Reviewerly/exHarmony huggingface dataset:
Development of risk management models in projects cyber security using fuzzy logic

This article is devoted to the analysis of the conditions for the implementation of startup projects in the field of cybersecurity, which are currently implemented and funded by the state through the use of modern information technology. There are many different startup projects in this field, related to the rapid development of information technology and information security technology. However, the opportunities for public funding and attracted private funding for such projects are limited, which in some way hinders opportunities for further development. Thus, there is a task of selecting the best startup projects in the field of cybersecurity, which in turn requires the development of the necessary models and modeling methods. This paper investigates and analyzes information sources that show that the issue of evaluating the effectiveness of IT startups is not sufficiently addressed, especially for the use of products of such projects in cybersecurity. This imposes additional requirements and restrictions on the IT products of such projects and on the management processes of such projects. In addition, the future of cybersecurity startups is associated with many parameters that are highly conditional and predictable in the early stages of project review. Therefore, to accept the project for consideration, it is advisable to use fuzzy modeling methods. By using the fuzzy set method, it is possible to use fuzzy variables that reflect the uncertainty of some parameters of such projects. The proposed research methodology is based on the analysis of project efficiency and the use of fuzzy set methods. For this purpose, membership functions are constructed, which establish the degree of belonging of a fuzzy set. The trapezoid model is chosen as the function type and the parameters corresponding to the pessimistic, basic and optimistic scenarios are set. The novelty of the work is to determine the degree of risk of a startup project, which depends on the criterion of project effectiveness. The paper proves the dependence of the cybersecurity project risk indicator on the value of the project effectiveness criterion. The proposed approach has shown its feasibility and can be used to analyze startup projects by scientists, project managers, entrepreneurs and investors, cybersecurity professionals
UHRNet: a deep learning-based method for accurate 3D reconstruction from a single fringe-pattern

The quick and accurate retrieval of an object's height from a single fringe-pattern in Fringe Projection Profilometry has been a topic of ongoing research. While existing single-shot fringe-to-depth CNN methods can directly generate height map from one pattern, their accuracy lags behind traditional phase-shifting techniques. To improve accuracy, we propose a U-shaped High-resolution Network (UHRNet). The network utilizes U-Net's encoding-decoding structure as the backbone, employing Multi-Level Conv Blocks and High-resolution Fusion Blocks to extract features. Additionally, a compound loss function, combining Structural Similarity Index Measure Loss (SSIMLoss) and chunked L2 loss function, is devised to enhance the details of 3D reconstruction. Our method has been experimentally proven to be efficient with an average RMSE of 0.443 mm, which is 64.67% lower than hNet and 33.31% lower than ResUNet. These results indicate that the proposed approach significantly enhances the accuracy of 3D reconstruction from a single fringe-pattern.
On the categories of probabilistic approach groups: Actions

Starting with the category of probabilistic approach groups, we show that the category of approach groups can be embedded into the category of probabilistic approach groups as a bicoreflective subcategory; further, considering a category of probabilistic topological convergence groups, we show that the category of probabilistic topological convergence groups is isomorphic to the category of probabilistic approach groups under so-called triangle function ?: ?+ ? ?+ ?? ?+, where ?+ is the set of all distance distribution functions that plays a central role for probabilistic metric spaces. Moreover, if we allow this triangle function ? to be sup-continuous, then we can show that the category of probabilistic metric groups can be embedded into the category of probabilistic approach groups as a coreflective subcategory. Furthermore, we demonstrate that every T1 probabilistic topological convergence group satisfying so-called (PM) axiom is probabilistic metrizable. Finally, among others, introducing a category of probabilistic approach transformation groups, we show that the category of probabilistic topological convergence transformation groups is isomorphic to the category of probabilistic approach transformation groups; this solves an open problem that proposed in one of our earlier papers. Moreover, we prove that the category of probabilistic metric transformation groups is isomorphic to the category of probabilistic metric probabilistic convergence transformation groups.
Vector-valued nonuniform multiresolution analysis associated with linear canonical transform domain

