Reviewerly/exHarmony huggingface dataset:
Clothing + embedded technology: Past challenges, future opportunities

Positive attributes that good design can bring are a focus in this chapter’s three-decade (1990–2020) overview of developments in the areas of smart clothing and wearable technology where prototypes pave the way for future production. ‘Introduction – Intelligent + responsible design’ discusses the ensuing subheadings where a chronology of design practice conveys dynamic visual languages, messages, and stories. ‘Pioneering design – Clothing + embedded technology’ gives highlights of the 30 years discussed. Here, innovations in materials and technologies are demonstrated that offer desirable visual and tactile aesthetics, as well as functions for increased performance capabilities. Difficulties encountered are addressed in ‘Human-centred design – Rethinking + overcoming past challenges’, where perhaps wearable technology has not yet reached its full potential. Possible considerations are posed to resolve problems related to clothing the human form, where interactive, human-centred design is core. In the creation of body-related items, benefits of interdisciplinary collaborations are outlined, together with a fusion of physical/digital approaches and realisations. ‘Design foci – Making, connecting, + interacting’ has a focus on valuable contemporary practice and outcomes while ‘Conclusion – Anticipating + awaiting future opportunities’ looks ahead with optimism to the commercial production of concept designs. Continued growth within the field of smart clothing and wearable technology continues apace, where an upward trajectory of inclusive, sustainable design is mapped across the fashion and sportswear worlds.
Wearable technology for the performing arts

Wearable computers are devices worn on the body giving the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasizes not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. This chapter on wearables in performance briefly surveys the history of wearables in the performance arts and distinguishes stand-alone and performative interfacial garments. It then focuses on ‘design in motion’, digital performance in augmented reality and VR installations, carefully examining the prototype development at the DAP-Lab (UK) involving transdisciplinary intersections between fashion and dance, interactive system architecture, electronic textiles, wearable technologies, and digital animation. The concept of an ‘evolving’ garment design that is materialized (mobilized) in live performance between partners originates from DAP-Lab’s experimentation with telematics and distributed media addressing the ‘connective tissues’ and ‘wearabilities’ of film through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing) and the wearer/designer/viewer relationship. These notions of wearability are applied to the immediate sensory processing on the performer’s body and to the processing of the responsive, animate environment, and then extended to include recent advances in VR technology. The chapter concludes with a critical reflection on unfulfilled promises of embodied wearable performance, indicating that in spite of the ubiquitous context of commercially available wearables (such as mobile phones), the art arena of experimental performance reflects an increasing disinterest in technological agency.
Applying people-centred design methods to enhance the development of wearable technology for everyday use

The material relationship we have with our clothing tends to be markedly different from the relationship we have with other possessions. The notion of wearing brings with it particular qualities that change the way we behave. With materials developing at a rate where we can see the integration of innovative smart functions, such as physical sensation in response to the sound of an orchestra through vibration, or influencing muscle response via ‘textile technology’, it is important to realise how new developments might re-shape our everyday lives. The very nature of human-centred values within wearables and, more widely, within garments becomes evaluated within this chapter to understand how the development of smart materials might become more aligned to lifestyle needs and desires. By providing a critical examination of a people-centred approach, this chapter questions the use of people-centred methods to further reduce the barriers of wearable technology for mainstream, everyday use.
Towards Oblivious Guidance Systems for Autonomous Vehicles

We consider encrypted guidance systems for straight-line path following. With cloud-computing technology, we can outsource computations in guidance systems to third-party providers, increasing scalability and enabling guidance-as-a-service. However, by remotely hosting a conventional guidance system on third-party infrastructure, we leak information such as the path of the vehicle. Potential customers may consider these leaks a serious breach of confidentiality, which limits the practical use of such systems. Therefore, to make cloud-based guidance systems viable, we would like to design guidance systems that we can host remotely without revealing confidential information to the host. To this end, we show that we can construct guidance systems that operate on encrypted position measurements, encrypted waypoints, and the bearing between each waypoint by using homomorphic encryption, effectively preventing the cloud host from identifying the vehicle's position. We show that the proposed guidance laws are locally exponentially stable and that the induced computational latency is appropriate for the real-time guidance of autonomous vehicles. Through field experiments, we demonstrate that an encrypted guidance system is practical and allows an unmanned surface vehicle to follow an encrypted path. The originality of this work lies in conceptualizing, designing, and experimentally validating an encrypted guidance system, unlike other studies that considered encrypted control systems.
Facilitating Early-Stage Backdoor Attacks in Federated Learning With Whole Population Distribution Inference

