Reviewerly/exHarmony huggingface dataset:
Visual Attention in Retail Environments - Design Analysis using HMD based VR System Integrated Eye-Tracking

The goal of this study is to understand the spatial experience of users in retail environments in an immersive virtual reality setting.This study measures the visual attention and visual merchandising cognition of users via a quantitative method.The study was conducted to assess users' visual perception arising from the visual merchandising in-store environment during virtual reality experiences.The experiment was conducted using eye-tracking methodology in a virtual reality environment.After the experiment, participants responded to questionnaire surveys to assess visual merchandising cognition in retail environments.The experiment stimuli were provided in the virtual simulation of a retail store.During the experiment, each participant wearing a head-mounted display device was asked to experience the virtual retail space.The result shows the quantitative analysis of user behavior in the retail space and which design elements attract their attention.Unlike the precedent eye-tracking studies, this research analyzes visual attention during the spatial experience of retailing in its use of virtual reality technology.The approach and findings of this research provide useful information and practical guidelines to retailers and designers who are interested in improving the retail environment in consideration of customer visual attention and spatial elements.
Drawing on principles of perception: The line plot

This paper draws attention to a display type that outperforms many competitors in the face of complexity: the line plot. Though familiar to most (if not all) linguists, this graph type is commonly associated with time series data. The true potential of line plots arguably unfolds in settings with multiple discrete (categorical) predictors, however. In such analytic settings, which are often encountered in corpus-based work, line plots are currently outnumbered by bar charts in the research literature. Our aim is to draw attention to this alternative tool and discuss its added value. Drawing on theoretical and empirical insights into visual perception, design recommendations are set forth, ranging from the choice of visual attributes to the arrangement of variables in the display. Their application to corpus data is demonstrated by redesigning selected graphs from the literature. While the drawbacks of this visual form deserve careful consideration, this paper argues for a more widespread usage of line plots for the communication of (corpus) linguistic data.
Polarization Attack on Continuous-Variable Quantum Key Distribution with a Local Local Oscillator

The estimation of phase noise of continuous-variable quantum key distribution protocol with a local local oscillator (LLO CVQKD), as a major process in quantifying the secret key rate, is closely relevant to the intensity of the phase reference. However, the transmission of the phase reference through the insecure quantum channel is prone to be exploited by the eavesdropper (Eve) to mount attacks. Here, we introduce a polarization attack scheme against the phase reference. Presently, in a practical LLO CVQKD system, only part of the phase reference pulses are measured to compensate for the polarization drift of the quantum signal pulses in a compensation cycle due to the limited polarization measurement rate, while the other part of the phase reference pulses are not measured. We show that Eve can control the phase noise by manipulating the polarization direction of the unmeasured phase reference to hide her attack on the quantum signal. Simulations show that Eve can obtain partial or total key rates information shared between Alice and Bob as the transmission distance increases. Improving the polarization measurement rate to 100% or monitoring the phase reference intensity in real-time is of great importance to protect the LLO CVQKD from polarization attack.
Enhancing the Advertising Message through the Conceptual Photography

Conceptual photography is a term that is used to refer to a specific type of photography which has been created for the specific purpose of conveying some sort of concept, Conceptual photographers are tasked with creating images that convey a specific concept or idea, as opposed to simply trying to capture a realistic representation of their subject.or it can mean trying to create an image that evokes an emotion or encourages the viewer to think about something in a different Images in conceptual photography are often used in advertising or public service announcements, because conceptual photography is a powerful tool It can illustrate ideas, deliver massages clearly and give form to abstract concepts.It does this using symbols and visual metaphors.The goal of using the conceptual photography in advertising is to enhance the impact of the advertising messages on the consumer and its arrival clearly and quickly.
Progressive Multi-Scale Fusion Network for Light Field Super-Resolution

Light field (LF) cameras can record multi-view images from a single scene, and these images can provide spatial and angular information to improve the performance of image super-resolution (SR). However, it is a challenge to incorporate distinctive information from different LF views. At the same time, due to the inherent resolution of the image sensor, high spatial and angular resolution are trade-off problems. In this paper, we propose a progressive multi-scale fusion network (PMFN) to improve the LFSR performance. Specifically, a progressive feature fusion block (PFFB) based on an encoder-and-decoder structure is designed to implicitly align disparities and integrate complementary information between complementary views. The core module of the PFFB is a dual-branch multi-scale fusion module (DMFM), which can integrate the information from a reference view and auxiliary views to produce a fusion feature. Each DMFM consists of two parallel branches, which have different receptive fields to fuse hierarchical features from complementary views. Three DMFMs with a dense connection are used in the PFFB, which can fully exploit multi-level features to improve the SR performance. Experimental results on both synthetic and real-world datasets demonstrate that the proposed model achieves state-of-the-art performance among existing methods. Moreover, quantitative results show that our method can also generate faithful details.
Leveraging Blockchain-Based Archival Solutions for Sensitive Documentation: a Xinjiang Case Study