A generalization of Mallat?s classical multiresolution analysis, based on the theory of spectral pairs, was considered in two articles by Gabardo and Nashed. In this setting, the associated translation set is no longer a discrete subgroup of R but a spectrum associated with a certain one-dimensional spectral pair and the associated dilation is an even positive integer related to the given spectral pair. In this paper, we continue the study based on this nonstandard setting and introduce vector-valued nonuniform multiresolution analysis associated with linear canonical transform (LCT-VNUMRA) where the associated subspace V?0 of the function space L2 (R,CM) has an orthonormal basis of the form {?(x ? ?)e? ??A B (t2??2)} ??? where ? = {0, r/N} + 2Z,N ? 1 is an integer and r is an odd integer such that r and N are relatively prime. We establish a necessary and sufficient condition for the existence of associated wavelets and derive an algorithm for the construction of vector-valued nonuniform multiresolution analysis starting from a vector refinement mask with appropriate conditions
Local graph cut in the Image Segmenter app for breast ultrasound images segmentation

Breast cancer is among the most common cancers diagnosed in women globally. To help the breast cancer diagnosis, an important step is to accurately segment the breast lesion. To support clinicians in this important step, we analyze the performance of a semi-automated segmentation method based on the Local Graph Cut technique in the Image Segmenter application. Local graph cuts algorithm has the ability to segment more complicated shape by converting the image into a graph representation. It employs seed points set by the user and a cost function. The user identifies certain pixels as foreground and background. The region properties are identified from these pixels and they allow to specify the probability of a pixel belonging to the background or foreground. The graph cut formulation assigns each pixel to a node in the graph and incorrectly segmented pixels are re-assigned until the desired segmentation is completed. To evaluate the segmentation results, the Dice similarity coefficient and Fréchet distance were calculated between the ground truth images and the segmented images. Results show a Dice score of 0.7754 for malignant lesions and 0.8842 for benign lesions. The average Fréchet distance values were 303.28 for malignant and 290.80 for benign lesions, respectively. The experimental results show that the method achieves the best performance and gets the higher Dice score and Fréchet distance for breast benign lesions against malignant lesions.
Unveiling the Power of Machine Learning Algorithms

The study compares neural networks, k-nearest neighbors, decision trees, and support vector machines in various scenarios, exploring both supervised and unsupervised learning approaches. Benchmark datasets from the banking, healthcare, and image recognition sectors are used to validate the study. Performance metrics, including accuracy, precision, recall, and F1 score, are employed for a comprehensive analysis. The study addresses the transparency of machine learning algorithms, investigating ways to simplify complicated decision-making processes. It also explores how algorithmic performance is affected by parametric modifications to find the best configurations for specific applications. The report offers significant perspectives for professionals, researchers, and policymakers in sectors other than academia, boosting their basic understanding of machine learning technology in revolutionary domains. All in all, this study simplifies machine learning techniques and offers useful insights into their effectiveness and suitability in many fields.
Representation of Russian aesthetic ideals in the context of transnational development of the education system

This article is devoted to the rationale for the need to take into account the aesthetic / emotional component and design in the development of digital educational products used in a transnational learning environment. An eff ective model for taking into account aesthetic principles / ideals in the development of the design of digital educational products for their implementation in the context of the transnational path of development of the Russian education system is proposed.
Integrating Interfaces into Furniture: New Paradigms for Ubiquitous Computing, Mixed Reality, and Telepresence within the Built Environment

As extended reality becomes more prevalent, one can begin to imagine a move away from devices that are carried on our bodies, such as smartphones, towards augmented content that is directly integrated into the built environment always already around us. This prototype validates new design paradigms in furniture design and ubiquitous computing that offer novel affordances for extended reality telepresence. The table interface features two screens, situated back-to-back, with two mounted cameras, facing in opposite directions. This creates the effect of looking through a window, upon which virtual content can be overlaid. This configuration allows local users sitting around the table to more easily interact with remote users, who appear on both sides of the Mixed Reality Passthrough Window, giving the sense that all users are sharing the same space. The effect is further enhanced by the relative proportions and orientation embodied in the form language of the table.
The effect of virtual reality (VR) training on mastery of the five elements of singing

Today, an increasing number of music educators are incorporating modern technologies, including virtual reality (VR), to train music students. This study aims to examine the effect of VR training on the mastery of the five elements of singing by utilizing a quasi-experimental method and survey questionnaires. Additionally, the study investigates students’ preferences between two teaching methods: traditional training with piano accompaniment and training with VR equipment. The experiment involved 35 first- and second-year university vocal music majors. The study utilized a survey tool and IBM SPSS Statistics to process the data, employing paired t -tests, frequency analysis, regression analysis and Pearson correlation coefficient to measure the effectiveness of the two training models. The results indicated that VR training had a positive impact on singers’ mastery of the five elements and associated singing techniques. Furthermore, music students expressed a preference for VR training over piano accompaniment. Consequently, this study addresses a research gap by employing VR in singing teaching and training and introduces a new teaching tool to academic music programmes.
Development of a Medical Image Segmentation Algorithm based on Fuzzy C-Means Clustering