The development of the Internet of Things (IoT) combined with the emergence of federated learning (FL) makes it possible for mobile edge computing (MEC) to gain insight from physically separated data without violating privacy or burdening communication. Due to the distributed nature of MEC devices, researchers have uncovered that the FL is vulnerable to backdoor attacks, which aim at injecting a subtask into the FL without corrupting the performance of the main task. The backdoor attack achieves high accuracy on both the main task and the backdoor subtask when injected at FL model convergence. However, the effectiveness of the backdoor is weak when injected in early training stage. In this article, we strengthen the early-injected backdoor attack by using information leakage. We show that FL convergence can be expedited if the client’s data set mimics the distribution and gradients of the whole population. Based on this observation, we propose a two-phase backdoor attack, which includes a preliminary phase for the subsequent backdoor attack. Taking advantage of the preliminary phase, the later injected backdoor achieves better effectiveness, as the backdoor effect is less likely to be diluted by normal model updates. Extensive experiments are conducted on the MNIST data set under various data heterogeneity settings to evaluate the effectiveness of the proposed backdoor attack. The results show that the proposed backdoor outperforms existing backdoor attacks in both success rate and longevity, even when defense mechanisms are in place.
Balanced One-Stage Object Detection by Enhancing the Effect of Positive Samples

The one-stage object detector has recently attracted extensive interest due to its high detection efficiency and simple framework. However, one-stage detectors suffer much from the extreme positive-negative imbalance since the majority of samples are labeled as the negative. To address this problem, a novel activation function, the Gradient Enhanced Function (GEF), is devised for the last output layer of the one-stage detector to strengthen the role of positive samples during the optimization process. The Quality-Guided Loss (QGL) is proposed for the classification task in object detection, which further makes the training focus on the high-quality positive samples. In addition, QGL is devised to handle different classification labels (i.e. the one-hot label and the soft label). Owing to its simplicity and effectiveness, the QGL together with the GEF might be applicable to various one-stage methods, including anchor-based and anchor-free detectors. Comprehensive experiments are conducted on multiple public benchmarks, MS COCO, PASCAL VOC and Berkeley DeepDrive. The results demonstrate that the proposed approach achieves notable improvements in both anchor-based and anchor-free detectors with various classification labels. The effectiveness of the GEF and the QGL is further verified in the stronger one-stage detectors.
As-Deformable-As-Possible Single-Image-Based View Synthesis Without Depth Prior

Depth-image-based rendering (DIBR) technologies have been widely employed to synthesize novel realistic views from a single image in 3D video applications. However, DIBR-oriented approaches heavily rely on the accuracy of depth maps, usually requiring the depth GT as a prior. Despite that, there might exist extensive float precision losses and invalid holes in the synthesized view due to warping error and occlusion. In this paper, we propose an end-to-end as-deformable-as-possible (ADAP) single-image-based view synthesis solution without depth prior. It addresses the above issues through two stages: alignment and reconstruction, where we first transform the input image to the latent feature space and then reconstruct the novel view in the image domain. In the first stage, the input image is deformed to align with the synthesized view at feature level. To this end, we propose an ADAP alignment mechanism through pixel-level warping to error-level quantization to feature-level alignment, progressively improving the deformable capability in handling challenging motion conditions in real-world scenes. In the second stage, we exploit an occlusion-aware reconstruction module to recover the content details from the deformed feature at pixel level. Extensive experiments demonstrate that our alignment-reconstruction approach is robust to the depth map. Even with a coarsely estimated depth map, our solution outperforms other SoTA schemes in the popular benchmarks.
Perfect and Quasi-Perfect Codes for the Bosonic Classical-Quantum Channel

We explore perfect and quasi-perfect codes for the Bosonic channel, where information is generated by a laser and conveyed in the form of coherent states. In particular, we consider the phase-modulation codebook for coherent states in a Bosonic channel. We show that these phase-modulation codes are quasi-perfect as long as the cardinality of the code is the same as the dimension of the coherent states. These codes feature the smallest error probability among all codes of the same cardinality and the same dimension of the channel Hilbert space. We study the performance of these codes in terms of error probability, incorporating the degradation caused by a depolarizing or an erasure quantum channel.
Go First Dice for Five Players and Beyond.

