Reviewerly/exHarmony huggingface dataset:
Cross-Cultural Recycling and Design Methodology; to Prove the Effectiveness of the Three-Stage Design Method of Cross-Cultural Recycling “Why-What-How”

From a traditional standpoint, recycling has commonly been summarized within the so-called 4Rs: Reduce, Reuse, Recycle and Refuse, however, today’s multi-disciplinary and multi-cultural society encourage us to seek solutions beyond the traditional 4-Rs. This paper starts from the belief that recycling is cultural activity which can fuse various intangible - social, theoretical and cultural aspects of people’s lives such as lifestyle, art, culture and ethics, a condition which we refer to as “Cross-Cultural Recycling”. Therefore, this paper aims; (1) to academically prove that recycling is a cultural activity, (2) to determine whether the consideration of cultural dimensions in the design process of recycling results in more contextualised design, and finally, (3) to establish how to define the design factors related to Cross-Cultural Recycling, which we call “Cross-Cultural Recycling Design methodology” through practical design projects from 4 recycling design workshops between 2017 and 2018 at the Hanyang University Interior Design graduate course where we applied Cross-Cultural Design Methodology in accordance with the context of recycling design. As a result of the theoretical investigation and findings from 4 design workshops, this paper proposes a three-stage Cross-Cultural Recycling Design Method; Why-What-How. The first stage, “why” deals with the three main factors considered with regards to the motivation for recycling, the environmental, economic and cultural considerations and implications. The second stage, “what” is about to define “waste” to be recycled and offers 4 key concepts; forgotten, wasted, abandoned and misplaced. The third stage, “how” provides 6 keywords, and their concepts, which are pivotal in the future direction of this design approach; use, craft, technological, design, art and culture.
Review of Semantic Web Mining in Retail Management System Using Artificial Neural Network

Now a day, online shopping is being one of the most common things in the daily lives. To satisfy the customers' requirements knowing the consumer behaviour and interests are more important in the e-commerce environment. Generally, the user behaviour information's are stored on the website server. Data mining approaches are widely preferred for the analysis of user's behaviour. But, the static characterization and sequence of actions are not considered in conventional techniques. In the retail management system, this type of considerations is essential. Based on these considerations, this paper gives detail review about a Semantic web mining based Artificial Neural Network (ANN) for the retail management system. For this review, many sentimental analysis and prediction techniques are analyzed and compared based on their performance. This survey also focused the dynamic data on the user behaviour. Furthermore, the future direction in big data analytics field is also discussed.
Research on Digital Elevation Model Construction Method Based on TIN

Abstract Digital Elevation Model (DEM) is a very important part of geographic information system and a key part of various terrain surface studies. In this paper, we first introduce the classical DEM construction method based on irregular triangulation (TIN). In view of the shortcomings of the classical DEM construction method, this paper proposes a volume segmentation method based on variance criterion, in which the variance criterion can take full account of the elevation information of the original data and select the triangles with good shape in space to ensure that the constructed DEM is closer to the actual surface. Finally, an example is given to demonstrate the advantage of the variance criterion relative to the empty circumscribed circle criterion. The classical DEM construction method and the method of volume segmentation based on variance criterion are realized by MATLAB programming.
A Three-Level Evaluation Process of Cultural Readiness for Strategic Foresight Projects

A critical issue in Strategic Foresight approaches is the expected effect on the organizational and individual behavior change, as understanding, mapping, and influencing the desired future is a function of the group’s effort to adopt a more disruptive or conservative scenario in a long-term thinking and planning context. As a learning process, a Strategic Foresight experience, due to the nature of new knowledge co-creation, can foster mindset changes. However, at the same time, a Foresight project deals with the existing group assumptions due to national and organizational cultures, which can be more (or less) oriented to long-term or disruptive thinking, as well as the established managerial mentality about the future orientation in strategic thinking. These cultural assumptions can exert positive or negative influence in a Foresight mindset, and should be assessed and understood previously, as the overall cultural readiness can affect the performance of a Foresight project in general. Also, the analysis of the cultural aspect as an evaluation process can generate new learning, when compared a pre-assessment with a post-assessment. Thus, the posed question is, “How to assess cultural dimensions before and after Foresight projects?” Based on Hofstede National Cultural model, Cameron and Quinn Competing Values model, and Amsteus Managerial Foresight model, this article proposes to discuss the applicability of a three-level (national, organizational, and individual) evaluation process to assess the cultural environment readiness for Strategic Foresight projects and the influence of a Foresight project on participants’ perception of the future through a two-phase approach. This research contributes to Strategic Foresight methods by proposing a research agenda about the cultural perspective in Foresight assessment. Managerial contributions about the pre-assessment interpretations of the proposed three-level process to better understand the cultural profile of the participant group are also discussed in a hypothetical scenario application.
Efficient multi‐sensor path scheduling for cooperative target tracking

