Reviewerly/exHarmony huggingface dataset:
RotatSAGE: A Scalable Knowledge Graph Embedding Model Based on Translation Assumptions and Graph Neural Networks

Knowledge graphs have been widely used in numerous AI applications. In this paper, we propose an efficient knowledge graph embedding model called RotatSAGE by combining the RotatE model and the GraphSAGE model. In the proposed model the RotatE model is used to learn the embedding vectors of heterogeneous entities and relations in a knowledge graph. One problem of the RotatE model is that it only can learn from a single triplet and cannot take advantage of local information to learn embeddings. To solve this issue, we introduce the GraphSAGE model into RotatE. The GraphSAGE model can use neighbor information to improve the embedding of an entity by sampling a small and fixed number of neighbors. We also propose a sampling strategy to further eliminate redundant entity information and simplify the proposed model. In the experiments, the link prediction task is used to evaluate the performance of embedding models. The experiments on four benchmark datasets show the overall performance of RotatSAGE is higher than baseline models.
Some key aspects of telemedicine development to support human illness: a systematic review

The aim of this research is to describe the use of telemedicine applied to patients characterised by a particular state of illness, which often drives them toward a frail and chronic status, in a systematic manner. This work employed the Tranfield approach to carry out a systematic literature review (SLR), in order to provide an efficient and high-quality method for identifying and evaluating extensive studies. The methodology was pursued step by step, analysing keywords, topics, journal quality to arrive at a set of relevant open access papers that was analysed in detail. The same papers were compared to each other and then, they were categorised according to significant metrics, also evaluating technologies and methods employed. Through our systematic review we found that most of the patients involved in telemedicine programs agreed with this service model and the clinical results appeared encouraging. Findings suggested that telemedicine services were appreciated by patients, they increased the access to care and could be a better way to face emergencies and pandemics, lowering overall costs and promoting social inclusion.
Application of Knowledge Graph in Intelligent Support of Battlefield Environment Data

Knowledge graph; Battlefield environment data; Intelligent security
Symbolic Performance: An Interpretation of' Animalization' Socializing in the Context of Internet

With the rapid development of Internet technology, people also begin to adapt to the physical absence in the network, and gradually explore how to socialize in the network world.In this context, "animalization" socializing has become popular and successfully connected to social media, becoming one of the basic expression means of expression and communication in daily network socializing.However, the emotional needs and personalized expression needs of contemporary Internet users are also being met through "animalization" --the "cute", "healing" and "contrast" shown by animal-like pictures or emojis.Therefore, "animalization" socializing has turned into a new popular trend in social networks.In this thesis, the formation, evolution mechanism and influence of "animalization" socializing were taken as the entry point, and the "animalization" socializing in the context of the Internet was also interpreted.
A Modern Look at Self-referential Systems. Cybernetics of the Second-Order

Considering the current state of system theory, the theory of self-organization and autopoiesis, we come to the conclusion that, first of all, we must identify what would determine the essence of cybernetics for us. Among the reasons why it is difficult to reveal the essence of cybernetics is the presence of numerous di­rections of this system theory, which are mutually overlapping. Despite the fact that due to this breadth the active development of cybernetics is ensured, it also causes the lack of certainty. Such a lack of certainty in some cases is perceived as inconsistency. The analysis mentioned in this article is not focused on stream­lining the categories, concepts related to cybernetics. It seems necessary only to present the key features inherent in the cybernetic approach. Nor can we bypass what is usually called cybernetics 2.0, second-order cybernetics, or cybernetics of self-referential or self-observing systems. The emergence of second-order cy­bernetics is associated with the interpretation of the system and its environment in relation to an infinite sequence of discrimination processes carried out by the observer. The observation of events that occur in the field of observation is referred to as first-order observation. In the case of second-order observation, the observer does not see what he does not see. This observation is an observa­tion of an observation. In the works of Heinz von Förster, we see that as a re­sponse to the negative assessment by humanists of the main object of cybernetic research – the machine – he distinguishes two types of machines: machines that are trivial, and machines that are not among them, that is, non-trivial. And it is the study of non-trivial machines that constitutes the content of self-referential cybernetics.
The Beginnings of Second-Order Cybernetics

