Reviewerly/exHarmony huggingface dataset:
A New Ranked-Key Structure for Intelligent Pub-Sub Systems in Large Scale

The rapid growth of information published on the net and the subsequent increase of the number of it users was the reason behind the discovery of Web syndication. The Pub/sub (Publish/Subscribe) system is the first and the most used system for web syndication. It allows the user to keep an eye on the development of the information that interested him. This information is managed by data collectors (RSS : Really Simple Syndication) in real time. Today, the development of new notifications systems is essential for the retrieval of specific information from the Big Data. In the present work, a new algorithm based on Ranked key is proposed. Such indexation allows the development of an efficient and an intelligent system.
Complexity column

Some of my favorite open problems concern fixed-point logic with counting, FPC. It is known that counting logic with k + 1 variables, C k +1 , has exactly the same expressive power as the classic k-dimensional Weisfeiler-Leman Algorithm, k -WL. Furthermore, the quantifier-depth of a C k +1 formula needed to express the color of a k -tuple of vertices is equal to the number of iterations of k -WL needed to derive that color.
Language Technology and Computational Linguistics

In the present world, information technology is the predominant part, which has the ability to change the future of this Globe. Being a Futuristic Technology. Computational linguistics can change communication models among human beings. Due to the changing context and development of Natural Language Processing various new doors are open in the fields of computational linguistics. Computational Linguistics (CL) increases the applicability of Language Technology towardsman-machine interactions. Globalization can convert the world into a small village. For interchange human knowledge among various communities, Auto language processing play a vital role. In this paper, it is tried to discuss the various dimension of language technology and computational linguistics.
Do Usability Design Features of a Mobile Game Influence Learning?

This one-group pretest-posttest experimental design study presents the effects of mobile games on students' disaster response learning. It also determines which of the usability features of the game might influence learning of students. Ninety-eight students utilized the game for three consecutive days (i.e., the intervention period). Students learn significantly in terms of responding to fire, flood, tsunami, and volcanic eruption but not on storm and earthquake situations. The game did not contribute significantly to the knowledge of the students on storms since students are already attuned to storms. Students did not achieve significant learning gains in earthquake test items because earthquake drills were conducted in local, institutional, and national levels before the study was initiated. Aesthetics was the only usability design factor that can influence learning. Thus, the null hypothesis stating that the usability design factors do not influence students learning was partially rejected. Recommendations were also offered.
Cognitive Computing

Cognitive Computing (CC) is a contemporary field of studies on intelligent computing methodologies and brain-inspired mechanisms of cognitive systems, cognitive machine learning and cognitive robotics. The IEEE conference ICCI*CC'17 on Cognitive Informatics and Cognitive Computing was focused on the theme of neurocomputation, cognitive machine learning and brain-inspired systems. This article reports the plenary panel (Part II) in IEEE ICCI*CC'17 at Oxford University. The summary is contributed by distinguished panelists who are part of the world's renowned scholars in the transdisciplinary field of cognitive computing.
Teaching Visualisation in the Age of Big Data

Technological advances have led to increasingly more data becoming available, a phenomenon known as Big Data. The volume of Big Data is to the order of zettabytes, offering the promise of valuable insights with visualisation the key to unlocking these insights, however the size and variety of Big Data poses significant challenges. The fundamental principles behind tried-and-tested methods for visualising data are still as relevant as ever, although the emphasis necessarily shifts to why visualisation is being attempted. This chapter outlines the use of graph semiotics to build data visualisations for exploration and decision-making and the formulation of elementary, intermediate- and overall-level analytical questions. The public scanner database Dominick's Finer Foods, consisting of approximately 98 million observations, is used as a demonstrative case study. Common Big Data analytic tools (SAS, R and Python) are used to produce visualisations and exemplars of student work are presented, based on the outlined visualisation approach.
Android Based Student’s Records Keeping System

This project is an online link between teachers & students. This system allows teachers to get students data easily as well as notifications. It consists of Admin login ID, Teachers log in ID & Students log in ID. Since college teachers have to face so many problems while arranging student’s records like attendance, Their subject wise submission. If submission is done completely or not as well as their term work. Teachers can upload student’s details through the provided log in ID. We are going to build this system on server that allows teachers to upload data through this system if teachers want to give any acknowledgement about the delayed submission to the particular student they can give it through the noticeboard which will available through the application. Here students can only get the acknowledgement message & notices through this system. Admin can add or delete any teacher or student. Teachers may upload and edit documents and various department notices.
Quantifying Decision Making in the Critical Infrastructure via the Analytic Hierarchy Process (AHP)

