Reviewerly/exHarmony huggingface dataset:
Efficacy Analysis of Mobile Language Learning Apps

The advancements in communication technology enable learners to use mobile technology anytime and anywhere to access up-to-date educational resources tailored to their individual needs. Thus, mobile learning offers the potential for personalised, informal and ubiquitous learning processes, which is particularly important for language learning. Mobile-Assisted Language Learning leveraged by accessible mobile apps is an ideal setup for time and location independent language learning at an individual learning speed.
Computer Data Based on Domino Application System Design and Implementation of Interface Analysis Experiment

In the construction of enterprise informatization based on Domino application systems, solving the problem of data sharing among various systems has become the key to achieving a unified platform for such enterprises. This article uses XML files as an intermediate carrier for structured data, implementing a domino based application system and data interaction between various systems. For unstructured data, it is transmitted to other systems in the form of attachments and identified in the XML file. The delivery method adopts FTP service delivery to meet the loosely coupled architecture, reducing overall complexity and dependencies, making the application environment more agile, adapting to changes faster, and reducing risks.
Specifics of presenting the problems of interdisciplinary researchs in the LBC schedules for children’s and school libraries

The article is devoted to the content of the newly developed department in the sixth edition of the LBC schedules for the systematization of literature and the formation of collections and catalogs of children’s and school libraries designed to serve adults and children, prepared on the basis of the second edition of the Abbreviated Schedules.
The Research and bibliographic archives of the Russian Book Chamber as a base of information source for publications about the history of domestic book business and culture

The comprehensive description of the funds of the Research and bibliographic archives is given and their role in reflection of the history of the Russian Book Chamber (RBC) is shown. The publications of archival documents and materials about the history of bibliography and bibliology are described and fully characterized including those collected in the book series of the RBC «Moscow bookmen and book business: by archives of the Book Chamber». Special attention is given to the documents put into scientific use for the first time.
BBC Documentary “Green Planet” from the Perspective of Reception Aesthetics

Nowadays, the creation of documentaries is too homogenized, and its difficulty is far greater than that of feature films, and most of the directors of nature documentaries are seldom involved.In this paper, we will start from the nature documentary "Green Planet", and dig deeper into its director's narrative strategy from the perspective of acceptance aesthetics: from the audience's expectation vision; interactive creation with "implied audience"; and intentional setup of textual blanks to summon the potential audience in depth.In this way, it points out the creation method of nature documentaries for today's documentary directors.
Application of Intelligent Adaptive Neuro Fuzzy Method for Reusability of Component Based Software System

Component Based Software System (CBSS) provides an easy and efficient way to develop new software application with the help of existing software components of similar functionalities. It increases the reusability of software components and reduce the development time, cost and effort of software developers. To select the appropriate component, it become essential to assess the reusability of software components so that suitable component can be selected to reuse in another application. For assessing the reusability of CBSS, several factors are required to be considered. In this paper, four reusability sub-factors Interface Complexity (IC), Understandability (Un), Customizability (Co) and Reliability (Re) are used as input variables and reusability is assessed using Fuzzy Inference System (FIS) and Adaptive Neuro Fuzzy Inference System (ANFIS) approach because these two approaches are commonly used approach for assessing the quality factors. For experimental work, one case study has been done where rules are generated to assess reusability using four different reusability factors by taking feedback from researchers and academicians using online survey. Reusability was assessed for ten different values of input variables. Experiment shows that results obtained from ANFIS method were closer to the original values. Root Mean Square Error (RMSE) of FIS results was 6.05% which was further reduced by the application of ANFIS approach and finally 2.20% of RMSE was achieved. This research work will be helpful for software developers and researchers to assess the reusability of software components and they will be able to take corrective decision for choosing the appropriate component to be reused in new software applications, which will reduce their effort, time and cost of development
NEWSPAPER SUBCORPUS (SUBCORPUS OF THE MODERN EUROPEAN MEDIA) IN THE STRUCTURE OF THE MULTILINGUAL CORPUS

The research of the European Media comprises plenty of precious documents compiled into our educational corpora. This study represents how the corpus has been compiled. Also, we find it necessary to show the tools for this compilation which were described and analyzed. The first step of our compilation was collecting raw data in the library. The second step was selecting the format of the selection to compile by the chosen tool (the Sketch Engine). Then we made the following selection of files containing European Media content allowing it to go into the EU collection. The selected files were from the library of the popular media of Europe. It has been selected to have comprised highly cited articles from British sources: the BBC, the Sun, the Daily Mail, the Guardian, the Times, and the Economist. All the mentioned newspapers are known for their investigative journalism and critical analysis of current affairs. Our selected tools for our media subcorpus were the web-based tool for creating corpora Sketch Engine. Also, we used the offline corpus manager AntConc, the open-source software program for corpora analysis.
Opinion Mining-Based Fake Review Detection Using Deep Learning Technique