The article discusses the emergence of second-order cybernetics based on work in experimental epistemology and the study of the nervous system, as well as the emergence of a new understanding of the cognitive process. Studies have shown that it is necessary to include a scientist-observer in the descrip­tion of a system, since his or her specific characteristics and subjective world­view can influence the result of observation. The authors give examples of neurophysiological experiments that served as the basis for the conclusion that knowledge is a biological phenomenon, that each individual constructs his own “reality”, which is consistent with the world of sensory experience, but is not identical to it. There are two ways of understanding cybernetics of higher orders. The first approach emphasizes that higher orders of cybernetics can be based on the introduction of additional dimensions (for example, second-order cybernetics relies on neurophysiology, third-order cybernetics takes into ac­count data from sociology and political science, fourth-order cybernetics uses data related to the environment and social responsibility). The second ap­proach is based on the opinion that there is no need for cybernetics of higher orders beyond second order cybernetics, since the observer himself can deter­mine any system of interest to him (for example, a group within an organiza­tion, a society or the environment) and create any number of additional de­scriptions (H. von Förster). The authors of the article come to the conclusion that second-order cybernetics offers a higher conceptual level, drawing atten­tion to the scientist (observer). Second order cybernetics leads to second order science. It points to a suitable epistemology for an information society. The in­clusion of the scientist (observer) in observations changes the epistemological foundation of science.
On Binary Neutrosophic Crisp Points And Binary Neutrosophic Neighborhoods

As a generalization of crisp topology, neutrosophic crisp topology was introduced. As a progression, binary neutrosophic crisp sets were introduced in this article and their properties were also studied. With the idea that neutrosophic crisp points forms the basis for the neutrosophic neighborhood structures, new points namely binary neutrosophic crisp points were introduced in this article. Owing to the new points, binary neutrosophic neighborhood structure in the new space named as binary neutrosophic crisp topological space is framed. Eventually properties of binary neutrosophic crisp neighborhoods were discussed.
An Effective Genetic Algorithm Based Multi-objective Optimization Approach for Coverage Path Planning of Mobile Robot

Coverage path planning (CPP) is a subtopic of path planning problems in which it is required to visit free cells of the given area at least once by avoiding the obstacle(s) with minimum cost. CPP is one of the most crucial research areas for mobile robots. This research presents three different methods for solving CPP. The first method proposes an improved genetic algorithm to solve a single-objective optimization problem. The second and third methods employ an improved genetic algorithm to solve a multi-objective optimization problem. The second method involves constant weighting factors in the weighted sum method while the third method has taken optimized weighting factors. In this paper, the working environment is divided into a grid of squares where the side of the square is equal to the diameter of a robot. The main aim of the research is to minimize the completion time of the task to be performed by the robot. The paths generated by the methods are discussed. The objective functions are the distance traveled by the robot and the number of turns in the path. The two objective functions are then used to calculate the completion time. The results show that the completion time of the third method is minimum and the first method is maximum.
Challenges in Scene Understanding for Autonomous Systems

Autonomous robots and Machine Learning have played a pivotal role in solving many real-world problems over the past decade. In all applications of learning and exploration-based algorithms for robots, one has to incorporate scene understanding to enable the robot to be aware of the environment in which it is functioning. This imposes inherent importance on the development of accurate and efficient scene understanding algorithms. Although methods like semantic segmentation deliver commendable performance in most settings, some noticeable setbacks exist. In this work, we present various limitations and drawbacks faced by current autonomous pipelines along with solutions to mitigate the same.
An Oracle for the Optimization of Underconstrained Compositions of Neural Networks - The Tick Hazard Use Case

Modeling complex real-world variables, such as tick hazard, can face the problem that no measurements are available for the target variable itself. Models developed on the basis of indirect measurements may then lead to an underconstrained problem for which the output cannot be reliably validated. To address such a problem in the tick hazard use case, we propose a novel oracle approach. The goal of the oracle is to generate test scenarios that can be used to test the validity and robustness of our tick hazard model. We report on preliminary results that support the potential of both the model and the oracle approach.
THE YOUTH OF RUSSIA: CREATING THE FUTURE MOVEMENT AS AN INNOVATIVE FORM OF THE YOUTH OLYMPIAD MOVEMENT IN THE RUSSIAN FEDERATION