Abstract Before a game begins, the players need to decide the order of play. This order of play is determined by each player rolling a die. Does there exist a set of dice such that draws are excluded and each order of play is equally likely? For four players the solution involves four 12-sided dice, sold commercially as Go First Dice. However, the solution for five players remained an open question. We present two solutions. The first solution has a particular mathematical structure known as binary dice, and results in a set of five 60-sided dice, where every place is equally likely. The second solution is an inductive construction that results in one one 36-sided die; two 48-sided dice; one 54-sided die; and one 20-sided die, where each permutation is equally likely.
A Blockchain-Based Prototype to Support the Medical Prescription Control

Supervision of medical prescriptions involves challenges related to counterfeiting, self-medication, traceability, and fraud. In this process, three actors were identified, namely: doctor, patient, and pharmacist. These users require the information be integrated and immutable using a secure and reliable scheme. Faced with these issues, blockchain is a disruptive technology that provides trust between strangers without the need for third-party supervision. Thus, cryptographic algorithms are implemented to achieve a decentralized consensus on the transactional validity of the scheme. As a result, the objective of this research is to develop a prototype based on blockchain to support medical prescription control. To do this, a methodology is conducted through four essential steps, namely: requirements specification, process diagram, model development and application integration. Conclusions and future work are described at the end of the document.
Cyber-Physical Systems in Education: A New Approach to Continuous Improvement and Agile Learning

The current changes have allowed technology and daily activities to intertwine in a better way, causing activities such as work or education to become virtual, in that aspect the implementation of specialized systems that allow a better management of the new modalities generated is a first level priority, in that aspect, the implementation of cyber-physical systems is an alternative, because they allow the integration of physical and virtual modules, in addition, to generate communication between all entities that manipulate or manipulate the system, in that context, The objective of this project is the implementation of mechanisms that allow the educational improvement, being one of the most worrying factors in Ecuador, for this reason the proposal presented is the implementation and testing of a cyber-physical system, applying Lean Startup and Design Thinking agile methodologies, destined to the interactivity between students, teachers and tutors, in order to improve the deficiencies produced by virtual education, generating environments and areas of study that allow to improve the intellectual capacities of the students, which will be evaluated by the users themselves through the use of tests and means of satisfaction that verify the quality of the system.
A Virtual Shooting Range, Experimental Study for Military Training

In the field of security and defence, training is considered one of the key factors to improve the skills of soldiers in tactical operations. Technological and communications advances have allowed the development of new technological tools to be effective and have a significantly lower operating cost. This work presents the design of a virtual shooting range, simulating an open polygon that includes the recreation of real scenarios from each region of the country, 3D objects, silhouettes, targets and weapons. The first-person shooter avatar soldier modelled as a 3D object, placed in a location and orientation relative to the virtual environment. It includes four virtual environments: Amazon jungle, rural, coastal and snowy. The preliminary results obtained in usability showed that the participants perceived realism in the scenarios and the 3D objects that compose them. The assessment in relation to the devices used shows that the virtual reality glasses and the VR gun controllers facilitated the visualization and interaction with the virtual scenarios during the training. The overall usability average was 4.90/5. Participants show no symptoms of cyber-sickness after training. This work could be a useful and complementary tool to train military personnel, improve the skills of soldiers to carry out tactical operations. It could even be a low-cost technological alternative, it would reduce the risk, increase the time and number of training sessions.
A Dataset for Analysis of Quality Code and Toxic Comments