Breast mass segmentation in mammography plays a very important role in computer-aided diagnosis (CAD) systems. In this article, we propose a mammography image segmentation method based on a combined approach. The fuzzy clustering method and thresholding segmentation. Subsequently, we use the wavelet transform and the Canny filter for edge detection.
On imitation and Style (Transfer). Discussions on the Revivalism Permeating AI Technologies

The surge in the proliferation of AI-generated images within the past three years has significantly disrupted the established norms of architectural production. Whether manifested in text-to-image, image-to-image, or text-to-video systems, the pervasive influence of generative AI has introduced novel considerations into ongoing discussions within global architectural communities. These discussions scrutinize the rightful application or potential misuse of generative AI in academic research and professional contexts, prompting a reevaluation of its legitimacy. [...]
"\"See the Place with Different Eyes\": Fostering Empathy by Communicating Spatial Experience"

Everything we do happens in the space around us. This is why understanding the human experience of space is a key research area in human-computer interaction. We explore how spaces can mediate an empathic response from their users. In our field study, participants used a mobile application to describe their experiences in different spaces. Subsequently, the experiences were shown to other participants to explore their empathic reactions in the same locations. We also conducted domain expert interviews to relate our findings to the practices of urban designers. Our results suggest that awareness of other people's spatial experiences can foster empathy and that this is useful to designers but with certain reservations. We propose design guidelines for future applications that build on spatial empathy and propose a set of future research directions.
Designing Media Architecture for Digital Placemaking on Campus: Motivation, Implementation and Preliminary Insights

Digital placemaking has emerged in the past decade as an approach for applying digital media and technologies for promoting vibrancy and citizen utilisation of public spaces, often involving active community participation. This paper introduces the Footbridge Gallery, a pioneer case study of a smart digital media environment for placemaking, fully design, implemented and rolled out at a university campus. Designed as a platform to engage the academic community in showcasing their teaching and research, the precinct has displayed works by students and staff, facilitated research in urban interaction design and media architecture, and supported grassroots community engagement. This paper presents the motivations, research questions, and design requirements for the project and its three interactive digital interfaces: an LED media facade, outdoor projections, and public speakers. It then explains their technical implementations, provide examples of how they served various events in the precinct, and discusses challenges, opportunities and next steps.
Circulation in Virtual Media Architecture: Exploring the Spatial Logic of a Continuous Circulation Space

In this Pictorial we describe a design experiment aimed at prototyping and exploring a virtual media architecture. We describe how we developed a prototype of a continuous circulation space that allows grounded movement, visual continuity and transitions between modes of the reality-virtuality continuum using an HMD (head-mounted display) and a technique called Stencil Rendering. Our prototype, situated in an architectural environment and supported by a narrative that provides a direction and context of use, enables us to explore the logic of circulation from direct experience. Throughout this Pictorial we identify and reflect on several principles of this logic and define the circulation space as a composite of actual and virtual that unfolds interactively as the visitor moves through it. Our approach shows a way to experiment with the notion of virtual media architecture and to speculate about its possible use.
The UnFrame AR Exhibition

UnFrame is an augmented reality exhibition on methods of timber framing in the Northeastern part of North America. The exhibition displays a full-scale HodinQhs(?:nih longhouse, a full-scale platform framed house, and several virtual reality trees that show methods of stretching logs. The fully accessible outdoor public exhibition invites users to explore and interact with each of these three distinct domestic timber construction methods through the AR application and printed displays. The UnFrame exhibition is intended to question current paradigms of mass timber industrialization, non-local tree harvest, and material utilization through this augmented experience with interactive details. The pubic AR exhibit enables visitors to have these conversations collectively.
From Media Facades to Facade Media: A Re-Conceptualization from a Perspective of Media and Communication Studies

I review the "Media façade" concept from a media and communication studies perspective, questioning whether it is still generally valid or whether certain objects would be better described as "Façade media" instead. The paper starts from the insight that current media façade definitions are problematic for three reasons: First, they demonstrate a simplistic understanding of both media and communication processes. Second, they are used equally for obviously different types of objects, some even without façades. Third, in addition to the media façade term, others describe the same phenomenon. Therefore, I suggest that the mediality and a specific capability of medialized building façades should be more prominent in the definition. However, I question the usefulness of another media façade definition and propose using the term "Façade media" instead. To develop this term, I first use a model of the medial communication process to elaborate which factors must be present for a façade to attain mediality at all and thus become a façade medium of communication in public space. Furthermore, I show how façade media can acquire a specific independence and autonomy from other media.
Engaging Cities: From Urban Space to Media Interface

