Reviewerly/exHarmony huggingface dataset:
Pameran Arsip Virtual pada Lembaga Kearsipan sebagai Upaya Peningkatan Penjangkauan Kearsipan: Studi Kasus di Arsip Nasional Republik Indonesia

This research discusses the holding of virtual archives exhibitions as an effort to increase archival outreach at the National Archives of the Republic of Indonesia (ANRI) as an archival institution and relevant to ANRI's function in managing archives (historical value archives). The purpose of this study is to describe the holding of a virtual archives exhibition by ANRI as an effort to increase archival outreach by ANRI. This research uses a qualitative approach with a case study method, data collection is carried out by making observations, interviews, and document analysis. Data gathering of this study was conducted from February 2021 to May 2022. The results of this study show that the holding of a virtual archive exhibition at ANRI as an innovation in archives management supported by policies in regulating the stages of organizing, managing exhibition resources, collaboration and sustainability of virtual archive exhibitions will support efforts to increase archival outreach. The virtual archives exhibition is held in accordance with ANRI's vision and mission in managing archives as a collective memory and national identity by utilizing social media platforms websites, Instagram, YouTube, Twitter, and Facebook. With the use of social media in organizing a virtual archive exhibition by ANRI, it can reach a wider range of archives users.
Detecting Fake Reviews Using Multiple Machine Learning Models: A Comparative Study

With the manifold growth of the e-commerce ecosystem in the last decade, online reviews are increasingly being viewed as a crucial factor in establishing and maintaining a positive reputation between customers and vendors. Further, reviews play an important and unbiased role in the decision making process for customers and a positive review for a targeted item usually draws a large number of customers and leads to significant rise in sales. These days, fake reviews are published on purpose to boost the company's virtual reputation and attract new customers. Due to which, detection of fake reviews is an active and emerging research topic. The purpose of this paper is to compare different machine learning techniques to detect fake reviews. For that purpose, a comparative study has been done among four well-known machine learning approaches namely Naive Bayes (NB), Support Vector Machine (SVM), Multi-layer Perceptron (MLP) and Long Short-term Memory (LSTM) on the Fake Reviews Dataset from Salminen. Among these, the Long Short-term Memory model provides the highest accuracy of 92% followed by Multi-layer Perceptron and Support Vector Machine.
Some Problems Concerning Quantum Channels and Entropies

Fundamental limits on communication rates over quantum channels are given by mathematical expressions involving entropic formulas. Often, it is unclear if these expressions are computable. This thesis describes contributions to the study of optimizing and approximating entropic formulas over relevant subsets of quantum states. It also describes progress on a quantum erasure simulation problem in the high noise regime.
Application of Improved SDAE Network Algorithm in Enterprise Financial Risk Prediction

Enterprise financial risk refers to the loss to the company caused by various difficult or uncontrollable factors in the production and operation process, which leads to the decline of investors' expected income or even loss. Based on SFAD network algorithm(NA), this paper studies its advantages in enterprise financial analysis and prediction. The article first introduces the development and application status of SDAE system at home and abroad. Then the model is optimized and designed from the two parts of MSAQ system and process management, and the improved method is combined with other methods. Finally, the prediction model is simulated and tested. The test results show that the absolute error value of the improved SDAE NA is small, and the difference between the actual risk value and the predicted value is small. This shows that the algorithm can accurately predict the financial risks of enterprises.
The Application of Improved ID3 Algorithm in College PE Teaching

With the advent of the information age, massive data provides opportunities for the development of various fields. Data mining is widely used in various fields, especially in classification, prediction and decision-making. This paper gives play to the important value of ID3 algorithm. ID3 algorithm can help teachers analyze students’ learning situation and find the best teaching decision, so it has high application value. However, the classical ID3 algorithm has some defects and the results may not be accurate enough. Therefore, this paper will improve the classical ID3 algorithm and put forward college physical education teaching strategies based on the improved algorithm. The research shows that the improved ID3 algorithm is more effective than the classical algorithm, and the result is more accurate, so it can play a better effect in college physical education teaching.
EFEKTIVITAS BIOFILTER DALAM MEREDUKSI POLUTAN PADA AIR LIMBAH RUMAH SAKIT DI KOTA PALU