The article substantiates the relevance of creating conditions for the education of representatives of modern youth of a new type with universal competencies, organizational, leadership qualities that are able to think creatively, and productively solve practical problems. In the process of the accelerated pace of society, the expansion of intercultural boundaries, the exchange of information, and the renewal of knowledge, there is a need to change targets in the formation of a generation of young people. Representatives of modern youth should be ready to effectively solve communicative problems in the framework of innovative projects implementation, determine their personal growth points, flexibly adapt to new challenges of the economy, production and social life of the country. The solution to this issue involves a new approach to the training of both students of secondary educational organizations and future teachers. This determines a change in the trajectory aimed at updating educational standards, which is generally focused on the formation of universal and professional competencies in demand by modern society when working with talented youth. New trends are reflected in state documents, the development of a set of measures for their implementation is underway, the National Coordinating Council for the Support of Young Talents of Russia has been created. The authors analyze the domestic experience in identifying and developing the abilities of learning youth in various subject areas and highly specialized areas. In particular, the article gives an analysis of the youth movements of the social, educational and artistic orientation. The results of a long -term study of the search for various forms of activity, focused on identifying gifted youth, will cause undoubted interest. As one of the ways to achieve the goal, the authors see in the organization of the Cup “Youth of Russia: Creating the Future”. A series of events within the framework of the Cup acts as one of the new promising forms of the Olympiad movement among schoolchildren, which involves the formation of universal and professional competencies in demand in modern society.
Methods for semantic processing of unstructured textual information

Scientific and methodological approaches to the semantic processing of unstructured textual information based on heuristic and neuromathematical approaches are considered. The results of a conceptual analysis of heuristic and neuromathematical methods for the semantic processing of unstructured textual information are presented. The basic provisions for the implementation of a complete linguistic analysis of unstructured textual information based on the complex application of heuristic and neuromathematical approaches are outlined.
Competencies required in corporate librarians to manage industrial libraries in the digital era

The study describes the emergence of industrial libraries with their special features. It discusses the special competencies of corporate librarians, to fulfill the requirements of Users. Unlike academic and Public Libraries, the collection covers specific subjects in place of the huge collection of different subjects. Users usually prefer magazines, research journals, patents, etc. Users demand information, not from books. Such types of libraries are research-oriented and hence corporate librarians and staff need to respond faster. The corporate librarian needs some extra and specific skills as compared to librarians handling academic and public libraries. The qualities and skills needed in corporate librarians to handle specific requirements of users of industrial libraries are discussed in this paper.
TO WHAT EXTENT ARE SMART-PHONE USAGES IMPACTED THE TRIBAL YOUTH: A CROSS-SECTIONAL STUDY IN TRIPURA

There was a time when mobile phones, especially smart phones, were imaginary for all of us. But today, technology has reached such a stage that we feel like we can't live without mobile. It has become a natural integral part of modern society especially of youth. Despite all section of society is not able to have it, yet it is now not just inseparable for many youths but also more than their relatives. This is evidenced by various studies and even in our society we can see how young people are shrinking using Smartphones. The tribal youths are also not exceptional to it though, they live in backward areas. With this propaganda, an attempt has been made for providing the usage rates of smartphone particularly among the tribal students and to unveil and explore the fact-how Smartphone usage reflects their life. Thus the main aim of this study is to answer many questions laid out in the research question section of this paper related to Smartphone usage and its impact on the educational and personal life of the tribal students in Tripura. For this, 852 students (Tribal Youth) were selected randomly as a sample of the study from the both rural and urban areas of Tripura. The data were analyzed statistically by utilizing descriptive statistical techniques. The result revealed that maximum students are using their smarphone more than usual which can be treated as somehow addicted. It is also apparent that the mobile usage influence student’s life negatively than to be positively as they use mobile negatively in general and impact also their academic life coarsely. Based on the findings of the study, some suggestions for policy and practice also have been laid down.
TECHNO-PEDAGOGICAL SKILLS OF TEACHER TRAINEES BELONGING TO ARTS AND SCIENCE ACADEMIC STREAMS

The study was conducted to find out the techno-pedagogical skills of teacher trainees belonging to arts and science streams. A simple random sample of 100 teacher trainees was taken, out of which 50 Science and 50 Arts students were selected. The study was taken in two districts of Jammu Province (J&amp;K UT). Self-prepared Questionnaire and interview schedule were used to study the techno-pedagogical skills of teacher trainees. The study is qualitative as well as quantitative in nature. The researcher used Descriptive survey method of research. Percentage, mean, standard deviation and t-test were used to analyse the data. The finding of the research confirms that the teacher trainees belonging to arts streams have low techno-pedagogical skills than the teacher trainees related to science stream. This study is very beneficial for the teacher educators to plan the activities and engagement practices in such a way that every stream should equally indulge in using more and more techno pedagogical skills in delivering lesson in the classroom. Techno-pedagogical skills now-a-days, in such a pandemic situation became the need of the hour. This study will not only help teacher educators, teacher trainees but many other professionals to have an insight about the effective usage of techno-pedagogical skills in daily Instruction and major thrust areas to be focussed upon for effective utilization of techno-pedagogical skills in different aspects of life.
Evaluation of E-learning using EDAS Method

