Reviewerly/exHarmony huggingface dataset:
The method of digital watermarking for improving objects based on clusters and perception values

One of the most important IoT concerns is resource constraints such as power supply, processing power, memory capacity, wireless range, and wireless bandwidth. Low bandwidth wireless routing requires multiple routing steps to reach a destination. The Internet of things (Internet of things, IoT) is a technology that consists of a set of objects that are connected via the Internet and collect information generated by sensors. IoT devices are devices that are networked and accessible to anyone and everything anytime and anywhere. Examples of such devices include temperature sensors, motion sensors, heart rate sensors, energy consumption sensors, etc. For example, a temperature sensor can be built into a thermostat, an indicator of the amount of electricity consumed in homes, and a traffic sensor at a traffic light. This article proposes a scheme based on fragile watermarking and improved clustering to resolve the conflict between security and limited perceptual resources. To improve security, we are developing a stochastic positioning strategy based on a clustering algorithm to compute the position embedded in the temporal dynamics of the data measurement. Thus, security vulnerabilities created by a stationary embedded situation can not only be effectively addressed but also result in zero data disturbance. Our research results show that the proposed algorithm can effectively integrate low-cost data, as well as reduce power consumption and increase network life.
Labor training in design and technological activities of students

The aim of the study is analyzing of labor training in the design and technological activities of students in the current educational environment, the pedagogical technologies that can purposefully influence the development of intellectual activity and creative potential of students must be the leading ones. One of these in the educational sphere is design and technological activity, which is one of the priorities in labor training. The relevance of the research is in the discourse of ways and forms of hypothesis is that the introduction of design and technology activities to the labor training contributes to increasing the level of students' success and develops practical skills by involving them in active creative work and socially beneficial activities.
Value Sensitive Speculative Design: Exploring More-Than-Human Relations in the Age of Climate Catastrophe

As issues of climate change become more apparent and intertwined with our daily lives, calls for action amplify. The causes and effects of anthropogenic climate change (rising temperatures and oceans, drought, wildfire, famine, refugees within the paradigm of late-stage capitalism) equate to a wicked problem. Yet, the problem is not humanity's alone. Living nonhuman organisms experience ecological shifts and disruptions also. Climate change requires a more-than-human perspective if we are to approach these problems ethically. HCI has become increasingly interested in the projects, visions, and narratives that investigate this complexity. However, research and pedagogy do not always emerge at the same rate; questions of how to teach this remain. In this article, we offer a description of and reflection on two of our courses from September-December 2020 and March-June 2021, offered at the University of Washington, Seattle, as examples of Value Sensitive Speculative Design (VSSD) in HCI pedagogy in the face of climate change. A collective group of 20 graduate and undergraduate students worked together over the course of two 10-week quarters in virtual sessions. Building on the Value Sensitive Design framework, we used speculative, discursive, and more-than-human concepts as an approach to expand the student’s ‘designer mindset’ and ability to notice complexity and richness in emerging and entangled relations. We discuss the struggles and troubles and conclude with future work &amp;/or further design education.
Comparative Analysis using Tsukamoto and Sugeno Methods of Fuzzy Inference System for Sales of Medicine

This case study has been implemented on the apothecary shop located at Kotabumi city at Lampung province, Indonesia that selling various types of medicine. An apothecary in his scientific efforts need by prediction to a hypothetical for determining the amount of in the demand and the purchase of the new term, which has a challenge on increasing the purchasing amount and reflected the bank sound assets. A prediction used was to analyzed from the results of the comparison a method of Tsukamoto and Sugeno by using the nine rules and comparison to the value of absolute error of the purchase. Based on a the Sugeno method, the absolute error of the purchase was 0.0176 %, which is the lowest value in the study
The Application of Learning Model (Google and Google Form) Based Android toward Students’ Activities and Research Methodology Learning Outcomes

Technology is an instrument that has been affected in every line of life including learning process, one technology that can be utilized in the learning process namely an android smartphone. Android can be made to make easy for students in find theory of methodology research, can be used in evaluation of learning outcomes and others. This study aimed to know the effectiveness of learning models based android on activities and methodology research learning outcomes of students, to know Response Description of Student In using Learning Model based Android. Research design used a pretest-posttest-group with taking sample, used a random sampling of 250, the instrument used test about description and non test in the form of questionnaire response of students and analyzed with stats inferential namely T test. Research results show that t test on learning outcomes with obtained t-count = 4. 677 is bigger than t table = 1.66 reinforced with N-gain value of experimental class of 0.71 compared control class was equal to 0.54 then the average Mark experimental class was better compared with control class, the use of learning media based on android app has influence of 60.16% on learning outcomes and learning media based android app got positive response for student with results questionnaire of 80.05%.
Digital Commons to Hyku: An Institutional Repository Migration at a Small Liberal Arts University

