Reviewerly/exHarmony huggingface dataset:
Data Mining in Cloud Computing

Abstract—This paper deals with the study of how data mining is used in cloud computing. Data Mining is a process of extracting potentially useful information from raw data. How SaaS is very useful in cloud computing. The integration of data mining techniques into normal day-to-day activities has become common place. We are confronted daily with targeted advertising, and businesses have become more efficient through the use of data mining activities to reduce costs. Data mining applications can derive much demographic information concerning customers that was previously not known or hidden in the data. We have recently seen an increase in data mining techniques targeted to such applications as fraud detection, identifying criminal suspects, and prediction of potential terrorists. By and large, data mining systems that have been developed to data for clusters, distributed clusters and grids have assumed that the processors are the scarce resource, and hence shared. When processors become available, the data is moved to the processors
La giurisprudenza costituzionale sull’aiuto al suicidio nel prisma del biodiritto, fra conferme e novità

The law dealing with life sciences (biolaw) should be characterised by being up-to-date, open to scientific evidence and ethical pluralism and attentive to the particularities of different concrete cases. The article considers the most recent Italian constitutional case-law on end-of-life decisions (ord. 207/2018 and decision 242/2019) in the light of these features, noting many pros and a few cons.
DISCRETE APPLICATIONS OF WHALEOPTIMIZATION ALGORITHM

Many metaheuristic algorithms are driving the attention of the researchers from last two decades. Thesemetaheuristic algorithms are the inspired from the nature. Whale optimization algorithm (WOA) is also one ofthe algorithms among nature inspired algorithm. The WOA algorithm is imitates the humpback whale�s socialbehavior and it is used to solve the many complex problems. Humpback whales display a very unusual huntingscheme named bubble net feeding. The WOA is used into various fields for complex problem solving. Thispaper discusses the various discrete applications of the WHO algorithm.
구조방정식 모형을 적용한 한문텍스트 이독성 기대 요인 분석과 공식 개발 기초 연구

Classical Chinese education that explore the education of Classical Chinese can be defined as language subjects that teach and learn the language of Classical Chinese. Classical Chinese education should be focused on reading education, and curriculum goals should be set primarily on the basis of improving Classical Chinese text reading ability. The development of readability formula for Classical Chinese text, which matches the linguistic characteristics of Classical Chinese and the text in Classical Chinese textbooks, is a timely task in setting the hierarchy of Classical Chinese reading education. The study aims to develop a highly descriptive readability formula by accommodating the limitations of readability formula for Classical Chinese text and the critical points of the site. In addition, unlike previous official studies on dyslexia, the government intends to find a way to complement the diaboxic formula by identifying the correlation between the overall expected factors. This study utilizes the 'Structure Equation Model (SEM)' in the traditional readability formula for Classical Chinese text research method. However, this report focuses on the analysis of questionnaire results for exploring the possibility of formal development based on text size, exploring the possibility of formula development according to the text size, and representing 1,800 basic Chinese characters for Classical Chinese character education, which are the core tasks of the formal development process for reading Classical Chinese text. The expected effects of this study are as follows. First, it is possible to lay the foundation for efficiently conducting Classical Chinese reading education by preparing appropriate text selection criteria for the learner level. Second, by identifying the interrelationships of expected factors affecting Classical Chinese reading through structural equation models, it will serve as the basis for the study of Classical Chinese reading. Third, the structural equation model will complement the existing Classical Chinese text readability formula to provide a visual representation of the detailed correlation between expected factors and text difficulty.
Clustering writing components from medieval manuscripts

This article explores a minimally supervised method for extracting components, mostly letters, from historical manuscripts, and clustering them into classes capturing linguistic equivalence. The cl ...
Pedagogical Conditions for Implementing an Interactive Learning Strategy

Development is an integral part of any human activity. By accumulating experience, improving methods, methods of action, expanding their mental capabilities, a person thereby constantly evolving.The same process is applicable to any human activity, including pedagogical activity. At different stages of its development, the society presented increasingly new standards, demands on the labor force. This necessitated the development of the education system.One of the means of such development is innovative technologies, i.e. this is a fundamentally new ways, methods of interaction between teachers and students, ensuring the effective achievement of the result of pedagogical activity.The problem of innovative technologies has been and continues to be occupied by a large number of talented scientists and educators. Among them, V.I.Andreev, I.P.Podlasay, professor, doctor of pedagogical sciences K.K.Colin, doctor of pedagogical sciences V.V.Shapkin, V.D.Simonenko, V.A.Slastenin and others. All of them have made an invaluable contribution to the development of innovative processes in Kazakhstan.The object of research of this course work is the process of development of education as an integral pedagogical system, and the subject of research is innovative pedagogical technologies, as an integral part of the object of research.
The Difficulties in Usability Testing of 3-Dimensional Software Applying Eye-Tracking Methodology – Presented via Two Case Studies of Evaluation of Digital Human Modelling Software