Software development has an important human aspect, so it is known that the feelings of developers have a significant impact on software development and could affect the quality, productivity and performance of developers. In this study, we have begun the process of finding, understanding and relating these affects to software quality. We propose a quality code and sentiments dataset, a clean set of commits, code quality and toxic sentiments of 19 projects obtained from GitHub. The dataset extracts messages from the commits present in GitHub along with quality metrics from SonarQube. Using this information, we run machine learning techniques with the ML.Net tool to identify toxic developer sentiments in commits that could affect code quality. We analyzed 218K commits from the 19 selected projects. The analysis of the projects took 120 days. We also describe the process of building the tool and retrieving the data. The dataset will be used to further investigate in depth the factors that affect developers’ emotions and whether these factors are related to code quality in the life cycle of a software project. In addition, code quality will be estimated as a function of developer sentiments.
Conceptions of Continuous Professional Development of a Modern University Teacher

The aim of the study is to propose a conception suitable for the professional development of a modern university teacher based on the analysis of existing conceptions of continuous professional development. The article discusses the conceptions of continuous professional development, analyses their relevance and the possibility of application for a university teacher. The scientific novelty of the study lies in identifying the strengths and weaknesses of each conception, considering in theory, at the conceptual level, the issues of professional development of a university teacher, as well as in proposing the author’s conception of continuous professional development of a university teacher. As a result of the study, an analysis of a number of the most famous conceptions of continuous professional development of domestic and foreign scientists was carried out and a conception was proposed, based on which it is possible to build a trajectory for the professional development of a university teacher.
Tinycubes: A modular technology for interactive visual analysis of historical and continuously updated spatiotemporal data

Technological advances allow sending data collected, like IoT data and Social Network data, immediately to computational centers. However, state-of-the-art solutions for interactive visual exploration and analysis of spatiotemporal multidimensional using a single computer are focused on historical datasets. Also, most of these solutions utilize a monolithic architecture, with a restricted set of information extraction techniques and rigid internal data structures, which leads to the creation of forks to handle different usage needs. Tinycubes is a technology that supports the interactive exploration and visual analysis of spatiotemporal multidimensional continuously collected data in real-time combined with data from historical datasets, consistently producing up-to-date information using a single computer. The technology's core is a novel and efficient data structure based on data cubes that allow data insertion and removal on-the-fly. The Tinycubes Technology is modular, allowing the usage of different information extraction algorithms and efficient data storage methods. Our experiments indicate that Tinycubes will enable the exploration of newly generated data combined with historical data while presenting performance similar or superior to the state-of-the-art solutions that use a single computer.
The detection of copy move forgery image methodologies

In every area that uses digital photos, image security is a major concern. Photos of suspects, crime scene photos, biometric photographs, and other images have long been used in forensic investigations and public safety. With the evolution of digital imaging, the digital images used in this area have increased significantly. As much as digital image processing has facilitated the development of numerous new approaches in forensic research, it has also made image manipulation simple. Digital image validity has become a problem with the public availability of various snipping image manipulation software. As a result, the need for image tampering detection software has become essential. Digital photographs have become widely used in past years for a variety of applications. The material will be disseminated through print media, the website, as well as scholarly publications. It is utilized as powerful evidence in numerous offenses as well as documentation for something like a range of functions The introduction to the photo processing and editing tools has made it simple and accessible to create or change photographs. Are of the most frequent kind of picture forgery is a copy-move forgery, in which a portion like a photographic is duplicated as well as pasted further in a photo to conceal at some point crucial or display an error scenario. This study examines many sorts of digital image forgeries as well as the detection of forgery tools. A review of available approaches for faked images was conducted.
Selection of Software for the Development of a Methodological and Software Package for the Course “Computer Graphics”

This paper is devoted to the analysis of the subject area and the review of tools for 3D modeling and analysis of large amounts of data, as well as the study of technical documentation on relevant topics. The directions of research are defined and the task is set to develop a methodological manual that allows students to perform creative tasks, and a software module for data processing for the course “Computer Graphics” on the platform “Open Education” ( https://openedu.ru ). To solve this problem, it is necessary to review the existing three-dimensional modeling tools and consider the functionality of the data tracking log and the Python programming language for data analysis.