This exploratory research surveys scholarly literature on decentralized storage solutions, including theories and works of archival science, and similar applications in humanitarian contexts, to illustrate the necessity of these systems in Xinjiang Uyghur Autonomous Region in China. Xinjiang has recently shifted into the spotlight of the international press for allegations of abuse and forced labor, coercive cultural assimilation, and the creation of a police state. The leadership of the People's Republic of China (PRC) justifies the existence of these training facilities and expansive surveillance networks as part of the PRC-backed efforts to de-radicalize ethnic groups in the region. However, many governments and scholars rebuke these justifications, arguing that these centers are state-run facilities that house extrajudicially detained individuals based on their ethnic identity and religious belief. This paper aims at limiting the plausible deniability of violations conducive to cultural genocide, thus improving the prospects for deterrence and accountability through decentralized evidence management. The technological sophistication of the regime in Xinjiang is outpacing centralized systems and rendering storage solutions hosting evidence of these violations obsolete. This jeopardizes the prospect of truth and reconciliation in the future and allows the party to craft and disseminate their narrative globally with little resistance. Major findings focus on how decentralized systems can improve the streamlining and hosting of evidence regarding human rights violations occurring as well as advancing the study of cryptographic management of evidence regarding the treatment of vulnerable communities in low-rights regions.
GAME EDUKASI TAJWID BERBASIS ANDROID PADA MATA KULIAH PENDIDIKAN AGAMA DI STMIK INDONESIA PADANG

At STMIK Indonesia Padang, especially in the subject of Religious Education, the method of learning the recitation of recitation media which is still valid today is the process of learning directly or face to face by giving materials and examples of how to read recitation recitation correctly. But in the face-to-face process or directly there are still difficulties for students to understand the recitation of recitation as a result of the large number of students and not much time and meetings for discussions about recitation. With the development of technology, the Tajwid Science Game application program is required on mobile. The design method used in this study is the waterfall method. The system will be built using the Action Script 3.0 programming language. The results of this study are to design an Android-based Tajweed educational game that will have a positive impact on students and teachers, so that the definition of the rules of reading the Qur'an can be understood clearly and easily. With the mobile-based game application, it certainly will be a solution to be taken anywhere and is very interesting for students because they can play while learning.
A Study on Aviation Oversight System Quality Management Improvement

This paper analyzes quality management of aviation safety services in Korea and proposes practical implications for improvement. We look into how quality management is conducted in the Korean aviation industry and confirm aviation authority’s efforts for a quality management system. We also compare and analyze international standard ISO 9001 and aviation safety oversight system quality management cases of International Civil Aviation Organization (ICAO) and U.S. Federal Aviation Administration (FAA) with a Korean case. Results find the difference in defining the scope of ISO 9001 management between ICAO/FAA and the Korean authority which causes unnecessary misunderstanding in oversight perception. The Korean aviation authority strives to provide a high level of safety oversight services by educating aviation safety inspectors as well as establishing a quality management system. We believe that our proposals can help Korean aviation safety oversight system secure objective credibility and seek a safe growth and development of the aviation industry.
FORMATION OF ENVIRONMENTAL COMPETENCE OF FUTURE TEACHERS AS A COMPONENT OF THEIR PROFESSIONAL COMPETENCE

