Reviewerly/exHarmony huggingface dataset:
Predicting Car Accidents with YOLOv7 Object Detection and Object Relationships

In this paper, we propose a method for predicting potential accidents using object detection and object relationship analysis. We use YOLOv7 object detector to identify various objects on roads and highways, and analyze the relationships between them to predict potential accidents. Our model is trained on a large dataset from Kaggle competitions, which includes driving record videos of different types of vehicles such as buses, cars, trailers, trucks, and lorries. We analyze the patterns of detected accident vehicle objects to determine whether an accident occurred in consecutive frames. Experimental results show that our method can reasonably predict whether an accident will occur in the next 20 frames. The use of object detection allows for the identification of multiple objects, thus improving the accuracy of accident prediction. Although we did not achieve better performance or accuracy, this approach has the potential to improve the safety performance of autonomous vehicles and reduce the occurrence of traffic accidents.
Collusion-Deterrent Threshold Information Escrow

An information escrow (IE) service allows its users to encrypt a message such that the message is unlocked only when a user-specified condition is satisfied. Its instantiations include timed-release encryption and allegation escrows with applications ranging from e-auctions to the #metoo movement. The proposed IE systems typically employ threshold cryptography towards mitigating the single-point-of-failure problem. Here, a set of escrow agents securely realize the IE functionality as long as a threshold or more agents behave honestly. Nevertheless, these threshold information escrow (TIE) protocols are vulnerable to premature and undetectable unlocking of messages through collusion among rational agents offering the IE service. This work presents a provably secure TIE scheme in the mixed-behavior model consisting of rational and malicious escrow agents.; any collusion attempt among the agents towards premature decryption results in penalization through a loss of (crypto-)currency and getting banned from the system. The proposed collusion-deterrent escrow (CDE) scheme introduces a novel incentive-penalty mechanism among the agents to stay honest until the user-specified decryption condition is met. In particular, each agent makes a cryptocurrency deposit before the start of the protocol instance such that the deposit amount is returned to the agent when the user-specified condition is met or can be transferred by anyone who holds a secret key corresponding to a public key associated with the instance. Using a novel combination of oblivious transfer, robust bit watermarking, and secure multi-party computation, CDE ensures that whenever the agents collude to decrypt the user data prematurely, one or more whistle-blower agents can withdraw/transfer the deposits of all other agents, thereby penalizing them. We model collusion as a game induced among rational agents offering the CDE service and show that the agents do not collude at equilibrium in game-theoretic terms. We also present a prototype implementation of the CDE protocol and demonstrate its efficiency towards use in practice. While this work does not aim to solve the collusion problem fully, it significantly raises the bar for collusion. It offers an important step towards weakening the strong non-collusion assumption pervasive across multi-party computation applications.
The Significance of Using Gamification Elements in the Educational Process

Gamification elements are used in various fields. Game technologies can also be used in the educational process. How to make lessons interesting with the help of gaming technologies? The article provides an answer to this question. A geometry game was developed and the game mechanics were analyzed. Several solutions have been proposed to combat the destructive strategy. The main constructs of gamification are shown, such as intrinsic and extrinsic motivation, attitude, self-efficacy. On the basis of the developed game, experiments were carried out with students. On the basis of the experiment, the effectiveness of using gamification for the formation of sustainable internal motivation of students to systematically solve problems is shown. Examples are given that illustrate the content aspect of the presented model - fragments of author's developments. The application of the developed game as a material for repeating the topic for the lesson of analytical geometry for traditional education is considered.Based on the results of the study, conclusions were drawn about the benefits and effectiveness of gamification in the classroom. Prospects for the development of the research topic and directions for further activities are outlined. Scientific work can be useful for programmers developing e-Iearning tools.
Advanced Encryption Standard Modified for Cryptographic Applications

Internet of things (IoT), internetworking of smart devices, embedded with sensors, software, electronics and network connectivity that enables to communicate with each other to exchange and collect data through an uncertain wireless medium.Recently IoT devices are dominating the world by providing it's versatile functionality and real-time data communication.Apart from versatile functionality of IoT devices, they are very lowbattery powered, small and sophisticated, and experience lots of challenges due to unsafe communication medium.Despite the fact of many challenges, the energy issue is now becoming the prime concern.Optimization of algorithms in terms of energy consumption has not been explored specifically, rather most of the algorithms focus on hardware area to minimize it extensively and to maximize it on security issue as possible.But due to recent emerge of IoT devices, the main concern is shifting to moderate security and less energy consumption rate.We present MAES, a lightweight version of Advanced Encryption Standard (AES) which meets the demand.A new 1-dimensional Substitution Box is proposed by formulating a novel equation for constructing a square matrix in affine transformation phase of MAES.Efficiency rate of MAES is around 18.35% in terms of packet transmission which indicates MAES consumes less energy than AES and it is applicable for Resource Constraint Environments.
A Concept of an SME Focused Edge Computing Self-managingCyber-physical System