Recently, the field of text mining gained more attention due to its enormous opportunities and challenging problems in the exponential growth of unstructured textual data. People frequently express their thoughts in complicated ways, making automated labelling of textual data challenging. The usage of mislabelled data sets reduced the efficiency of automated labelling tasks. In this paper, we proposed an opinion mining-based fake review detection using deep learning technique to express word semantic sentiment. SentiWordNet and WordNet lemmas are used to retrieve word synsets and sentiment scores. The Amazon shoes review data set is used for implementation. The proposed model achieved 92% accuracy for the Amazon shoes review data set.
Squid Game Implementation Using Advanced Open Computer Vision and Music Synchronization

According to a recent info trends study, in 2021, mobile and camera device users will have taken more than 1.5 trillion images, a sharp increase from the data from 2016. These image data will be used in a variety of real-time applications, including visual video surveillance, object identification, object detection, and classification. Advanced computer vision algorithms that were an upgrade over traditional computer vision techniques were created to manage these enormous volumes of data automatically. One of the most crucial tasks is object detection, which can greatly enhance the functionality of a variety of computer vision-based applications, including object tracking, license plate detection, mask and social distance detection, etc. To create a comprehensive.
Validating Video Games as Complex Artifacts

The narrative sense-making of video games relies on different sources of information. Among them is the multimodal system through which games are made sensorially perceivable, the sensorimotor experiences they afford and require, and the mnemonic recollection through which they are made understandable. These sources show strong feedback loops and give rise to an overall meaning that is more than the sum of its parts. As such, narrative-driven video games can be considered complex in themselves. In order to test this theoretical model, a custom-made video game has been developed. By employing simple mechanics and simple graphics, the game will be the basis for conducting a think-aloud session. The session will give insights into the actual cognitive mechanisms of players, to investigate how their sense-making works.
The 8th Continent

Plastic pollution is one of the most severe environmental issues we are facing. Plastics are everywhere, from the human body to the most isolated locations on Earth. We present the 8th Continent, a gamified immersive art experience that provides a space for community dialogue. The game brings participatory expression into the digital realm to alert the public to the current extent of plastic pollution. The work enables the participants’ engagement as content creators to form an inclusive digital space for knowledge sharing and community expression. The paper focuses on the design methodology and development of the work for a large extended reality display.
ViSDM 1.0: Vision Sovereignty Data Marketplace a Decentralized Platform for Crowdsourcing Data Collection and Trading

The demand for large-scale diverse datasets is rapidly increasing due to the advancements in AI services impacting day-to-day life. However, gathering such massive datasets still remains a critical challenge in the AI service engineering pipeline, especially in the computer vision domain where labeled data is scarce. Rather than isolated data collection, crowdsourcing techniques have shown promising potential to achieve the data collection task in a time and cost-efficient manner. In the existing crowdsourcing marketplaces, the crowd works to fulfill consumer-defined requirements where in the end consumer gains the data ownership and the crowd is compensated with task-based payment. On the contrary, this work proposes a blockchain-based decentralized marketplace named Vision Sovereignty Data Marketplace (ViSDM), in which the crowd works to fulfill global requirements & holds data ownership, the consumers pay a certain data price to perform a computing task (model training/testing), the data price is distributed among the crowd in a one-to-many manner through smart contracts, thus allowing the crowd to gain profit from each consumer transaction occurring on their data. The marketplace is implemented as multiple smart contracts and is evaluated based on blockchain-transaction gas fees for the stakeholder interaction & by running scenarios-based simulations. Furthermore, discussions address the challenges included in maintaining data quality and the future milestones towards deployment.
Unveiling social aggregation in the Decentraland metaverse platform