The article deals with the issue of preparation of future teachers to the development of ecological competence of secondary school pupils. A key figure in the formation of ecological competence of future generations of citizens is the teacher. Hence, professional qualifications of students working for a university degree in the field of teaching, their environmental education, environmental literacy, readiness for carrying out nature protection activities with children as well as their civic stance are crucial for the professional training of teachers. The authors analyse theoretical principles of the investigated problem, determine the essence of ecological competence, «readiness of future teachers of biology to the development of ecological competence of secondary school pupils», as an integrative characteristic of personality that shows in the attitude of students to the development of pupils’ ecological competence, students’ the realization of reasons and requirements in this activity. This is also demonstrated in the existence of thorough and versatile subject knowledge of disciplines in the chosen profession and ecological, psychological and pedagogical, social and ecological, methodological knowledge, abilities and skills in relation to the development of ecological competence of junior adolescents. The study theoretically proved and experimentally tested pedagogical conditions and methods of forming readiness of future teachers to the development of ecological competence of secondary school pupils in the process of learning at higher educational pedagogical establishments: activation of the need of students in capturing the methods of developing ecological competence of schoolchildren; using at the lessons in professional disciplines the design of fragments of professional and pedagogical activity for providing personal implication of students in ecological and educational activity; the motivated usage of tasks of ecological orientation in different types of practices undertaken by future biology teachers.
Pemanfaatan Media Belajar dalam Meningkatkan Prestasi Belajar Siswa

This study aims to analyze how the use of learning media in relation to student achievement. Limited teaching resources, not all schools have source books, situations like this require teachers to learn illustration/visualization to provide available resources in the form of media. This type of research is library study, using the method of collecting data documentation by using books and journals as the main source. The data obtained are presented and analyzed so as to obtain interesting and scientific conclusions. The results of the study indicate that by utilizing various learning media can clarify students' knowledge, so that what is absorbed by the learner can be more profound and imprinted so that theoretically it will be able to affect student learning achievement.
Relontouml: Development of a Model Based on Relational Model, Ontology and UML

Abstract This paper presents a model that combines ontology, UML modeling, and a relational model. The ontology model (and the Ontology Web Language - OWL), UML, and relational model are first introduced in the article. After a review of the literature, the comparison and conversion of the systems are presented. The created model is then presented and a real ontology is modeled using the presented model.
Mobile Augmented Reality applied as a learning strategy for early childhood education students.

The purpose of this research is to determine the effect of the use of mobile augmented reality applied as a learning strategy for early childhood education students. The research is applied, pre-experimental and quantitative design. The population consisted of children in the initial grade of an educational institution in Peru. The sample consisted of 20 students of 5 years old as experimental and control group. As a result of the intervention, it was possible to improve learning through competencies in 80% of an expected level of achievement and 20% of an outstanding level of achievement, concluding that the use of mobile augmented reality improved learning in early education. The use of this technology is recommended as a pedagogical tool for the early education sector in Peru.
Exploration of the Educational Utility of National Film Using Deep Learning From the Positive Psychology Perspective

The research focuses on the application of positive psychology theory, and studies the educational utility of national films by using deep learning (DL) algorithm. As an art form leading China's film and TV industry, national films have attracted the interest of many domestic scholars. Meanwhile, researchers have employed various science and technologies to conduct in-depth research on national films to improve film artistic levels and EDU-UTL. Accordingly, this paper comprehensively studies the EDU-UTL of national films using quality learning (Q-Learning) combined with DL algorithms and educational psychology. Then, a deep Q-Learning psychological model is proposed based on the convolutional neural network (CNN). Specifically, the CNN uses the H-hop matrix to represent each node, and each hop indicates the neighborhood information. The experiment demonstrates that CNN has a good effect on local feature acquisition, and the representation ability of the obtained nodes is also powerful. When K = 300, the psychological factor Recall of Probability Matrix Decomposition Factorization, Collaborative DL, Stack Denoising Automatic Encoder, and CNN-based deep Q-Learning algorithm is 0.35, 0.71, 0.76, and 0.78, respectively. The results suggest that CNN-based deep Q-Learning psychological model can enhance the EDU-UTL of national films and improve the efficiency of film education from the Positive Psychology perspective.
Environmental Affection-Driven English Tense Analysis: A Healthcare Exercise-Based Corpus Case Study over Public English Environment

Most international academic papers are written in English, and the use of tenses in English academic papers often follows some conventional rules. Automatically extracting and analyzing English tenses in scientific papers have begun to attract researchers’ attention for the global environment. In the analysis of the English tense of scientific papers, consider that the neural network model that combines attention mechanism and sequential input network such as Long Short-Term Memory (LSTM) network has a long training time, low extraction accuracy, and cannot parallelize text input. We propose an environmental affection-driven English tense analysis model, which includes an attention mechanism and LSTM model and conducts a temporal analysis of English texts based on an affective computing model. In this paper, our proposed method is verified based on the self-built healthcare exercise-based corpus over public English environment. By comparison, the experimental results show that the method proposed in this paper has better performance than ordinary Convolutional Neural Network (CNN), Support Vector Machine (SVM), and LSTM based on attention mechanism.
Visual Landing Based on the Human Depth Perception in Limited Visibility and Failure of Avionic Systems