Production development has for decades concentrated on incremental improvements by exploiting existing manufacturing knowledge to improve existing production systems or adapt them for new product developments.Building up an "ambidextrous innovation" ability, and more specifically in increasing focus on explorative production innovation, is important to balance production development efforts and obtain sustainable development of production.This paper aims to provide a conceptual framework for "ambidextrous production innovation" that conceptualizes and highlights phenomenon characteristics from exploitative and explorative perspectives.The conceptual framework describes "production innovation" as the process of either increasing or developing a new production capability, enabling opportunities for new product designs.This process can be either "product-driven" or "production-driven" depending on the primary objective of the development.
Dendritic Learning in Superconducting Optoelectronic Networks

Superconducting Optoelectronic Networks (SOENs) combine photonics and superconductors to instantiate computing systems that approach the fundamental limits of information processing in terms of speed and scalability. Overcoming the engineering challenges of integrating these technologies into one system has consistently been aided by using neuro-inspired architectures. SOENs are natively Spiking Neural Networks (SNNs) of loop neurons, which themselves are comprised of many subsequent dendrites organized into intricate morphologies. Therefore, SOENs at scale may embody highly complex superstructures that demand commensurate learning methods. To that end, we here propose a simple activity-based update rule (the arbor-update) for dendritic learning that is found to successfully classify nine-pixel images with a single neuron. We test two amendments to the arbor-update on a winner-take-all (WTA) mutually inhibitory three-neuron network. Both elastic weight collision with dynamical boundaries and intermittent validation are found to improve convergence time and conditions. The arbor-update and its variants are scalable with SOENs and may even map to other systems. Importantly, all proposed learning methods are expected to be entirely implementable for on-chip learning in SOENs.
USING IMMERSIVE TECHNOLOGIES TO ENHANCE STUDENT LEARNING OUTCOMES IN CLINICAL SCIENCES EDUCATION AND TRAINING

In recent years, the development of immersive technologies has progressed significantly, becoming more accessible and emerging as a fundamental change agent in how we will engage across all levels of society.These technologies are already being used in the workplace for various functions and for leisure and everyday life.They are recognized as the most disruptive technology of the next decade, with healthcare and education being amongst the most disrupted fields.Emerging research shows that Virtual Reality (VR) offers potential advantages for educational simulation and therapeutic intervention because of its ability to capture and recreate content and interactions in virtual environments.Through three-dimensional rendering of environments that incorporates visual, auditory, tactile and/or kinesthetic elements, VR presents unique opportunities to improve educational outcomes through increased engagement, enriched learning experiences and improved understanding, and increased knowledge retention.Given these potential benefits and inevitable proliferation of VR, particularly in highly experiential health-related fields with clinical components, we undertook to introduce immersive technologies into the speech-language pathology program curriculum and collect data on perceived impact on student learning.This study outlines the activities undertaken and examines aspects of integrating immersive technologies into an educational curriculum such as faculty and student attitudes on the usefulness of these technologies within a particular field, perceptions on the effectiveness of immersive technologies in increasing educational and training outcomes, availability and access to immersive technologies and software that meet defined educational needs, and adaptability of these technologies to meet specific learner and educational considerations.Ultimately, the purpose of this study is to spur discussion and exploration of the use of immersive technologies, particularly VR, across a variety of disciplines to advance student learning outcomes.
Developing reading materials using interactive multimedia to improve young learners’ reading comprehension