This study deals with path scheduling problem of cooperative target tracking by multiple sensors with bearings only measurements. First, the authors derive a closed-form expression of the determinant (D-optimality criterion) of the Fisher information matrix (FIM) as the cost function, which contains the knowledge of the target and the locations of sensors. Second, a penalty function is introduced to modify the cost function for threats avoidance and physics constraints are applied to limit directions of sensors. Then, an efficient strategy based on steepest descent is proposed to solve the optimisation problem. Finally, the effectiveness of the proposed algorithm is demonstrated both in localisation of a stationary target and tracking a moving target. Simulation results show the trajectories of sensors for cooperative target tracking are almost identical to a grid-based search method; however, the computational complexity is reduced by several orders of magnitude.
Design and Security Analysis of Certificateless Aggregate Signature Scheme

The existing certificateless aggregate signature schemes have problems in terms of security and efficiency: some schemes are not secure, which does not satisfy the claimed unforgeability, others are secure, but the calculation and communication cost are large. Based on the comprehensive consideration of security and efficiency, this paper designs a new certificateless aggregate signature scheme without bilinear pairing, proves the security of the scheme under the random oracle model and computational Diffie-Hellman problem. The new scheme not only overcomes the security problem of the existing scheme, but also has a fixed length of aggregate signature. The user does not need to exchange a large amount of information when performing single signature, so that users can dynamically join the aggregate signature.
Kids at Preschool. Designing Products and Wayfinding Systems to Enhance Kids’ Skills, Facilitating Wellbeing Through Communication

In our society kids spend a significant part of their life outside home up to eight hours a day there. In this environment, to feel safe kids “need” both rules to respect and freedom to live experiences. Still today pre-school are designed mainly according only to the ergonomics rules without considering emotional aspects. The main objective of this research is to identify a set of good practices to design pre-school products, furniture, interior settings and wayfinding systems able to enhance quality experiences on education and growing to integrate learning and teaching methods in pleasant experiences, improving awareness among the users. This paper aims to underline the importance of the communicative aspects of design for a new education approach based on “learning by doing”.
Learn Chinese in Sindhi: App Development and Evaluation

This paper describes the results of the usability study that was conducted to evaluate the newly developed app for learning Chinese language. The app is developed for the people who speak and read Sindhi language which is mostly spoken in Sindh province of Pakistan. The app is designed for such people who want to visit China or want to speak basic Chinese language for daily conversational purposes. For this study, the target audience was the students of grade X aged between 16 to 17 years. The app has been evaluated through cognitive walkthrough, usability testing and a questionnaire. The results show that the app was easy to use and effective and the students were satisfied. This app can help the learners, particularly the students, for learning basic Chinese language. By using this app anywhere and at any time, the learners can gain better learning experiences as well.
A Study of the Classroom Research Skills Application for Educational Students

The objectives of this research are: to develop and discover efficiency of the Classroom Research Skills Application for Educational Students to meet with criteria at 80/80 and to study satisfaction level of students by using the Classroom Research Skills Application for Educational Students.The target group herein was 125 students who studied in Academic year of 2014 and interested in online registration.Target group was determined by using purposive sampling.Tools used in this research were 40 items of post-test contained in application on tablet, student's satisfaction evaluation form towards application usage.Data analysis was conducted to find efficiency of application as defined by criteria at 80.77/ 81.82 and student's satisfaction level towards application usage of 125 students.The obtained mean was 4.35 and standard deviation was 0.68.The results showed that the efficiency of the Classroom Research Skills Application for Educational Students was at 80.77/ 81.82 that was higher than defined criteria at 80/80.In addition, Overall satisfaction of students towards application usage was in the highest level with the mean of 4.35 and standard deviation at 0.68.The obtained results were able to be used as guidelines for further development of learning activities management of other courses.
Artificially Intelligent Assistant for Basketball Coaching