The existence of pollutants in hospital wastewater has the potential to pollute the environment, so they are obliged to process the liquid waste before it is released into nature. To ensure that wastewater is feasible to be discharged into the environment, it is necessary to treat it through a Wastewater Treatment Plant, one of which is the aerobic anaerobic biofilter method. This study aims to determine the effectiveness of anaerobic aerobic biofilter in reducing pollutants in wastewater in terms of the physical, chemical and biological parameters. This study uses a quasi experiment with sampling technique composite sample by time. Color and odor parameters were checked organoleptically, while pH and temperature were measured insitu using a multifunctional portable device. Parameters of BOD, COD, NH3, TSS and MPN Coliform analyzed in the laboratory for quality assurance of each sample is checked duplo. The study results of the Anutapura Hospital's wastewater treatment are still a slighly cloudy but odorless, this is not in accordance with the wastewater quality standards in the Minister of Environment Regulation Number 5 of 2014, on the contrary at Madani Hospital the color and odor parameters have met the quality standards. The values of temperature, pH, BOD, COD and TSS have met the quality standard requirements at both hospitals even from the inlet point. this is because it is good of preliminary treatment to be carried out before the wastewater flows into the biofilter. While the value of TSS and MPN coliform, at the inlet and outlet point has exceeded the quality standard. The effectiveness percentage of BOD reduction in Anutapura Hospital and Madani Hospital is 70.2% and 47.6%, for COD reduction is 53.4% and 27%, NH3 reduction 95.9% and 69.4% and TSS reduction is 65.2% and 70.2%. Based the data, concluded that increasing the percentage of biofilter effectiveness is still necessary.&#x0D; Keywords: anaerobic, aerobic, biofilter, WWTP
D3-TD3: Deep Dense Dueling Architectures in TD3 Algorithm for Robot Path Planning Based on 3D Point Cloud

Twin delayed deep deterministic (TD3) policy gradient has several limitations when applied in planning a path in environment with a number of dilemmas according to our experiment, due to the complexity of the robot path planning task, the rate of convergence of TD3 algorithm is slow and the rate of collision is high. To address this problem, deep dense dueling twin delayed deep deterministic (D3-TD3) architecture is proposed, a method that preserves important information from cross-layer inputs through dense connections and divides the network into a value function and a dominance function, thus, allowing for faster convergence when solving complex tasks. Finally, a spatial model based on three-dimension (3D) point cloud is built, and simulation experimental results show that in static environment, the algorithm proposed in the paper has 40.6% fewer collisions compared to TD3, 30% fewer collisions compared to TD3-BC, 19.2% fewer collisions compared to Dueling TD3 and 17.4% fewer collisions compared to deep dense TD3. In dynamic and static environment, the algorithm proposed in the paper has 34.4% fewer collisions compared to TD3, 24% fewer collisions compared to TD3-BC, 6% fewer collisions compared to Dueling TD3 and 25% fewer collisions compared to deep dense TD3.
SPEEDSER: A Possibilistic System for Query Disambiguation, Expansion and Translation

We design, implement and assess in this paper a new architecture of a possibilistic mono- and cross-language information retrieval (IR/CLIR) system. The latter is useful to experiment query disambiguation, expansion and translation processes in both IR and CLIR frameworks. We take advantage of possibility theory to overcome the problems of query disambiguation and expansion in an uncertain and imprecise IR/CLIR context. We investigate the impact of combining possibilistic query disambiguation with expansion on IR/CLIR efficiency. A co-occurrence graph representation is exploited to quantify the similarity between query terms and their semantically close words (expansion task) or between query terms and their possible meanings (disambiguation task). We extend the possibilistic mono-language query disambiguation approach to a cross-language framework. We conduct a set of experiments using ROMANSEVAL data collection, the French–English parallel text corpus Europarl and the CLEF-2003 French–English IR/CLIR test collection. Results highlight some statistically significant improvements of our possibilistic approaches when compared to some state-of-the-art IR/CLIR works.
The Hemisphere-specific Processing Linking Visual Perception to Cognition

How does cognition engage with the visual world? I make the case that multiple object tracking tasks isolate an object selection process that also applies to unmoving objects. Among other characteristics, the hemisphere specificity of object selection sets it apart from cognitive processing. Tracking is blind in that cognition generally does not know which tracked object is which. Contrary to a recent suggestion, this means that trackers do not function as the labeled pointers thought to be necessary to comprehend language or compute certain spatial relations. Instead, tracking has more in common with stimulus-driven attention, saliency, and featural attention.
The Relationship between Respect for Teacher Rights of Childcare Directors, Childcare Teachers' Burnout, and Desire for Self-development