In this paper, we examine the benefits of a more quantifiable way to make decisions that enable senior leaders to better manage disruption of and attacks on the critical infrastructure. Most of the decisions have been made using intuition and in some cases unrelated experiences and have not particularly worked to the benefit of the sectors' performance and stability. Much of this is due to the history of the logic control systems and networks that were fairly isolated and much better protected. Attempts to reduce costs and secure many of the benefits of IP-based environments have unfortunately now also introduced some of the vulnerabilities indicative of IP-based systems into the logic environments. Senior leaders have not been used to these new ‘hybrid' information technology/operational technology (IT/OT) environments which though creating new opportunities also introduce new challenges. The unique nature of the critical infrastructure in which it is over 80%-owned by the private sector, often regulated by the federal government, and serves the interests and demands of the public, creates a non-trivial challenge at many different levels. More trust and cooperation between the three elements of society is surely a desired interest by the key stakeholders, but there are many concerns in terms of over-regulation, costs, and loss of intellectual property that have consistently sustained a level of discomfort between the three communities in terms of the priorities and self-serving interests of each other. The challenges of the low asymmetry entry and attribution within the cyber domain have raised the profile of many actors who would not even have previously registered in the ‘noise' on a trouble or problem scale. Now, the ability to determine those responsible, as well as, almost any actor having the ability to present a challenge to the environment have changed many of the dynamics in terms of how senior leaders must now operate and manage the appropriate systems and networks. Hence, for obvious reasons, senior leaders are much more cautious in their approach to decision making because of the potential consequences. This is especially true because cyber assets, though so valuable can be also so vulnerable. In this study, we will discuss a method that moves decision from a less arbitrary to a more data-centric, quantifiable approach that drives leadership to better and quicker decisions.
Abstract Intelligence

Basic studies in denotational mathematics and mathematical engineering have led to the theory of abstract intelligence (aI), which is a set of mathematical models of natural and computational intelligence in cognitive informatics (CI) and cognitive computing (CC). Abstract intelligence triggers the recent breakthroughs in cognitive systems such as cognitive computers, cognitive robots, cognitive neural networks, and cognitive learning. This paper reports a set of position statements presented in the plenary panel (Part II) of IEEE ICCI*CC'16 on Cognitive Informatics and Cognitive Computing at Stanford University. The summary is contributed by invited panelists who are part of the world's renowned scholars in the transdisciplinary field of CI and CC.
Middle Ages

The sources to mind evolution study were chosen. The methods of the depicting space in the painting of the European Middle Ages and painting of previous and synchronous cultures are considered. The trends in the development of medieval pictorial art are established and their connections with the general laws of evolution of the human mind are revealed. When analyzing markers of evolutionary changes, the most active channels were established, and the forecast following from the scenario of self-organization of complex systems was checked. The results of the analysis are presented in the form of a psychological portrait of one of the most outstanding women of the Middle Ages - Eleanor of Aquitaine. The behavior patterns of the Middle Ages main estates representatives were described.
Manipulating Network Data

We have seen that the term ‘network,’ broadly speaking, refers to a collection of elements and their inter-relations. The mathematical concept of a graph lends precision to this notion. We will introduce the basic elements of graphs—both undirected and directed—in Sect. 2.2 and discuss how to generate network graphs, both ‘by hand’ and from network data of various forms.
PENINGKATAN KEMAMPUAN MENGENAL LAMBANG HURUF MELALUI METODE PROYEK DAN MEDIA BUNGKUS AJAIB PADA KELAS B2 DI TK PERTIWI II BANTERAN KECAMATAN WANGON KABUPATEN BANYUMAS