Technological advancements in wearable sensors, machine learning and Internet of Things (IoT) is opening new perspectives on the understanding of physiological, biomechanical, and psychological mechanisms of human movement in sport disciplines. Utilization of technology and field expertise allows the development of artificially intelligent (AI) assistants for sport coaching. This paper considers the development of AI assistant for basketball coaching. The assistant architecture and design is explained in detail. The details about the development of knowledge model for basketball exercise recognition are supplied and experimental verification of proposed method is done.
Research on Active Interaction Design for Smart Speakers Agent of Home Service Robot

With the smart speakers agent of Home Service Robot represented by voice interaction, tangible user interface interaction and somatosensory interaction are widely present in family environment and serve multiple family members, the trustworthy AI stimulates the transition of the interaction form from passive interaction to proactive interaction, finally into active interaction. However, with the personalization of family members’ needs, the improvement of emotional needs lead to user low patience and high expectations toward the home service robots, the traditional passive interaction has met the above changes of users. This paper proposes the active interaction design method to enhance the initiate of the intelligent agents to solve the user’s needs, improve Interaction performance and user experience. This paper uses questionnaire analysis, user interview, expert cognitive walkthrough, field survey, and comparative research to conduct research. Through the comparative study of passive interaction, proactive interaction and active interaction, the computational analysis, context awareness, consciousness awareness and emotion analysis, combined with the actual case of Baidu smart speakers project, the author put forward active interaction model and the active interaction design form of the family agent. Apply it to the family situation and gradually improve the active interaction research of the home service robot in the family environment.
IMPLEMENTASI METODE BRAINSTORMING UNTUK MENINGKATKAN KETERAMPILAN MENULIS TEKS EKSPLANASI SISWA SMA

This research is based on the difficulty of writing students through the results of evaluations conducted by the teacher. The problem examined is how is the implementation of the brainstorming method in writing explanatory text? Is the brainstorming method able to improve the results of explanatory text writing? The study was made to find out how the implementation of the brainstorming method in writing explanatory text and to determine the increase in the results of explanatory text writing by the brainstorming method. The researcher used the pre-experimental design method through the one-group-pretest-posttest approach. The research data collection technique was taken from the results of the pretest question sheet and the posttest question sheet that had been done by the students. The sample taken by researchers in class XI was 23 students. the results of the pretest study were 50.00 after the treatment was carried out by applying the brainstorming method, the posttest results increased to 73.33, there was a difference in numbers of 23.33. the increase in the results proved that the implementation of the brainstorming method was very effective in improving explanation text writing skills for high school students.
Human body moderate training control method based on flexible mechanical characteristic analysis

Abstract It has important application value to the human body moderate training control in the sports training guidance and the sports training big data analysis and so on. Aiming at the problem that the current master-slave arm motion data acquisition method is not accurate enough for human body moderate training and control, a human body appropriate training control method based on flexible mechanical characteristics analysis is proposed. Firstly, the flexible mechanical data analysis and kinematic attitude space reconstruction of human body are carried out. Then the motion state equation is constructed to sample the human body moderate training control attitude data and analyze the fusion of flexible mechanical features. The human body moderate training control is realized. Finally, the simulation results show that the modeling method has good stability, high accuracy of mechanical parameter estimation, and good reconstruction ability for human movement, such as running, jumping, gymnastics and so on, and the simulation results show that the modeling method has good stability and accuracy for human body moderate training and control, and the accuracy of mechanical parameter data estimation is high.
Design of the Downhill Automatic Liquid Damping Reduction Mechanism on the carbon-free car

The carbon-free car is driven by gravity potential energy, through the mechanism to complete the specific direction control and avoid obstacles, to achieve the driving purpose of the car. The event is a national science and technology innovation activity project organized by relevant departments. It is a competition that demonstrates the engineering training and comprehensive ability of college students. Based on the "S" and "8" glyphs around the pile competition, a new circular track was added, and the track was randomly set with intermittent barrier walls and up and down ramps. Small cars that do not have the ability to climb and do not have speed control on the upper and lower ramps make it difficult to complete the race. To this end, for the content of the new project, the automatic speed reduction mechanism for the carbon-free car downhill is developed. Under the condition that the gravitational potential energy of the carbon-free car on the downhill is constant, the stall phenomenon at the time of downhill is effectively solved, the safe driving speed is adjusted, avoid the problem of out of control when escaping the intermittent barrier wall on the circular track.
Hand Pose Estimation Using Convolutional Neural Networks and Support Vector Regression