Eye-tracking based usability testing methods today are very accepted by researchers. These methods are ones of the most commons in human-computer interaction. There are various types of applications of these methods in software or web usability area, however, there is a difficulty during usability tests with the 3D environment. The problem is occurred when the participant wants to rotate, zoom or move the 3D space. In these cases, the gaze plots, the heatmaps, or the statistics of Area of Interests (AOI) cannot be used regarding the 3D workspace. The data on the menu bar is interpretable, however, on the 3D environment hardly or not at all. In our research, we tested ViveLab and Jack Digital Human Modelling (DHM) software knowing the mentioned problem. Our goal was dual. Firstly, with this usability tests, we wanted to detect the issues in the software. Secondly, we tested the utility of a new methodology which was included the tests. At one point of the usability test, the participants was asked not to move the 3D space, while they had to perform the given tasks. Several methods were used to locate the usability problems of the software. During the tests, we applied eye-tracking method, and after that, each participant was interviewed. Based on the experiences of this research, we can advise future researchers testing similar products. This methodology is useful, and applicable in other related usability tests, and its visualisation techniques for one or more participants are interpretable.
Handwritten Character Recognition using Neural Network

Abstract— This paper is aimed at identifying the characters in a given scanned text and analysing the effects of modifying ANN's Models. Today Neural Networks are primarily used for pattern recognition tasks. The paper would identify the best approach to achieving more than 90% accuracy in the field of Handwritten Character Recognition (HCR). A lot of research has been done in the area of HCR, but it is still an open question as we still lack the highest precision. [1] describes the behaviours of various neural network models that are used in OCR. Neural Network is commonly used by OCR. In [2] Offline handwriting character recognition will be done through the Convolutionary Neural Network and TensorFlow. A procedure called Soft Max Regression is used to determine the probability of handwritten characters being one of many characters as it provides the values between 0 and 1 summing up to 1.
BlockChain : Properties, Application and Bit-coin Case study

Blockchain is a decentralized distributed network which allows peer-to-peer(P2P) communication among the users. As the name indicates, it deals with the group of records called blocks. We are in an era where both it is important to maintain the integrity of data as well as to fasten the process of the transaction. Blockchain helps in doing these by maintaining the timestamp on blocks and time required for a transaction can be reduced by eliminating the need of the third party during the process of the transaction. Bitcoin and Smart contract are the two major applications based on blockchain technology. Bitcoin is the first application which was developed on blockchain Technology and is a popularly known crypto-currency. Satoshi Nakamoto is the person who is behind the development of bitcoin [1]. Smart contract was defined by Szabo as  set of promises, specified in digital form, including protocols within which the parties perform on these promises [2]. This paper aims in bringing a detailed overview of blockchain and its applications followed by a case study on bitcoin.
LibGuides: Professional Resources: Reference

Resources for the everyday professional. Find business articles, small business resources, reference resources for a multitude of trades, and employment help.
Effect Handlers, Evidently (Extended Version)

Algebraic effect handlers are a powerful way to incorporate effects in a programming language. Sometimes perhaps even _too_ powerful. In this article we define a restriction of general effect handlers with _scoped resumptions_. We argue one can still express all important effects, while improving reasoning about effect handlers. Using the newly gained guarantees, we define a sound and coherent evidence translation for effect handlers, which directly passes the handlers as evidence to each operation. We prove full soundness and coherence of the translation into plain lambda calculus. The evidence in turn enables efficient implementations of effect operations; in particular, we show we can execute tail-resumptive operations _in place_ (without needing to capture the evaluation context), and how we can replace the runtime search for a handler by indexing with a constant offset.
Investigation of Event-Prediction in Time-Series Data : How to organize and process time-series data for event prediction?

