burden of grading and feedback and help maintain the fairness of assessment, students can clearly recognize their learning goals, and help self-assessment and reflection can receive. In addition, if portfolios and rubrics are used on an online platform, communication between teachers and students can be actively continued even if the class form is suddenly changed in an unexpected situation, and it has the advantage of continuously conducting classes and evaluations.
EFL written production through blogging: computer versus mobile insights

Following up on Montaner-Villalba et al. (2020), this research focuses on written competence in the English language. The huge advance in technology permits teachers to use mobile applications. This quantitative design research investigated WordPress, in its mobile version, on written competence in English as a Foreign Language (EFL). One treatment group (12 students) and one control group (12 students) of A2 (Common European Framework of Reference for Languages) EFL learners at a secondary school in Valencia (Spain, N=24) participated during the 2018-2019 academic year. While, on the one hand, learners from the treatment group utilized WordPress in its mobile version, on the other, learners from the control group used WordPress in its computer-based version. The outcomes proved that the learners from the treatment group significantly improved their level of written competence in comparison with the learners from the control group. Accordingly, this research recommends utilizing WordPress in its mobile version in secondary education.
KEEFEKTIFAN MEDIA POWTOON TERHADAP HASIL BELAJAR BAHASA INGGRIS SISWA KELAS IV SD NEGERI 2 NALUMSARI KABUPATEN JEPARA

The background that drives this research is that teachers have not used learning media, have not applied appropriate learning models and methods in learning English. lack of teacher interaction in learning so that students become passive. This type of research is quantitative research in the form of pre-experimental designs with the form of One-Shot Case Study. The study population was all fourth grade students at SDN Nalumsari, Jepara Regency, in the 2022/2023 academic year. The samples taken were all 4th grade students as many as students. Based on the results of research that has been carried out at SD Negeri 2 Nalumsari, Jepara Regency regarding the effectiveness of powtoon media on English learning outcomes for fourth grade students of SD Negeri 2 Nalumsari, Jepara Regency, the following results were obtained. The results of posttest data recapitulation of the results of learning English for fourth grade students of SD Negeri 2 Nalumsari, Jepara Regency using the Powtoon learning media, the mean or average value is 82.5, for the highest score obtained is 95, while for the lowest score is 70. Furthermore, the percentage There are 25 students who complete the study with a percentage of 89.3% (25 students) and 3 students who have not finished with a percentage of 10.7% (3 students) and the percentage of classical learning completeness is more than 75%, which is 89.3%. For the results of the normality test, the value of Sig (2 tailed) is 0.200 &gt; 0.05 and the hypothesis test is that the average value of English learning outcomes given learning using Powtoon media is greater than the KKM value or 82.5 &gt; 75. From the results It can be concluded that the use of powtoon media is effective on learning outcomes of English subjects in fourth grade students at SD Negeri 2 Nalumsari, Jepara Regency.
English Language in the British Education System in Malaya: Implementation and Implications

This study is about the development of English in Education in Malaya before independence. Christian missionaries pioneered education in English at an early stage in Malaya. The position of English in the education system in Malaya in the colonial era has gained a better status compared to the position of Malay and other vernacular languages. This study uses a qualitative method with an emphasis on document and manuscript analysis. This study was conducted at the National Archives of Malaysia and involved the study and analysis of official documents such as the Annual Report, the Education Report, the Colonial office file and official records of the British colonial government. The study's findings have shown that the development of English education started with the opening of English schools by Christian missionaries and the English schools established by the colonial government. There were various reactions to English education from the community, with an encouraging response among the Malayan people. The development of English education created opportunities for people to pursue higher education abroad and within the country. In conclusion, English education has succeeded in producing many students who have successfully placed themselves in the service of the British government. The implementation of English education has been able to help increase the knowledge of current and future generations about the history and emergence of English education in Malaysia . Keywords: Education; English; colonial; missionary; British
Processes of hydrothermal vein lead-zinc ore formation: geochemical data and thermodynamic models

For the Dzhimidonsky vein polymetallic deposit (North Ossetia, Russia), formed in the Middle Jurassic time, it was established by the nature of the distribution of rare-earth elements in the veins and rocks that the sources of REE and ore components were a combination of host rocks of different composition (PR 3 –PZ 1 , PZ 3 ) and were replaced in time. Geochemical data served as the basis for the development of new methods of equilibrium-dynamic modeling and assessment of the influence of the change in time and space of fluid flows from different sources on the processes of ore formation.
Sentiment Analysis of Air Conditioning Users’ Comments on e-Commerce Platform Based on NLP Technology

With the rapid development of e-commerce, more and more users shop online through e-commerce platforms and leave a large number of user comments which are valuable for enterprises development. Based on the air conditioning users’ comments from JD and other e-commerce platforms, this paper uses Python to conduct data mining, preprocessing of data text and emotional tendency analysis. Finally, the word cloud map method is used to analyze the advantages and disadvantages of Gree and Midea air conditioners in the products and services of e-commerce platforms, and corresponding suggestions for enterprises are promoted.
Four theories in search of an A(I)uthor

This chapter discusses the question of AI as an A(I)uthor. The increasing use of machines in creating music, literature and art challenges conventional notions of copyright protection and authorship. In particular, protectability of AI-generated works under the current copyright framework is hotly debated. First, this chapter examines whether AI meets the traditional copyrights standards of legal personhood, authorship and originality. Second, it considers multiple approaches to AI-generated works from a policy perspective. They can be given public domain status, authorship can be granted to humans or the machine, the work can be given sui generis protection or rights can be granted to publishers and disseminators. Finally, this chapter considers the road ahead by assessing justifications for these policy options from different theoretical perspectives, such as fairness, personality, utilitarian/incentive and cultural theories of intellectual property.