This study aims to improve students' ability to recognize letter symbols by using by project method and magic wrapping media at B2 Class in TK Pertiwi II Banteran Kecamatan Wangon Kabupaten Banyumas with a total of 13 students that consist 13 male students and 2 female students.This study used classroom action research (CAR).In implementation this study has 2 cycles.Cycle 1 carried out for 5 days from September, 24 to 28, 2018 with emphasized on ability to recognize letter symbols by using project method and magic wrapping media in group.On cycle 2 conducted for 5 days from October 1 to 5, 2018 with emphasized on ability to recognize to recognize letter symbols by using project method and magic wrapping media individually.From achievement results show that there is a significant improvement on achievement indicators because it had reached 62% from total of group that obtained assessment scale of BSH and BSB.Whereas on Cycle 2 study result shows that there is a significant improvement of students' ability to recognize letter symbols that reached
A Blockchain Model for Less Container Load Operations in China

In recent years, with the growth of international trade and development of economies, the volume of container throughput at China's ports has grown rapidly. Yet, the business process for the Less Container Load (LCL) transport industry in most ports of China still remain complicated and inefficient. In this article, the authors see numerous opportunities for process improvement by integrating the information among the various actors using the blockchain concept. In this paper, the authors propose to build a LCL Export Platform (LEP) using the blockchain concept to optimize the LCL operations for international trading, by integrating and sharing information among forwarder agencies and their clients.
Introduction

Part Two focuses on Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases providing evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multiplatform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in Part Two illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts. We believe that XR may soon prove to be more valuable as a series of interconnected learning modes which move back and forth along a continuum, evolving from Milgrim’s three-dimensional taxonomic frame and extending to newer more global ways of blended human-technology-environmental interactivity (Milgram, Takemura, Utsumi, & Kishino, 1994). This emerging continuum and collaborative evolution suggests that a broader “multimediated reality is multiscale, multimodal, multisensory, multiveillant, and multidimensional” (Mann, Furness, Yuan, Iorio, & Wang, 2018, p. 13).
Mastering Agility

It is always better to modify the process if there is a need to do so. Rules are defined for a particular purpose. However, rules are not perfectly applied in every situation. It is necessary to break the rules if traditional conventions thwart your projects to succeed. The courage to adapt to changes is not explicitly defined in any agile practice but it is a facet of agile courage value. The requirement of agility is its adaptability and a learning process. Excess of anything is just wastage of recourses. If the task is certain to fall flat, one needs to realize that as quickly as possible. The project in which investment has not proved any value to the customer and is waste in the form of time, cost, and opportunity. Find out the approaches and its corresponding data that will enlighten regarding the project’s probability of failure. If you can anticipate in advance the time duration for which the project will take to complete, recognize the risk that may or may not occur and if you can fully eliminate all the surprises that may come during software development lifecycle, this means you do not require agility, any other methodology can work efficiently. But in case you do not know, agility is your answer.
Towards Privacy Awareness in Future Internet Technologies

With the increased use of the Internet to share confidential information with other users around the world, the demands to protect this information are also increasing. This is why, today, privacy has found its important place in users' lives. However, Internet users have different interpretations of the meaning of privacy. This fact makes it difficult to find the best way to address the privacy issue. In addition, most of the current standard protocols in use over the Internet do not support the level of privacy that most users expect. The purpose of this chapter is to discuss the best balance between users' expectation and the practical level of privacy to address user privacy needs and evaluate the most important protocols from privacy aspects.
Internet Voting with Panic Passwords Card

We propose an Internet voting scheme based on the panic passwords card, which is end-to-end verifiable. After registering once, voters can vote in any election. Voters use the mnemonic phrase to cooperate with the passwords card to vote. The voter's passwords card and the passwords sequence during voting are secured by multiple constraints. The identity of the voter is hidden throughout the voting process. Voting also has the ability to coerce-resist. When voters are coerced, they can use the panic passwords to vote, and it is impossible to directly see from the results of the voting whether it is a valid.
Constrained Nonlinear Optimization in Information Science

This chapter provides an overview of constrained optimization methods. Background, theory, and examples are provided. Coverage includes Lagrange multipliers for equality constrained optimization with a Cobb-Douglass example from information science. The authors also provide Karush-Kuhn-Tucker for inequality-constrained optimization and a production example for smart phones with inequalities. An overview and discussion of numerical methods and techniques is also provided. The authors also provide a brief list of technology available to assist in solving these constrained nonlinear optimization problems.
Implementation and Evaluation of Steganography Based Online Voting System