In order to improve the accuracy of hand pose estimation from a depth image, a method based on convolutional neural network (CNN) is proposed in this paper. First of all, we modify the structure of traditional CNN to recognize the 3D joint locations from a depth image. By appending some shortcuts between layers, the proposed network increases the correlation between the front and back layers. This structure can avoid the information loss caused by the simple layer-by-layer transmission, and can improve the estimation accuracy effectively. Afterwards, the estimated joint locations continue to be inputted into a support vector regression (SVR) phase. The use of SVR can introduce the constraint of local joint information, which can get rid of those abnormal estimations further. Extensive experiments show that our method enables significant performance improvement over the-state-of-arts in the accuracy of hand pose estimation.
Design and Research of Museum Matching Digital Applicationlication Based on Exhibition Content and User Demand

Achieving good communication between the theme of the exhibition and the psychology of the visitors is the value of digital technology in museum exhibitions. The purpose of this study is to make digital technology better serve museums and audiences. The innovation is to incorporate user needs into the design of museum digital applicationlications. This paper summarizes a museum digital applicationlication design process specification. Then develops a set of digital applicationLICATION to test it, which will help the perfect applicationlication of digital technology in the museum.
Hand Gesture Recognition using Deep Root Nodal Architecture (DRONA)

This demonstration showcase a minimalist hand gesture recognition technology using single Inertial Measurement Unit (IMU). With the state of the art recognition architecture (DRONA) running at the backend, the system is capable of learning more than 50 hand gestures in real time with very low misclassification error.
Observation Planning for Identifying Each Person by a Drone in Indoor Daily Living Environment

This article discusses observation planning for identifying each person in indoor living environment such as office space using a mobile camera mounted on a drone. Since many people in the environment often keep their positions and postures during their work, it is difficult to observe the face of all the people by a fixed camera installed in the environment to identify each of them, when some of them keep orienting their faces toward the directions opposite to the camera. In this article, it is proposed to observe each person’s face with a mobile camera mounted on a small drone, which flies around the ceiling in the environment. Assuming that the position and orientation of each person has already been obtained by the fixed camera, the proposed method observes each person’s face from the front with an appropriate distance in turn while minimizing the total cost for changing the position and the orientation of the drone before completing the observation for all the people.
Image Super-Resolution Reconstruction Method Based on Sparse Residual Dictionary

In order to improve the resolution of degraded images, an image super-resolution reconstruction method based on sparse residual dictionary is proposed. Firstly, the fuzzy matrix and down-sampling are used to degrade the high-resolution image set to get the corresponding low-resolution image set, and the Bicubic interpolation method is used to reconstruct the low-resolution image, and the high-resolution residual image set is obtained by comparison. The residual image contains the high frequency information of the image. Secondly, using the method of sparse dictionary learning, the residual maps are trained as a sample, and the sparse residual dictionary pair through joint dictionary training. Finally, the sparse coefficient of the image calculated by using the low-resolution dictionary and the low-resolution image to be reconstructed, and the similarity between the low-resolution and high-resolution image blocks and the sparse representation of the corresponding real dictionary strengthened, so as to realize the image super-resolution reconstruction. The experimental results show that the proposed algorithm performs well in both subjective and objective evaluation of reconstructed images.
Privacy Preserving Location Monitoring System Using Score Based K-Anonymity

In LBS, providing privacy to the user's location information is a major concern. Location Privacy is an emerging area where a lot of research is being carried out focusing on the anonymous location information. K-anonymization is a traditional and popular privacy preserving technique that generates Cloaked Region (CR) where the query issuer cannot be distinguished among the k-1 other users in the CR. Cloaking is a technique which blurs the user location into a Cloaked Region (CR) that satisfies the privacy parameter specified by the user at query time. This paper provides a method for generating best minimized cloaked region for transfer of the data between the users. By updating the trajectory and location information of the users, Location Privacy can be further improved.
The Monitoring System Design of Oil Well Dynamic Fluid Level

Dynamic fluid level is the most important indicator in the process of oil field development. By monitoring the dynamic fluid level of oil well, the working mode of pumping can be adjusted in time to maximize the utilization of resources. In this paper, a set of oil well dynamic liquid level monitoring system is introduced. The device collects sound wave data periodically and transmits data with the upper computer via WIFI and 4G to realize real-time monitoring of oil well dynamic liquid level. The monitoring software system of the upper computer is deployed on LAN and Aliyun server to realize remote users access to dynamic liquid level data in the oil field.