Objectives The purpose of this study is to verify the effect of the daycare center director's respect for teachers' rights as an institutional factor that alleviates the burnout of childcare teachers at daycare centers and promotes teachers' desire for self-development.&#x0D; Methods An electronic survey was conducted on 345 childcare teachers working at daycare centers in Seoul and Gyeonggi-do. The collected data were subjected to frequency analysis, descriptive statistical analysis, correlation analysis, and hierarchical regression analysis to verify mediating effects using the SPSS 25.0 program.&#x0D; Results As a result of the study, first, looking at the level of respect for teacher rights of daycare center directors by sub-factors, it was found in the order of operation autonomy, operation participation right, status guarantee right, and working environment right. Second, the respect for teacher rights of the head of the daycare center was positively correlated with the self-development needs of childcare teachers, and negatively correlated with the exhaustion of childcare teachers. Third, there was a significant mediating effect of the exhaustion of childcare teachers in the effect of the director's respect for teacher rights on the self-development needs of childcare teachers. Therefore, it can be said that the respect of teacher rights of the head of the daycare center directly affects the self-development needs of childcare teachers, and indirectly affects the self-development needs by reducing the exhaustion of childcare teachers.&#x0D; Conclusions This study is meaningful in that it objectively proved the value of respecting teacher rights of daycare center directors as a significant variable predicting the reduction of exhaustion of childcare teachers and the promotion of self-development needs. Based on the results of this study, we expect the daycare center director's efforts to reconsider the perception of respect for teacher rights, as well as financial support to support it.
Analysis of Modeling Tasks in High School &lt;Informatics&gt; Textbooks from a Mathematical Modeling Perspective

Objectives The purpose of this study was to analyze high school information textbooks from the perspective of mathematical modeling, with the goal of gaining insights for designing mathematical modeling tasks using digital resources.&#x0D; Methods To achieve this objective, the study selected the ‘modeling’ unit and ‘project unit’ tasks from eight high school information textbooks for analysis, and conducted a literature review. The study examined whether the modeling tasks were related to mathematics or real-life scenarios, and analyzed them through the lens of the mathematical modeling cycle and computational thinking skills, which are increasingly recognized as crucial competencies for the future workforce, including digital literacy.&#x0D; Results The material in the ‘Modeling’ unit of the high school &lt;information&gt; textbook was heavily based on ‘mathematics’. &lt;Information&gt; ‘Modeling’ is treated as a method of abstraction in the textbook, and when analyzed as a process of ‘mathematical modeling cycle’, it consists of constructing, simplifying, and mathematizing. The results of the analysis showed that the treatment of ‘modeling’ in the information textbooks was distinct from ‘mathematical modeling,’ as it was seen primarily as a method of abstraction. However, the project tasks in the information textbooks included most of the components of the mathematical modeling cycle and the computational thinking process, and were organized as independent units for a systematic experience of the modeling process.&#x0D; Conclusions Based on these findings, the study concludes that a systematic discussion is needed to teach ‘mathematical modeling’ in connection with modeling tasks in the information textbooks in order to foster digital literacy, which is a crucial competency for future societies. Additionally, the modeling and project tasks in the information textbooks can be modified and supplemented to be incorporated into mathematics courses. Finally, the study recommends organizing project tasks related to mathematical modeling into independent units to better structure mathematics textbooks.
An Improved Video Recommendation System for IoT Devices Using Federated Learning

Video recommendation progressively adds new dimensions to the application of Internet of Things (IoT). JointRec, a video recommendation architecture for minority users, introduced federated learning in the JointCloud operation. In our work, the proposed design trains the edge end devices of the local clouds incorporating Federated Swapping (FedSwap) into Federated Averaging (FedAvg) operation during cloud weight aggregation. The implemented Convolutional Neural Network (CNN) model uses Dual Convolutional Probabilistic Matrix Factorization (Dual-CPMF) method in the parallel training of clouds. The communication cost of weighted file transmission is handled with a compression aggregator. After 10 training rounds, this model obtains RMSE = 0.8558 and aggregates 1.43 Gbits validating the prediction accuracy and communication efficiency of the proposed video recommendation system.
Development of post-graduate students' information competence in educational and professional field

Introduction. The article examines electronic learning technologies in the context of online learning based on appropriate equipment, software, and teaching technologies. Aim. To find out the features of an innovative approach to the development of post-graduate students' information competence in institutions of higher learning. Methods. The author's questionnaire for assessing the development of information competence in post-graduate students was used; a pedagogical experiment was conducted on formation of post-graduate students’ information competence. Results. The use of network technologies, presentations, multimedia technologies, and virtual reality offer new opportunities for online learning of the vast majority of students. A complex of methodological support has been shown to be effective for the development of future scientists' information competence during their university studies, which was the final stage of the experiment. Conclusions. The introduction of modern ICT into the educational process opens up good opportunities for future scientists' information competence development.
Workshop: IEEE VR KELVAR Workshop: K-12+ Embodied Learning through Virtual and Augmented Reality (8th Annual Workshop)