The advent of metaverse platforms has caused a revolution in the way people interact and engage with digital content creation and consumption. These platforms employ advanced technologies like blockchain and augmented reality to provide users with a fully decentralized environment. Among the metaverse platforms, Decentraland stands out as a popular blockchain-based virtual reality platform that enables users to monetize their content creation. However, a major criticism of these platforms is the low number of active users. Existing methodologies for measuring user traffic and engagement in these metaverse platforms are often unclear and inconsistent, and recent analyses do not provide a correct evaluation of the active users. In this paper, we propose a methodology for evaluating user traffic on decentralized metaverse platforms. Our approach employs a traffic monitor that links traffic with transactions to analyze user behavior. Decentraland has been used as a case study due to its decentralized nature and transparent provision of information about user traffic. The study includes an analysis of user behavior using graph analysis, as well as an examination of user traffic and transactions. We use user traffic to measure community engagement and economic activity, and we assess value exchange through parcel transaction prices. Our analysis indicates a lower average node degree in the interaction graph compared to traditional social media, no correlation between user traffic and parcel transaction prices, the exhibition of patterns of close proximity between the dates of traffic and transactions, and the presence of four distinct user clusters based on travel patterns, with the finding that a small proportion of highly engaged users contribute significantly to the total distance travelled. This study is the first to focus on user traffic and transaction activity within a metaverse platform, and the proposed methodology can be adapted for use on comparable metaverse platforms as well.
Collaborative Scenario Builder: A VR Co-Design Tool for Medical First Responders

The rising occurrence of natural and human-made disasters emphasises the urgent need for effective training of medical first responders (MFRs). Virtual Reality (VR) has recently been used to enhance traditional MFR training. However, to ensure that VR training improves disaster preparedness, it is not only crucial for MFR stakeholders to actively participate in the design process. It may also be beneficial to place the co-design process in VR so that novice co-designers establish a profound, hands-on understanding of VR as a training tool. Thus, we introduce the Collaborative Scenario Builder (CSB), a prototype for MFRs without technical and designerly expertise with which to co-design scenarios for virtual simulation training in VR. An evaluation with 33 MFR participants indicates that CSB is usable and provides participants with an embodied understanding of VR, leading to new perspectives in their collaborative design considerations. Thus, CSB contributes to a co-design workflow with MFR co-designers that ensures that created VR training tools are needed and beneficial for MFRs so that they can provide better aid to people in the face of disasters.
A Platform for the Aggregation of Blockchain-based Services for Municipalities and Smart-cities, Enabling Automatic Conversion based on Saved CO2 Units

In a world where sustainable and collaborative behavior is increasingly important due to climate change, environmental concerns, and social engagement, individual willpower may not be enough to sustain positive behavior for long-term sustainability. To encourage collaborative behavior, many blockchain-based applications are emerging that provide an incentive in the form of fungible tokens, non-fungible tokens (NFTs), or reputation points. Existing services address specific solutions such as waste disposal, peer-to-peer energy management, and sustainable mobility. However, the tokens issued by these services generally can be used only by the services themselves and are not interchangeable with other tokens. This paper proposes a platform that aggregates different blockchain-based services, and that exploits a conversion mechanism enabling the user to convert a given service token with other service tokens. The conversion is not based on a monetary value, rather, it relies on the amount of saved CO2 a service token represents. The platform provides a token (the “sCO2” token) anchored to a fixed amount of saved CO2, that may be converted for token of other services or used to get a discount on various municipal services such as waste tax, parking, public transport, etc. The proposed system aims to increase the engagement and awareness among citizens and end-users, provide an accountable and transparent way to track people’s sustainable behavior, and issue certificates to organizations based on how much CO2 their services have helped save.
A Virtual Reality Application to Make Mathematical Functions Accessible

This paper focusses on creating accessible alternatives for the graphical representation of mathematical functions, with particular attention to students with visual impairments and children with Attention Deficit/Hyperactivity Disorder (ADHD). We design a virtual reality (VR) application which can stimulate different senses by immersing students in a virtual reality environment where they can explore the graphical representation of a function and hear how it is played. The purpose of the application is to improve immersion and inclusion in mathematics. The results of the tests show that this type of tool is useful both for learning through play and for students with different learning needs. The use of audio is an effective way to make graphs accessible, but the problem is that there are no universal design principles that apply to various graphs that encode different data types. Additionally, users with ADHD could appreciate the flexibility, speed, cost effectiveness and greater measure of independence provided by the system; however, more research is needed to justify this statement.
A new Token Management System for Local Communities