Technology in this millennium has evolved to become a conduit for communication, creative expression and knowledge transmission. Central to this is the designer's agentic role in mediating the percolation of the digital into the built environment to produce new and transformative experiences incorporating mixed reality. Through discussing two speculative projects, this paper poses the question of what instigative role media might play in efforts to boost spatial ambience and social agency. The first reimagines an AR media architecture experience: by expanding the scope of screen media to include touch media and mobile media, handheld devices fulfil a fresh function, to re-center the urban experience alongside encouraging multidimensional user interaction. Meanwhile, a virtually mediated tour conceived to explore interactions between media and architecture, user agency and behavior, redefines an appreciation for the mimetic. While VR is unable to replicate the randomness and complexity of real-world experience, the sensorial richness of the lived environment and in-person interactions, insights can still be gleaned by how people navigate in cities, even in a simulated environment. These examples reconfirm how our relationship with urban space has been irrevocably altered by digital affordance, through interpretation, interactions and interventions. They open up a dialogue on other alternatives to traditional notions and practices of media architecture. Given the proliferation of digital and online tools and platforms, it stands to reason that now is the opportune time to enskill and empower designers to seize control of the technological ensemble, and exploit what the digital affords, to interpret new and meaningful uses.
Media Architecture for Neighborhood Resilience

This pictorial introduces a three-level framework articulating the role media architecture could play in strengthening neighborhood resilience. The framework operates at the levels of concepts, strategies and examples, containing i) five aspects of resilience that media architecture can contribute to in the face of ecological and social shocks and stressors, ii) 17 design strategies for promoting these aspects, and iii) 10 design examples that demonstrate the design strategies. The framework, which is made available through a web-based tool, aims to contribute to the development of intermediate-level design knowledge, linking design strategies to both higher-level concepts as well as concrete examples. In the discussion we further explore how our interpretations of social and ecological resilience in the framework and tool also resonate with emerging more-than-human theories in HCI, IxD and MA.
Use of Information Technology in Counting (Situng) and Recapitulating (Recapitalized) Votes for the 2024 Election

General elections are a concrete manifestation of the implementation of democracy in Indonesia which provides a role for every citizen to be able to directly participate in selecting public officials. Democracy and democratic elections are â€œqonditio sine qua nonâ€, the one can not exist without the others. In the sense that elections are interpreted as a procedure to achieve democracy or a procedure to transfer peopleâ€™s sovereignty to certain candidates to occupy political positions in a country. Based on Law Number 7 of 2017 concerning General Elections (Election Law), information on election results can be obtained after going through several stages and requiring a long waiting time. This is because the vote counting and recapitulation system still adopts conventional methods. In principle, the process for the counting and recapitulation system can be flowed as follows: After the voting is complete, then the vote count is carried out at the TPS level and followed by filling out the vote counting certificate manually with a large number of copies. After that it was sent to the District level for manual recapitulation and filling out the recapitulation certificate with a large number of copies. The recapitulation process, like in the Kecamatan, takes place and is tiered at the District/City level, Provincial level and National level. With a process like this, in addition to the potential for errors caused by human error and it also takes quite a long time which then has the potential for fraud to occur so that it requires the use of adequate information technology in the process.
The analysis of Task Based Learning in improving the pronunciation of the English language learner

Pronunciation is one of the key aspects in which area the students must improve in the university. One person can communicate to the other in a language when they can understand each other and if they can understand each other it means that they have a very good pronunciation especially for English it is not very easy to pronounce some words for some speaker especially for the Indonesian speaker it is not very easy to pronounce all of the English words because the Indonesian language is very different with the English language. That is why pronunciation is one of the lesson that must be taught in the class because not all of the Indonesian people can pronounce the English words correctly they need more practice do you pronounce the words because the Exxon of the Indonesian people are very strong and they need a lot of practice at home or in the classroom with the teachers to practice work to improve their pronunciation. This is very important especially if they want to communicate with the native speaker especially for the English native speaker and they will not understand what the people say unless we pronounce the word correctly. And to pronounce the word correctly needs a lot of practices not just in the classroom but also practices at home.&#x0D;