There are four English skills that students must achieve namely speaking, listening, reading, and writing. However, some English courses focus more on speaking skills; therefore they do not provide enough reading materials for students because they tend to emphasize students' speaking ability. There are three objectives of this research · To describe the target needs of young learners to increase their reading comprehension using interactive multimedia · To describe the learning needs of young learners to increase their reading comprehension using interactive multimedia, and · To develop appropriate reading materials using interactive multimedia for young learners to increase their reading comprehension. The methodology of this research is Research and Development (R&amp;D). The model development is adapted from ADDIE model proposed by Branch (2009) and it consisted of Analysis stage, Design stage, Development stage, Implementation stage, and Evaluation stage. There are four instruments to collect the data namely target need questionnaire, learning need questionnaire, expert judgment questionnaires and test. The data from the target needs result were analyzed quantitatively using percentage and its results were used as groundwork to develop the reading materials for English course. The quantitative data from the expert judgments were analyzed through descriptive analysis, in mean time review and suggestions from the experts also were used to revise the first draft of reading materials. After the revision, the final product was implemented into small group trial and big group trial. The result tests from students were analyzed quantitatively using KKM standards that had been set. Based on research findings, the reading materials for students aged 10 until 12 years old that have been developed is appropriate accordingly to students’ target needs and learning needs.
An Integer Linear Programming Model for Team Formation in the Classroom with Constraints

Teamwork is essential in many industries to tackle complex projects. Thus, the development of teamwork skills is crucial in higher education. In the classroom, the formation of teams must be fostered throughout all phases to promote the development of these skills. Several criteria for forming teams in the classroom have been proposed, including Belbin’s role taxonomy or Myers-Briggs type indicator. However, finding optimal teams or partitions of members into teams is a highly combinatorial problem that requires of optimization techniques. This paper presents an integer linear programming model for team formation in the classroom that includes constraints requested by lecturers and allows for the incorporation of different team evaluation heuristics. We study the performance and the scalability of the model using different solvers, conditions, and problem instance types.
Research Data Management in the Canadian Context: A Guide for Practitioners and Learners

Research Data Management is a term for all the things that researchers do to structure, organize and maintain data before, during and after doing research. RDM is also an emerging discipline that is concerned with researching and developing ways to manage research data more effectively. But what is research data? Where is the push towards formal Research Data Management coming from? What are the requirements of good data management? Research Data Management in the Canadian Context: A Guide for Practitioners and Learners looks at these questions and more, all with a focus on Canadian guidelines, regulations and infrastructure.
Calling Yourself Back

I recently saw a performance where the premise was that the performer could talk to his former self at various times in his life. For instance, he told himself at 20 that he would survive breaking up with his first true love. The other calls were similar critical points of his past. He briefly mentioned the kind of time travel paradoxes this could cause, for instance, the self who bought Apple stock low and became rich would be different from the present-day self.
The Basics: An Introduction to Research Data Management

This chapter will discuss some of the fundamental questions of Research Data Management (RDM) in Canada: Where is the push towards formal RDM coming from? What is research data, in terms of this policy and in general? What are the requirements of good data management?
The FAIR Principles and Research Data Management

The FAIR principles (Findable, Accessible, Interoperable, Reusable) are guiding principles that aim to encourage data stewards to improve the ways in which research data can be found and reused by computational systems in today’s growing, complex data ecosystem. In this chapter, we’ll explore the scope of the principles and the tools you can use to evaluate and enhance the FAIRness of a dataset. We’ll also discuss the impact of the principles and explore how they have been endorsed.
Writing Skill Training of tertiary students by using Letter Writing on All Topics App

Writing in English is a productive skill, more difficult for students to manage than perceptive skills as reading and listening. Therefore, the more resources teachers provide students with to strengthen writing the better. The paper’s aim is to initially analyze the training of pre-intermediate level tertiary students by using the Letter Writing on All Topics application. A poll, Iadov technique, documental analysis, descriptive statistics, and MapALL analytical approach are used as tools and methods. The study conducted achieves positive results, showing greater improvement of students’ writing skill by using the app. Hence, mobile learning has turned into an outstanding and efficacious teaching resource for learning foreign languages.
Differentially Private Top-$k$ Flows Estimation Mechanism in Network Traffic

In network management, top- <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$k$</tex-math></inline-formula> flows estimation of data streams is a fundamental task which has been extensively employed in traffic engineering, anomaly detection, and congestion control. To improve network quality, network measurement data need to be transferred between different network entities. However, it is challenging how to prevent the private information leakage when sharing data. In this paper, we put forward a local differential privacy (LDP) mechanism for finding top- <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$k$</tex-math></inline-formula> flows among multiple independent clients. As most flows belong to a few flow identifiers, the flows of each client can be represented as a sparse vector. In our proposed scheme, we first present a high-utility LDP traffic aggregation scheme based on Hyperloglog sketch to accommodate the sparsity property of network flow data, and then utilize an approximate method of multi-round iterations to cut down the computation cost. We formally prove the proposed mechanism satisfies <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$(\epsilon, \delta)$</tex-math></inline-formula> -LDP for <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$\iota$</tex-math></inline-formula> -neighboring and compute its total error bound. Additionally, we evaluate our scheme by extensive experiments on both real-world and synthetic datasets, which indicate that our proposed method can achieve higher utility than existing multi-dimension LDP aggregation approaches.
Blockchain-Based Healthcare Research with Security Features that Can Be Applied to Protect Patient Medical Records