This paper introduces Locale, a novel system that enables cost-effective fidelization processes in local communities while offering enhanced security guarantees compared to traditional methods. By leveraging the unique properties of blockchain technology, Locale provides a solution that is tailored to the specific needs and dynamics of local communities. Locale has a new time-stamping mechanism based on the pay-to-contract method which embeds the commitments inside the public key instead of a separate field in the transaction. This ensures both authenticity and local privacy since the commitment is not visible by external blockchain observers. Nonetheless, this mechanism offers the same security guarantees of traditional timestamping mechanisms. This innovation has independent relevance beyond the context of Locale and opens up new avenues for research and development in the field. By bridging the gap between blockchain technology and local community development, this research contributes to the advancement of practical and efficient solutions for the common good.
Italian-Chinese Neural Machine Translation: results and lessons learnt

Today, access to the Internet provides access to various forms of knowledge like free online lecture series offered by prestigious universities, massive open online courses, films and books, and Wikipedia. In addition, it is possible to join online communities on any topic of interest, get to know people with common interests, exchange thoughts and participate in debates. To enable access to these unprecedented knowledge bases, it is crucial to be able to translate texts into any language known by users. For this reason, Machine Translation has been a very active research field for the last thirty years.
Why We Should Supplement Ethics with Citizenship

Over the past three decades it has become increasingly common to include social and professional issue topics within undergraduate computing programs. A decade ago, a consensus had emerged around best practices in teaching these topics: namely by covering a professional code of conduct along with a handful of ethical theories and then applying them to computing or workplace dilemmas and choices. Yet despite the successful wide-scale inclusion of ethics instruction within most computing programs, the perception persists that the societal harms of computing remain undiminished. This paper argues that ethics was never the answer to this problem. Addressing the social consequences of computing requires recognizing that computing is deeply enmeshed in political issues, and that the route to addressing this in our curricula is to integrate political topics within them. We can learn effective ways for doing so by making use of pedagogical approaches already pioneered within digital literacy and citizenship education which prioritize questions around justice, equity, and participation. These approaches also focus on engendering critical perspectives towards the students’ digital and non-digital ecosystems as well as encouraging democratic activism and civic engagement with their communities. These citizenship approaches can help our computing curricula better achieve the goals that initially motivated the inclusion of ethics: to help our students play a part in constructing a better world.
Understanding NFT Price Moves through Tweets Keywords Analysis

The Non-Fungible Token (NFT) market is developing in tandem with the growth of the cryptocurrency market and the advancement of blockchain technologies. This has fostered a swiftly prospering NFT market, which subsequently entered a period of decline. Nevertheless, the overall rise procedure of the NFT market has not been well understood. We consider that evolving social media communities, accompanying market growth, offer valuable insights into market behaviours. Our research primarily focused on the NFT Twitter communities, conducting two experiments to gauge their impact on NFT price movements. Using a Granger causality test on tweet counts and NFT prices, we found that for most of the top 19 original projects, tweet volume positively influenced the price, or vice versa. This trend was seldom observed for copycat projects. To assess price movement predictability, we experimented with forecasting the Markov-normalized NFT price, indicative of price shift direction and magnitude, using tweet-extracted features. Social media words, as predictors, achieved testing accuracy above the baseline for all 19 top projects. Furthermore, both market-related and NFT event-related words notably contributed to price movement predictions. We summarized the characteristics of categorization and sentiment for the words with the most and least feature importance.
Exploring the Reflective Space of AI Narratives Through Speculative Design in Japan and Germany

This research aims at exploring how culture-specific narratives influence the imagination of future AI technology. Design professionals play a crucial role in this research context as they not only take part in the development of technology applications but are also involved in shaping public narratives about socio-technical relations as agents of public imagination. We examined how designers envision future societies and how future narratives as a result of design processes are reflected upon by an external audience. In Study 1, we rolled out three speculative design workshops in Japan and Germany with young design professionals. The analysis of the resulting design representations (artifacts) reveals that the relationship between human autonomy and AI-driven automation represents a central theme in the imagination of futures. Visions created in Japan draw from (pop-)culture-specific narratives, but also from governmental agendas. In projects from Germany, corporations lead the deployment of AI systems that alter society and social interactions. In a follow-up Study 2, we analyze the perceptions of created artifacts through a survey with 174 students from computer science. We identify loss of privacy, ethical concerns, governmental control, surveillance, and loss of free speech as main themes of reflection, which is in line with themes raised by designers. Students focus on societal impacts of use and aims of depicted applications rather than on AI as technical facet. Visualizations created in Study 1 appear to have a strong influence on the audience’s impression of the depicted technological applications in Study 2. Although cultural differences regarding style of visualization seem to play a decisive role for creation in Study 1, they do not seem to have a major effect on participants’ reflections in Study 2. Overall, findings from both studies contribute to advancing the understanding of design speculations in creation and perception.