Though there are online voting systems available, the authors propose a new and secure steganography based E2E (end-to-end) verifiable online voting system, to tackle the problems in voting process. This research implements a novel approach to online voting by combining visual cryptography with image steganography to enhance system security without degrading system usability and performance. The voting system will also include password hashed-based scheme and threshold decryption scheme. The software is developed on web-based Java EE with the integration of MySQL database server and Glassfish as its application server. The authors assume that the election server used and the election authorities are trustworthy. A questionnaire survey of 30 representative participants was done to collect data to measure the user acceptance of the software developed through usability testing and user acceptance testing.
A Two-Stage Path Planning Engine for Robot Navigation System

This paper presents a two-stage path planning architecture, realized by using a general-purpose CPU as a global planner and a proposed path planning engine as a local planner, solving a path planning problem hierarchically. By the use of heterogeneity, the hardware-software cooperation architecture can take advantages of both hardware and software approach and achieve both generalization and hardware-acceleration. The proposed path planning engine is based on A* algorithm, several hardware-friendly optimization techniques are applied or proposed to reduce the time complexity of searching. The coefficient modification avoids the usage of square root hardware. Then, the priority list reordering fully utilizes the memory bandwidth. Finally, we optimized the critical path and achieved 333MHz operating frequency.The proposed system is established and verified in Xilinx PYNQ-Z2 platform using ARM A9 processor as global planner and FPGA as local planner. Moreover, the proposed path planning engine is implemented in TSMC 40nm CMOS process and integrated 296.1k logic gates in 0.28mm <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> chip area. It achieves 9.6µs/task latency and 0.16µJ/task energy consumption in 2D and 27.6µs/task latency and 0.48µJ/task energy consumption in 3D.
Unification Algorithms

The name unification and the first formal investigation of this notion is due to J.A.Robinson. The notions of unification and most general unifier were independently reinvented by Knuth and Bendix. Various researchers have studied the problem further. Among other results, it was shown that linear time algorithms for unification exist. In this paper, the already existing unification algorithm is modified and improved. Also, an interesting implementation of a new algorithm is presented.
Discovering bilingual collocations in parallel corpora

This chapter presents a method that exploits parallel corpora to automatically extract bilingual collocation equivalents. First, we use dependency parsing and statistical measures to identify collocation candidates in corpora. Then, we leverage the parallel corpora to extract bilingual word-embeddings. Finally, we use these distributional models as probabilistic dictionaries in order to identify bilingual collocation equivalents. To evaluate our strategy we carry out a set of experiments in Portuguese and Spanish focusing on verb-object collocations, for example, “reach the maturity” (“atingir a maturidade” in Portuguese, “alcanzar la madurez” in Spanish). The results of our experiments show that this method is useful to automatically identify thousands of bilingual collocation equivalents, achieving a precision of 86%.
Software Engineering Mathematics

The NATO Science Committee organized two famous conferences on software engineering in the late 1960s.
An Experience of Integrated E-Learning in the Teaching of the Italian Language for Immigrated People

The article discusses the planning and carrying out of a research project concerning the teaching of the Italian language for immigrated people. First of all, the dimensions of the phenomenon of immigration from non-EU countries in Italy and in Europe is reported (mostly from Northern and Central Africa and the East), and its evolution during last years is described, with a special attention to the change in the policy of reception and hospitality. Secondly, the theoretical framework for the virtual learning environment to be adopted to support the teaching of Italian language is highlighted. At last the planning of the teaching activity is analyzed and the features of the didactic process are discussed. The experience the author aims at carrying out can be considered a study case, but a comparison with more traditional experiences is made, and the implications for a good inclusion of the immigrants is analyzed.
Apply Uncertainty to Address the Problem Caused by Incomplete Information in Training Data

Machine learning and deep learning have been applied to various fields. In general, training a model requires a large amount of data to make the model more accurate and reliable. But in practice, training data is usually limited, which leads to the problem of incomplete information and may ultimately cause the model to give some wrong results when facing new data. In order to avoid the unreliable results of the model being adopted by people as much as possible, the trained model should not only output an absolute result, but also give the confidence of it. In this paper, Bayesian approach is applied to neural network with dropout to solve the regression problem with incomplete information in training data. The model trained with limited data can give the mean and variance of the output simultaneously, where variance indicates how confident the model is in its output. Finally, the experiments verify the effectiveness of this method and give useful experience for the structure and parameter selection of the model when setting up the model.