The thesis determines the type of deep learning algorithms to compare for a particular dataset that contains time-series data. The research method includes study of multiple literatures and conduct ...
Marine Geographic Information System: A Big Data Based Study

Tu, C.-Y., 2020. Marine geographic information system: A big data based study. In: Gong, D.; Zhang, M., and Liu, R. (eds.), Advances in Coastal Research: Engineering, Industry, Economy, and Sustainable Development. Journal of Coastal Research, Special Issue No. 106, pp. 566–570. Coconut Creek (Florida), ISSN 0749-0208.With the development of information technology and the arrival of the era of big data, marine geographic information systems are increasingly inseparable from the analysis and research of big data. Marine geographic information systems based on big data have an important significance and role for the analysis of the laws and values behind the data. These systems analyze and process ocean data to better serve the national marine information strategy. In addition, marine geographic information systems based on big data can process geological information, improve the research level of marine researchers, and give full play to the economic benefits of the ocean. This article introduces the application of big data in marine geographic information systems, then analyzes the advantages of marine geographic information sharing platforms, that is, application, and finally constructs a marine geographic information system based on big data.
Organization of Post-Diploma Assistance for Pedagogical University Graduates

The relevance of the study of the problem of organization of post-diploma assistance of graduates of pedagogical university is largely due to the lack of development of theoretical and methodological and content-technological aspects of the organization of this process in modern pedagogical science. The aim of the article is generalization and theoretical and methodological analysis of the problem of organization of post-diploma assistance of graduates, aimed at ensuring the effective adaptation of young professionals to new professional activities. As the main methods in the study of this problem, the following ones were used: theoretical analysis of the research problem, empirical research methods (monitoring of employment, questionnaires), modeling. As the main result of the research, a description of the psychological and acmeological model of post-diploma assistance of graduates of pedagogical university is presented, the algorithm of implementation of this model is developed. The model is aimed at comprehensive support of professional development of graduates; the formation of stable motivation for professional and personal development, readiness for professional activity and professional and personal self-development, effective employment and successful adaptation to the profession. Focusing on the developed psychological and acmeological model of post-diploma assistance of graduates, it is advisable to study the possibility of designing individual trajectories of personal and professional development of a person, improving competitiveness, social activity and mobility, etc.
Development of Physics Game Learning Based on Android in The Chapter of Momentum, Impulse, and Collisions

This research is a research development which aims to 1) Develop a Physics game learning based on Android that is feasible to be used as a learning media on physics subjects. 2) Knowing students' responses to physics game learning based on Android as learning media 3) Knowing that physics game learning based on Android as learning media can improve students' ability to analyze in the chapter of momentum, impulse, and collision. This research uses the ADDIE development model. This research has been tested by 3 media experts and 3 material experts with the results of the assessment stating that the media is feasible to be used as a medium for physics learning. The subjects of this research were 11 students in class X of Industrial Chemistry at the Vocational School of Gula Rajawali Madiun. The results of this research development indicate that: 1) media physics game learning based on android meets the feasibility standard to be used as a learning medium on physics subjects. 2) The learning media of Physics game learning based on Android gets a very good response from students. 3) Physics game learning based on Android as learning media can improve students' analytical skills in the chapter of momentum, impulses, and collisions with an average N-Gain of 0.54 which is in the medium category.
CNN agnostic accelerator design for low latency inference on FPGAs

In this chapter, we study the factors impacting CNN accelerator designs on FPGAs, show how on-chip memory configuration affects the usage of off-chip bandwidth, and present a uniform memory model that effectively uses both memory systems. A majority of the work in the area of FPGA-based acceleration of CNNs has focused on maximizing the throughput. Such implementations use batch processing for throughput improvement and are mainly tailored for cloud deployment. However, they fall short in latency-critical applications such as autonomous driving, drone surveillance and interactive speech recognition. Therefore, we avoid batching of any kind and focus on reducing the latency for each input image. In addition, we avoid the use of Winograd Transformations to retain flexible support for various filter sizes and different CNN architectures, both are optimized only for 3 x 3 filter layers and lack flexibility. Furthermore, we provide complete end-to-end automation, including data quantization exploration with Ristretto. The efficiency of the proposed architecture is shown by studying its performance on AlexNet, VGG, SqueezeNet and GoogLeNet.
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing

General game-playing artificial intelligence (AI) has recently seen important advances due to the various techniques known as ‘deep learning’. However, in terms of human-computer interaction, the advances conceal a major limitation: these algorithms do not incorporate any sense of what human players find meaningful in games. I argue that adaptive game AI will be enhanced by a generalised player model, because games are inherently human artefacts which require some encoding of the human perspective in order to respond naturally to individual players. The player model provides constraints on the adaptive AI, which allow it to encode aspects of what human players find meaningful. I propose that a general player model requires parameters for the subjective experience of play, including: player psychology, game structure, and actions of play. I argue that such a player model would enhance efficiency of per-game solutions, and also support study of game-playing by allowing (within-player) comparison between games, or (within-game) comparison between players (human and AI). Here we detail requirements for functional adaptive AI, arguing from first-principles drawn from games research literature, and propose a formal specification for a generalised player model based on our ‘Behavlets’ method for psychologically-derived player modelling.
디지털 트윈 연구의 저자 동시인용 분석