Introduction: Pacific University Libraries has had an institutional repository since 2009, when it selected Digital Commons to host a collection of theses and dissertations. Since then, the scope of the services has grown to include publishing open access journals as well as housing the books published by Pacific University Press—a library-born, hybrid, open access press. As our needs have changed, and with Elsevier’s acquisition of bepress in 2017, the University migrated from bepress’ Digital Commons platform to an open source Hyku platform hosted by Ubiquity Repositories. Description of Program: As the first academic institution working with Ubiquity Repositories on migration and implementation, we were involved in the process of data extraction, normalization, mapping, ingest, and validation. Lessons Learned: We learned the importance of having a mutual understanding of a platform’s goals, data structure and mapping, and standards in implementation decisions. Next Steps: As higher education continues to adapt to the changes brought by COVID-19, it has never seemed more important to utilize platforms that share the values of libraries worldwide. We hope that migrating to an open source platform will be a step toward more open scholarship, despite the current challenges and resource scarcity brought about by the pandemic.
Penggunaan Media Gambar Berbasis Pendekatan Konstruktivisme untuk Meningkatkan Motivasi dan Hasil Belajar Bahasa Inggris Siswa SLBN 1 Lombok Barat

This study aims to increase the motivation and learning outcomes of English language learning outcomes for West Lombok SLBN 1 students through the use of image media based on a constructivism approach. This research method uses classroom action research with the research subjects being 4th graders of class 7/c. This research instrument uses observation sheets, tests, and documentation. While the data analysis technique used descriptive analysis. The results of this study indicate that the use of image media based on a constructivism approach can improve motivation and learning outcomes of English students in grade 7/c SLBN 1 West Lombok in the academic year 2021/2022. This can be seen from the percentage increase in motivation and student learning outcomes in the first cycle by 25% increasing to 100% in the second cycle. In addition, the percentage of student learning completeness in the first cycle of 25% increased to 100% in the second cycle.
FAIR Aspects of a Genomic Information Protection and Management System

To handle genomic information while supporting FAIR principles, we present GIPAMS, a modular architecture. GIPAMS provides security and privacy to manage genomic information by means of several independent services and modules that interact among them in an orchestrated way. The paper analyzes how some security and privacy aspects of the FAIRification process are covered by the GIPAMS platform.
A survey of multi-signature schemes for XML documents

Extensible markup language (XML) is a widely used data exchange format in various fields for data transmission over the web. But due to security risk, the privacy of XML documents cannot be ensured, and hence sharing of data had become the major challenge. Web vulnerabilities cause threats to XML data confidentiality and integrity. There is a set of security mechanisms such as encryption, decryption, digital signature, and validations, which are applied to XML documents. Signing a document is the commonly used method for ensuring the authentication, non-repudiation, and integrity in which only a single signer is responsible for signing a document. But nowadays, the responsibility of signing a document is shared among multiple signers instead of a single signer which results in increasing the popularity of using multi-signature schemes. Therefore, a document may have multiple signatures and the integrity of the entire document depends upon it. This arises the need of studying various multi-signature schemes. Here, in this paper, various developments in the era of multi-signature schemes as well as its application areas are discussed.
Multimodal Adversarially Learned Inference with Factorized Discriminators

Learning from multimodal data is an important research topic in machine learning, which has the potential to obtain better representations. In this work, we propose a novel approach to generative modeling of multimodal data based on generative adversarial networks. To learn a coherent multimodal generative model, we show that it is necessary to align different encoder distributions with the joint decoder distribution simultaneously. To this end, we construct a specific form of the discriminator to enable our model to utilize data efficiently, which can be trained constrastively. By taking advantage of contrastive learning through factorizing the discriminator, we train our model on unimodal data. We have conducted experiments on the benchmark datasets, whose promising results show that our proposed approach outperforms the-state-ofthe-art methods on a variety of metrics. The source code is publicly available at https://github.com/6b5d/mmali.
Graph-based Path Planning and ABC-optimized IT2FLS for Autonomous Mobile Robot Exploration Within Unknown Environments