K-12+ (K-12 and higher ed) education is currently undergoing a technological revolution creating opportunities for Virtual-, Augmented-, and Mixed-Reality based learning (hereafter referred to as XR [extended reality]) technologies. Technology integration will continue to increase as mobile devices penetrate all socioeconomic strata, and as XR technologies become affordable to schools, vocational education providers, universities, and informal educational settings. These technologies have the potential to facilitate effective learning by: developing the ability to engage students of all ages with interactive 3D simulations of real-life and artificial phenomena; presenting information that is spatially – and temporally – integrated with real objects; leveraging whole-body motions to depict and reinforce learning content. However, there are many questions about the integration of such experiences into the classroom, such as: What curriculum topics might be addressed through XR technologies?; What socio-cultural, psychological and physiological mechanisms underlie embodied cognition?; How can we design experiences that are appropriate for the different stages of human development?; How will pedagogical approaches be influenced by such technologies?; and, What are the ethical and legal implications of using XR technology for education? In this workshop we aim to bring together educators, developers and researchers who are interested in creating and deploying XR technologies for the educational contexts of the future. The workshop will enable participants to discuss and engage with different approaches for designing and integrating XR technologies with a specific focus on the challenges and potentialfor embodied learning in the classroom for K-12, vocational and higher education.
Knock the Reality: Virtual Interface Registration in Mixed Reality

We present Knock the Reality, an interaction technique for virtual interface registration in mixed reality (MR). When a user knocks on a physical object, our technique identifies the object based on a knocking sound and registers a customizable virtual interface onto the object. Unlike computer vision-based methods, our approach does not require continuously processing image information. Instead, we utilize audio features which are less computationally expensive. This work presents our implementation and demonstrates an interaction scenario where a user works in MR. Overall, our method offers a simple and intuitive way to register MR interfaces.
DBA: Direction-Based Authentication in Virtual Reality

To protect the privacy and security in the emerging metaverse, vari-ous authentication methods have been designed for virtual reality. In this paper, we propose a novel selection-based authentication method called the Direction-Based Authentication (DBA). To enter a password, the user visits a sequence of four different environments and selects a direction in each of them as a symbol via either physical turning or panel-controlled snap-turning. The goal is to provide an authentication technique that is both memorable and efficient to use without compromising its security. Preliminary testing shows that the entry time of DBA can be as short as 6–12 seconds.
[DC] Limb Motion Guidance in Extended Reality

Virtual and augmented reality technology grants new possibilities to the movement tutorial. On the one hand, VR/ AR visualize the movement instructions in the 3D world, avoiding misperceptions caused by the missing angle and depth information when using traditional 2D screens. With the tracking device in the VR/ AR system, on the other hand, the users receive precise real-time feedback and even correction guidance during training to improve their performance. So far, we have run a series of user studies to propose the design implications for MR-based motion guidance in terms of user perspective, visual encoding, and motion features. And I would like to continue my research on 1) memorability of motion guidance and 2) realistic user scenarios like physiotherapy.
[DC] Towards Understanding, Alleviating, and Exploiting the Effects of Asymmetry in Collaborative Mixed Reality

Mixed reality (MR) has the potential to transform the way we communicate and collaborate. However, there is a lack of knowledge about the collaborative use of different MR devices, such as collaboration between local augmented reality (AR) and remote virtual reality (VR) users. This position paper outlines research focused on deepening our understanding of the impact of asymmetry on collaboration and to use this knowledge to mitigate its negative effects and leverage its positive potential, leading to improved collaboration in MR environments. The findings of this research are expected to be valuable for the design of systems that support a diverse range of collaborative scenarios.
A Comparison of Gesture-based Interaction and Controller-based Interaction for External Users in Co-located Asymmetric Virtual Reality

Head-mounted displays (HMDs) create a highly immersive experience, while limit VR users' awareness of external users that co-located in the same environment. In our work, we designed a wearable gesture-based interface for external users in two main asymmetric VR scenarios: (1) Object Transition, (2) Collaborative Game. We conducted a hybrid user study with twenty participants to compare the gesture-based interaction and controller-based interaction to investigate the effects on VR experience, social presence, and collaborative efficiency for external users. Our study revealed that the participants in gesture-based interaction received more positive feedback compared to those in controller-based interaction.
Towards More Effective VR-Based Presentations of Real-World Assets: Showcasing Mobile MRI to Medical Practitioners and Technicians

The main aim of this research is to examine the benefits of using VR to present mobile MRI. Even though such devices were specifically designed for mobility, it is still often unfeasible to transport them across long distances. Hence, new methods are required that help familiarize potential patients and medical personnel with the advan-tages and shortcomings of mobile MRI. To do this, we developed a system that transports the user to the VR environment populated with the real-scale MRI model.
Investigating the Minimal Condition of the Dynamic Invisible Body Illusion

Visual-tactile synchronization or visual-motor synchronization makes a non-innate body feel like one's own body (illusory body ownership). A recent study has shown that body ownership is induced to an empty space between the hands and feet from the motion of only hands and feet (dynamic invisible body illusion). However, it is unclear whether both hands and feet are necessary to induce the illusion. In this study, we investigated the minimal condition for the dynamic invisible body illusion by manipulating the presentation of hands and feet. Our results suggest that both hands and feet are necessary for the illusion.