PurposeA digital twin is a digital replication of a physical system. Gartner identified the digital twin as one of the Gartner Top 10 Strategic Technology Trend for three years from 2017. The rapid development of the digital twin market is expected to bring about innovation and change throughout society, and much research has been done recently in academia. In this research, we tried to explore the main research trends for digital twin research.Design/methodology/approachWe collected the digital twin research from Web of Science , and analyzed 804 articles that was published during time span of 2010-2018. A total of 41 key authors were selected based on the frequency of citation. We created a co-citation matrix for the core authors, and performed multivariate analysis such as cluster analysis and multidimensional scaling. We also conducted social network analysis to find the influential researchers in digital twin research.FindingsWe identified four major sub- areas of digital twin research: “Infrastructure”, “Prospects and Challenges”, “Security”, and “Smart Manufacturing”. We also identified the most influential researchers in digital twin research: Lee EA, Rajkumar R, Wan J, Karnouskos S, Kim K, and Cardenas AA. Limitation and further research suggestion were also discussed as a concluding remarks.
LibGuides: North Country Library System Virtual Branch: Summer Reading 2021

A guide to free activities and learning resources offered by the North Country Library System.
A Method for Fuzzy Decision Making Problem with Triangular Fuzzy Complementary Judgment Matrix

The aim of this paper is to investigate the fuzzy decision making problem, in which the decision information takes the form of triangular fuzzy complementary judgment matrix. Some new concepts such as triangular fuzzy complementary judgment matrix, modal value complementary judgment matrix, left deviation matrix and right deviation matrix, etc., are defined. Based on error analysis, a priority method for triangular fuzzy complementary judgment matrix is proposed. The decision alternatives are ranked by the priority formula of triangular fuzzy numbers.
Psychological Peculiarities of Occupational Choice by High School Students

espanolLa formacion de jovenes bien formados, capaces de convertirse en especialistas altamente cualificados en el futuro, referentes en sus profesiones, requiere de una orientacion profesional, asi como de un desarrollo del interes hacia ese sector ocupacional, desde la edad escolar. La correcta eleccion de una profesion segun sus capacidades sera importante tanto para el estudiante como para la sociedad. De acuerdo con esto, el objetivo de este proyecto cientifico es el estudio de las peculiaridades psicologicas en la eleccion profesional de los estudiantes de secundaria. Los autores describen las caracteristicas de los metodos de investigacion sobre los intereses profesionales de los estudiantes de secundaria relacionados con su orientacion ocupacional y se exponen los resultados de los experimentos. Para la realizacion de la parte empirica se seleccionaron estudiantes de los grados 10 y 11 de las clases de la escuela no 21 de Aktau y los estudiantes de primer ano de la Caspian State University of Technology and Engineering, que lleva el nombre de Sh. Esenov. La importancia teorica y practica de las investigaciones realizadas radica en la identificacion de los aspectos psicologicos de las opciones profesionales y de los fundamentos teoricos de la orientacion ocupacional de los estudiantes de secundaria. Los resultados de la investigacion pueden utilizarse por profesores de escuela y profesores universitarios y familias. EnglishThe education of well-rounded, advanced youth, able to become a highly-qualified specialist in the future, a master of his craft, it is necessary that all work on the choice of profession, occupational guidance and the development of interest to the business began at school-age. The correct decision of a job in its capabilities is important as for the student and society. By this target, the goal of this scientific project is the study of psychological peculiarities of occupational choice by high school students. Authors describe the characteristics of research methods of professional interests of high school students in occupational choice, the results of experiments are stated. For the performance of tests, the pupils of 10, 11 classes of school No. 21 in Aktau and first-year students Caspian State University of Technology and Engineering named after Sh. Esenov were selected. The theoretical and practical significance of made researches is that it has identified the psychological aspects of occupational choices, theoretical foundations of vocational guidance of high school students. The research results can be used by school teachers and university professors, parents.
Research & Subject Guides: Scholarly Communications Services for Researchers: Institutional Repository

Supporting the creation, evaluation, dissemination, and preservation of the University's scholarly output
A Proposal of Estimating Method for Agreement in Face-to-Face Communication

Generally, in the meeting exchange of opinions, sharing of knowledge, and creation of new ideas are performed through the discussion. However it is difficult to make sure whether the participants agree with the opinion of the speaker. If there is a support system that estimates the agreement of participants with the opinion of the speaker, the meeting may advance more smoothly. In this research, we propose estimation method for agreement by using correlation between participant’s motions in face-to-face communication.