Path planning and autonomous exploration in an unknown environment are primary tasks for realizing the environment perception of mobile robots. Aiming at closed structure scenes, such as large tunnels or pipelines, this paper introduces the graph-based path planning method to implement autonomous explorations of mobile robots within unknown environments. According to candidate vertices and edges composed of vertices, the graph-based path planning method determines a tracking target based on current planning gains. Based on continuous tracking targets, this paper implements an artificial bee colony (ABC)-based interval type-2 fuzzy logic system (IT2FLS) for trajectory tracking. The parameters of IT2FLS are obtained according to ABC optimization instead of subjective rule-based inferences. Linear and angular velocities of the robot are computed according to the difference between the pose of the robot and the current tracking target. This paper adopts a differential robot as a platform and builds a simulation environment for system training and evaluations. Under the overall longest path of 477.530 meters, the maximum root mean square error (RMSE) of 0.186 (m) and the maximum error of 1.507 (m) can be achieved.
EFL Young Learners’ Problems Encountered in the Learning of English Speaking: Teachers’ Perspectives

Teaching speaking to Indonesian EFL young learners is still problematic. It happens not only because English is not used in daily activities but also the government’s regulation to some extent does not support that. This qualitative study aims to describe the problems faced by EFL students in the learning of English speaking with teachers’ perspectives. The samples of this research were three teachers from three different elementary schools in Jepara, Central Java, Indonesia. The data were collected by using questionnaire, interview, and classroom observation. The data were then analyzed by 1) memoing or transcribing the interview data, reading them to make notes and finding the most important information that might be useful for the study, 2) describing the data to find complete explanation of context, setting, and interactions of participants, 3) classifying data—to break down the obtained result and put it into categories, and 4) interpreting the data to find the meanings of the data by connecting the findings with previous studies, personal experience, and expert advice to find the best result. The result showed that EFL students’ problems in the learning of English speaking came from some factors. They are 1) Native language, 2) Age, 3) Exposure, and 4) Motivation, and 5) Learners’ Autonomy. Keywords: speaking, Indonesian EFL students, young learners
Opposition-Based Multi-Tiered Grey Wolf Optimizer for Stochastic Global Optimization Paradigms

Researchers are increasingly using algorithms that are influenced by nature because of its ease and versatility, the key components of nature-inspired metaheuristic algorithms are investigated, involving divergence and adoption, investigation and utilization, and dissemination techniques. Grey Wolf Optimizer (GWO), a relatively recent algorithm influenced by the dominance structure and poaching deportment of grey wolves, is a very popular technique for solving realistic mechanical and optical technical challenges. Half of the recurrence in the GWO are committed to the exploration and the other half to exploitation, ignoring the importance of maintaining the correct equilibrium to ensure a precise estimate of the global optimum. To address this flaw, a Multi-tiered GWO (MGWO) is formulated, that further accomplishes an appropriate equivalence among exploration and exploitation, resulting in optimal algorithm efficiency. In comparison to familiar optimization methods, simulations relying on benchmark functions exhibit the efficacy, performance, and stabilization of MGWO.
Development of Animal Recognition E-Learning Using Augmented Reality Technology

The development of Information and Communication Technology (ICT) has changed the new face of education.The implementation of Information and Communication Technology (ICT) in educational institutions has become a must in educational institutions, not to close our eyes that schools are naturally responsive to technological developments.The use of interactive multimedia as a support for the teaching and learning process is considered to be able to increase flexibility in teaching and learning activities, especially for kindergarten students.Children at this age should be introduced to the benefits of technology.So that in the future it is not wrong to use technology.An interactive multimedia application that makes it easy for students to learn anywhere and anytime using a mobile device.Learning abilities are focused on making animal recognition applications for kindergarten (TK) students.Because knowledge related to animals must be introduced to students from an early age.Interactive multimedia applications are made by utilizing mobile android and Augmented Reality which are packaged in the form of games (games).
A Non-Local Enhanced Network for Image Restoration