Blockchain-based applications are a type of technology-based applications that can validate online-based open patient medical records. Blockchain. Blockchain is therefore considered one of the most secure internet applications. Additionally, the existence of online patient medical records where many people can verify records makes it difficult for blockchains to decode the data. Additionally, a shared record on the blockchain can give an edge in protecting the patient medical data contained on the blockchain. Through this research, we need to identify internet and online perspective security risks that may affect blockchain technology open patient medical records. Additionally, this paper seeks to identify and analyze domains on the blockchain to detect security risks and stop their malicious activities. The results and outcomes and analysis in this research paper can be used as study for preliminary initiatives to provide guidance prior to blockchain technology and technology implementation. In general, therefore, this research study provided a comprehensive analysis of blockchain security risks. It includes possible solutions and recommendations for future research.
Get Better: R for absolute beginners

As part of the series on development of early career researchers in the lab, we spent three sessions over three weeks learning the basics of R. In my book “The Digital Cell”, I advocate R as the main number-crunching software but the R literacy in my lab is actually quite mixed. In order to know how to pitch the training, I conducted a quick poll in our lab Slack workspace to find out what R skills people in the lab already had.
Find The Answer Within: using grep to find lost code

A short tech-tip this week. How can you find a line of code somewhere on your computer? I often find that I need to write a line of code and I can’t remember the exact syntax. To add to the frustration, I can remember writing a similar line before, but can’t remember in which file it was (or for what project, or even when it might’ve been). How can I quickly track that line down? Today I needed to write a LoadWave command in Igor.
Running Free: Calculating Efficiency Factor in R

Joe Friel reposted an article earlier this year on Efficiency Factor in running. Efficiency Factor (EF) can be viewed in Training Peaks software and he describes how it is calculated. This post describes how I went about calculating EF in R using a single gpx file. &lt;strong&gt;What is Efficiency Factor (EF)?&lt;/strong&gt; Essentially, EF is the average distance that you are propelled forward per heart beat.
Play The Game: Retropie in a Retroflag GPi case

The Retropie project is a wonderful way to play retro games on a Raspberry Pi (see previous post). A number of handheld units are available to make a convincing retro gaming experience. One of these is the Retroflag GPi case, modelled on Nintendo’s Game Boy. It’s possible to order one of these pre-built and even loaded with games, but where is the fun in that? Here is a quick guide to building one.
A Improving The First Year Students’ Vocabulary Skill Using Song at SDN Mojoagung 3, Prambon, Nganjuk in the Academic Year 2021/2022

Vocabulary is one of the important components of language that must be taught to the students of Elementary School. It is usually taught in relation to four other language skills (listening, speaking, reading, and writing). The vocabulary teaching using song is very effective because children like to sing a song.&#x0D; Based on the preliminary study, the students who passed the test were 57% and 43% were unsuccessful. It indicated that the student's achievement was low because they did not know the English name for anything about “Happy Birthday”. This problem makes the students lack motivation in learning English. Therefore, this study aimed to improve the students’ vocabulary skills using songs. &#x0D; The design of this research is a Classroom Action Research. There are two cycles in this research, namely Cycle I and Cycle II. Each cycle consists of four steps: planning, acting (implementing), observing, and reflection. This research took two cycles because it's impossible to improve students’ vocabulary mastery it only took one cycle and also useful to compare the result of the test. The criteria of success of this research if there were that 75% of students scored 60 or higher. The result of the study showed that the number of students in the passing grade (60) has increased. The students who got 60 and more were 57% in the preliminary study. After being taught by song, the students who got 60 and more increased to 71%, and in cycle II increased to 85%.&#x0D; The improvement could be gained when the student's performance during the learning-teaching process was satisfied. The classroom situation was enjoyable and the students were active during the learning-teaching process. The materials given were suitable for the lessons, attractive, or caught the students’ attention and contextual. &#x0D; Based on the research analysis as explained above, the researcher concludes that teaching vocabulary through song effectively improves the students’ vocabulary mastery.