This paper introduces a novel visual landing system applicable to the accurate landing of commercial aircraft utilizing human depth perception algorithms, named a 3D Model Landing System (3DMLS). The 3DMLS uses a simulation environment for visual landing in the failure of navigation aids/avionics, adverse weather conditions, and limited visibility. To simulate the approach path and surrounding area, the 3DMLS implements both the inertial measurement unit (IMU) and the digital elevation model (DEM). While the aircraft is in the instrument landing system (ILS) range, the 3DMLS simulates more details of the environment in addition to implementing the DOF depth perception algorithm to provide a clear visual landing path. This path is displayed on a multifunction display in the cockpit for pilots. As the pilot's eye concentrates mostly on the runway location and touch-down point, "the runway" becomes the center of focus in the environment simulation. To display and evaluate the performance of the 3DMLS and depth perception, a landing auto test is also designed and implemented to guide the aircraft along the runway. The flight path is derived simultaneously by comparison of the current aircraft and the runway position. The Unity and MATLAB software are adopted to model the 3DMLS. The accuracy and the quality of the simulated environment in terms of resolution, the field of view, frame per second, and latency are confirmed based on FSTD's visual requirements. Finally, the saliency map toolbox shows that the depth of field (DOF) implementation increases the pilot's concentration resulting in safe landing guidance.
Multi-Criteria Service Selection Agent for Federated Cloud

Federated cloud interconnects small and medium-sized cloud service providers for service enhancement to meet demand spikes. The service bartering technique in the federated cloud enables service providers to exchange their services. Selecting an optimal service provider to share services is challenging in the cloud federation. Agent-based and Reciprocal Resource Fairness (RRF) based models are used in the federated cloud for service selection. The agent-based model selects the best service provider using Quality of Service (quality of service). RRF model chooses fair service providers based on service providers' previous service contribution to the federation. However, the models mentioned above fail to address free rider and poor performer problems during the service provider selection process. To solve the above issue, we propose a Multi-criteria Service Selection (MCSS) algorithm for effectively selecting a service provider using quality of service, Performance-Cost Ratio (PCR), and RRF. Comprehensive case studies are conducted to prove the effectiveness of the proposed algorithm. Extensive simulation experiments are conducted to compare the proposed algorithm performance with the existing algorithm. The evaluation results demonstrated that MCSS provides 10% more services selection efficiency than Cloud Resource Bartering System (CRBS) and provides 16% more service selection efficiency than RPF.
PEMBUATAN GAME RHYTHM “RHYTHM HOLIC!” PADA PLATFORM ANDROID

“Rhythm Holic” is a 2D Rhythm game for Android. This game uses Unity2D as it game engine and targeted to Android mobile phone. The game design are designed using Unity as it platform and Microsoft Visual Studio for the game script. Player can select all of the 10 song in-game that include EDM, Pop, Art and indie song. In the game the song Beats Per Minute(BPM) varies from as low as 85BPM to as high as 179BPM. All of the song inside the game were unlocked so player can choose which song the player want to play. Player can save the high score by offline service and can be reset via option menu to reset it. Testing was done by the blackbox testing, alpha testing by lecturer, and beta testing by surveying 32 respondens. Test results show that responden got interest while playing because the game was fun, entertaining and the background is interesting. Although the game are fun and entertaining for some player it got some cons that was the tap area was not strategic enough and the appearing not was too little and scroll speed was not fast enough.
Waste Management Design for Green Campus

Academic community activities on campus certainly produce various types of waste, especially paper, plastic bottles, batteries, and various other types of waste. 18% of all criteria Green Campus Criteria according to UI Greenmetric is waste management. Based on the criteria, the campus needs to be focused on the waste management system such as waste segregation, pre-recycling, recycling, organic waste management, and policies on waste management at the university governance to reduce the use of paper and plastic packaging. Technology can be used to improve waste management systems, preparation for recycling waste by crushing it before recycling, collection and transfer of waste to landfill, or organic waste composers around the campus. Various sensors and alarm systems are integrated into waste collection equipment and can be connected through the Internet of Things (IoT) system to be monitored by the authorities. Through the design of a technology-based waste management system, it is hoped that it can reduce waste production for the environment and can increase Green Campus rank which certainly provides positive benefits for the environment, the academic community, and society