Non-local modules have been widely studied in image restoration (IR) tasks since they can learn long-range dependencies to enhance local features. However, most existing non-local modules still focus on extracting long-range dependencies within a single image or feature map. On the other hand, most IR methods simply employ a single type of non-local module in the network. A combination of various types of non-local modules to enhance local features can be more effective. In this paper, we propose a batch-wise non-local module to explore richer non-local dependencies within images. Furthermore, we combine various non-local extractors (different attention modules) with the proposed batch-wise non-local module as the Enhanced Batch-wise Non-local Attentive module (EBNA). Besides exploring richer non-local information, we build the Non-local and Local Information extracting Block (NLIB), in which we combine the EBNA with DEformable-Convolution Block (DECB) to utilize richer non-local and adaptive local information. Finally, We embed the NLIB within a U-net-like structure and build the Non-local Enhanced Network (NLENet). Extensive experiments on synthetic image denoising, real image denoising, JPEG artifacts removal, and real image super resolution tasks demonstrate that our proposed network achieves state-of-the-art performance on several IR benchmark datasets.
A Survey of Blockchain From the Perspectives of Architecture and Applications

The increasing need for organizations to keep a high level of synchronization around the world and the coming of new advancements are pushing increasingly more to move decision-making and operational power from the focus of associations to their edges. The blockchain could be the critical innovation to roll out this improvement conceivable. A blockchain is essentially a distributed database of records or public ledger of all transactions or digital events that have been executed and shared among participating parties. Blockchain is pleased with the fact that it provides high satisfaction and a trust bond to its users. Data immutability, decentralization, anonymity, auditability, and transparency are the main features that make blockchain an attractive technology. This paper presents a study of blockchain technology to provide a comprehensive analysis that includes types, architecture, components, characteristics, and applications of blockchain.
Fixed-point models for paradoxical predicates

This paper introduces a new kind of fixed-point semantics, filling a gap within approaches to Liar-like paradoxes involving fixed-point models à la Kripke (1975). The four-valued models presented below, (i) unlike the three-valued, consistent fixed-point models defined in Kripke (1975), are able to differentiate between paradoxical and pathological-but-unparadoxical sentences, and (ii) unlike the four-valued, paraconsistent fixed-point models first studied in Visser (1984) and Woodruff (1984), preserve consistency and groundedness of truth. Keywords: Semantic Paradoxes · Fixed-point semantics · Many-valued logic · Kripke’s theory oftruth
Gamification Implementation in Health Service Website in 5.0 Society Era

The purpose of this research is to identify how to implement the gamification concept for health service in the 5.0 Society Era. This research is done in qualitative method with descriptive study approach. The results from this research are the increase in public awareness to maintaining their health with the application of gamification element on the health service website. Gamification in health service website interface means presenting game elements in user mechanisms to increase public participation in the needs of everyday health information. This research is to know how to implement the gamification concept in the public health service website in the 5.0 Society Era. The benefit of this research is to increase health public awareness from the gamification web interface and provide health information.
The Importance of Voice Control in Public Speaking: A Case Study of Tokoh NILAM Primary School

Good voice control can attract the interest and attention of the audience.However, these skills are difficult to master among students due to a lack of knowledge and experience.Studies related to voice control in Malay language education verbal skills are also lacking.Therefore, this study is done to identify the delivery strategy among Tokoh NILAM from the aspect of voice control while doing public speaking.A total of fourteen participants were selected using purposive sampling.They are fourteen Tokoh NILAM who won the NILAM Award at the state level from fourteen schools.Data collection was done through semi-structured interviews and observations.The data were then analyzed using thematic analysis.The results of the study show that voice control skills play an important role in public speaking because they can effectively produce public speaking.Therefore, it is hoped that this study can be used as a basic guide to improve students' verbal skills in the aspect of voice control while doing public speaking.
AI-POWERED PLAGIARISM DETECTION: LEVERAGING FORENSIC LINGUISTICS AND NATURAL LANGUAGE PROCESSING

Plagiarism of material from the Internet is nothing new to academia and it is particularly rampant. This challenge can range from borrowing a particularly apt phrase without attribution, to paraphrasing someone else’s original idea without citation, to wholesale contract cheating. Plagiarized content can infringe on copyright laws and could incur hefty fines on publishers and authors. Unintentional plagiarism mostly occurs due to inaccurate citation. Most plagiarism checkers ignore this fact. Moreover, plagiarizers are increasingly becoming negatively “smarter”. All these necessitate a plagiarism detector that would efficiently handle the challenges. Several plagiarism detectors have been developed but each with its own peculiar limitations. This paper aims at developing an AI-driven plagiarism detector that can crawl the web to index articles and documents, generate similarity score between two local documents, train users on how to properly format in-text citations, identify source code plagiarism and use natural language processing and forensic linguistics to properly analyse plagiarism index.