Evaluation of eLearning versus traditional classroom learning Experience is a substitute, and it often is "Online Learning", "Distance Learning", "Virtual Learning", "Mobile Learning", "Digital Learning" or Referred to as "Distance Education".Elearning and pedagogy should focus on participation.Those tasked with implementing e-learning must find a strategy within their organization to find a way to connect learners to content and enable collaboration while maintaining the concept of anytime, anywhere learning.EDASEvaluation Based on Distance from Average Solution method for Evaluation of E-Learning or appraising the alternatives Analysis, Design, Development, Implementation, and Evaluation.and Evaluation parameters in E-Learning Environment, Webpage Connection, Learning Records, Instruction Materials.Evaluation is got the first rank whereas is the Implementationis having the Lowest rank.In this paper Evaluation of E-learning of EDAS Evaluation is got the first rank whereas is the Implementationis having the lowest rank.
PERANCANGAN BUKU UNTUK MEMBANTU DALAM MENGGAMBAR UNTUK REMAJ

Illustration have a role on the life of the people, because of that athe interest on illustration has gradually increase. A lot of people wanted to learn on how a drawing is made. One of the way for them to learn is by looking for a tutorial book that have information on the basic of drawing. The purpose of this research is to get the understanding of how to construct a drawing tutorial book which interesting, and also able to help develop the drawing skill of teenager. The research method in collection data done by using the premier and secondary method. Primer method used qualitative used by doing an interview with expert and extreme user, while Quantitative used by spreading quisionare to 50 market candidate. Secondary research method used by researching literary work and journal. The result of the research is developing a book that visually interesting and easy to understand, also provide suggestion and a method for teen to be able to develop more of their drawing skill autonomously. &#x0D; Keyword : Drawing book, Illustration, Manga, Tutorial, Method.
The CNN classification of galaxies by their image morphological peculiarities

Abstract Multidimensional mathematical analysis, like Machine Learning techniques, determines the different features of objects, which is difficult for the human mind. We create a machine learning model to predict galaxies’ detailed morphology (∼ 300000 SDSS-galaxies with z &lt; 0.1) and train it on a labeled dataset defined within the Galaxy Zoo 2 (GZ2). We use convolutional neural networks (CNNs) to classify the galaxies into five visual types (completely rounded, rounded in-between, smooth cigar-shaped, edge-on, and spiral) and 34 morphological classes attaining &gt;94% of accuracy for five-class morphology prediction except for the cigar-shaped (∼ 87%) galaxies.
Malaria Prevalence in Gusau Township, Nigeria (A Preliminary Report)

This is comprehensive study of malaria and malaria infection in Gusau Township to generate baseline line information which may be useful in the planning control and preventive measures. A total of 5666 blood samples from patients were examined for malaria parasites between the month January to December, 2017, out which 2606 representing 46.0% were positive for malaria parasites, which was high. Both males and females were equally infected at the same rates and between the age groups. Malaria was hyperendemic in Gusau Township with transmission occurring throughout the months of the year. The best way to prevent malaria is avoiding mosquito bite through the use mosquito nets and screening of windows and doors.
Membuat Card Game Edukatif Yang Menyesuaikan Keinginan Konsumen

Board game and Card game now quite popular, but there’s still some game that can not suit for consumer needs of educative game. This research aims to find out about how to make a educative game dan that consumer liked. For that needs some interview with expert and extreme user that understand about Surabaya culture and Game master. From this research, found out that to make a educative card game, there are a view elements that need to understand before planning on making game is to research the target consumer, Genre game, Game play, also create interfaces that will not bothering the player.
Perancangan Ide Bisnis Buku Cerita Interaktif All About Todd

This initiative is designed for children with the age range between 3 to 5 years old as there is an observed growth in dependency on technology among these children. This dependency has been shown to have a negative impact when there is no adult supervision. Furthermore, there is very little morale education since a young age and a lack of interest in reading which contributes to this ongoing issue. The methods which are used in this observation are literature study and interactive qualitative study by conducting interviews. From these methods combined, an interactive book, ‘All About Todd’ has been written and designed. This colorful, illustrated book contains narrated adventures as experienced by Todd, the main character of the book. This story book comes with a board game that can compete with other competitors.use of colorful illustration will help the children to understand the story told.