Reviewerly/exHarmony huggingface dataset:
Are We Repairing Soils and Each Other Here? Exploring Design Cosmotechnics in the Waste Age

Design research increasingly turns to non-Western perspectives on repair to counteract the Waste Age and our climate crisis. We draw on the cosmotechnic vision by Yuk Hui (許煜) to explore agriculturists in Hong Kong who repair soil ecologies by recovering resources. They share many cosmotechnic commitments that subordinate human bodies, tools, and arrangements to balance their relations between Earth and the cosmos. Our goal was to identify devices, practices, and characteristics that enact (in imperfect form) repair-led design from the place-based interworkings of technologies and environmental conditions. We encountered practitioners experimenting with organic waste, integration, climate farming, and community building. Turning these concerns into a socio-material-cosmological proposition of repair, we ask: What if we cultivated landscapes and each other? This research aims to advance design that no longer requires constant repair.
Automatic Generation of Training Data for AI Object Detection in Terms of Technical Drawings in Engineering

This paper deals with the development of a program code which is able to produce a huge synthetic data training set automatically and quickly. Since technical drawings vary a lot depending on the application, it is difficult to gather a large amount of high quality data for AI-based image classification. To overcome this problem, firstly, engineering standard design proceedings and rules including calculations are collected, and the important objects to classify are defined. This information is then implemented into an algorithm that generates the training data. Finally, a parameter analysis is performed evaluating both the influences of the input into the program to generate training data, and the input of the training data on the object detection quality. The approach will be standardized so that it is scalable for other applications. In addition, an outlook on how this methodology could be integrated into teaching practice is given for a particular example. The easy and fast production of large training data sets for object detection puts forward the use of AI especially in engineering education. This concept is an ex-ample for teachers and researchers to reproduce for their own purpose. In this manner, they are capable of using AI for new challenges. Moreover, the paper investigates the impact of the parameters of the training data program and the significance on the object detection of YOLOv4. The influence of the resizing of the image resolution on the object detection quality is analyzed. Some limitations imposed will be discussed as well.
Cybersecurity Education for SMEs

The digital transformation has introduced several new business opportunities for companies, but also new risks. Cybersecurity is a great concern for companies today, especially for Small and Medium sized Enterprises (SMEs), which are more vulnerable. SMEs typically lack an internal IT department and their staff and management are not used to deal with cyber risks. Therefore, it is essential to help the SMEs’ management understand the need to introduce adequate IT security policies and provide proper training for their staff. The InCyT (Interdisciplinary Cyber Training) Erasmus + project aims to train the staff of companies that do not have specific IT skills in their staff to deal with problems related to cybersecurity. The training program identifies and responds to the training needs of both managers and staff, developing two different training courses. This paper describes the project approach and the early outcomes.
From Roadside Detritus to Communities Painting Pet Portraits: Some Things I Have Learnt About Repair

This chapter discusses and reflects on two vastly different projects that are tied together with a common thread of repair. The first project perhaps sits more at the critical end of the designdesign spectrum and continues an ongoing inquiry into repairing objectsobjects set in the context of hard rubbishhard rubbish. The other project has a primary focus on the repairrepair of human relationships through initiating Communities of PracticeCommunities of Practice that deploy arts-based methods combined with a universal, emotionally binding theme of human-animal companionship. These projects are fundamentally linked by a questioning of design’s role at a time when we are choking with stuffstuff and wastewaste, and furtherwaste driven by an exploration of expanding an individual’s studio-based craftcraft and designstudio-based craft and design practice that goes beyond general disciplinary fixations. Reflecting on the ‘whys’ of practice aims to facilitate a discussion around how centralising concepts of repair (objects, systems, communities) within a creativecreative practicecreative practice is fundamental, and a transferable theme that anchors to the here-and-now. In doing so, it shifts from old and outdated models that are a by-product of last century to a redirection of thinking and outcomes that confront a world that is rapidly undergoing transformation.
Gamified Augmented Reality Educational Applications

As technology evolves and it is utilized by a large scale of young people, it is worthwhile to include it into educational settings. The general population has lately started to make use of a technology called augmented reality (also known as AR), which appears to be a technology of the future. Therefore, it would be beneficial to research its effectiveness in education. Some studies about examining augmented reality applications in education have already been conducted and appear to be effective. Nevertheless, additional research is required in this field. As little is known about the combination of augmented reality and gamification in education, it would be also useful to investigate its educational applications by adding game elements. The aim of this doctoral dissertation, which is described in this paper, is to study the possible benefits that augmented reality may have in the field of education by including gaming features. Through it, it is also aimed to enhance the claims of current literature and investigate methods and issues for which little or no research exists.
Relational Repair: Co-designing an Approach to Place-Based Circularity with an Ethic of Care

In this paper, we reflect on a collaborative design research process involving 46 diverse participants, including citizen, community, council and commercial representatives to co-design an alternative approach to ‘The Circular Economy’ in the settler-colonial Australian context. Through two workshops that drew on Transition Design and Frame Creation methodologies, participants explored how circular economies could be citizen-led and envisioned a reframing of circularity as ‘Caring for Country’—a reframing that may also allow ‘The Circular Economy’ to play a part in ongoing efforts at decolonisation. Input from participants was synthesised to design a co-creative approach and a series of community hub prototypes that support citizens and communities in becoming stewards of their bioregions, caretakers of each other and custodians of their material objects. Our co-design process demonstrated the importance of involving the everyday lives and social practices of people in the emergence of pluriversal circular economies, and how a First Nations-led reframing of circularity around Caring for Country creates the potential for a profound contribution to ‘Relational Repair’.
Towards Research Gaps in Collaborative Virtual Reality Environments for Education: A Literature Review

Immersive virtual reality (VR) technology is used primarily in the field of education due to its numerous advantages. It is an ideal tool to enhance the presentation and sharing of knowledge and information in an alternative digital environment for teaching and learning purposes. In recent years, most VR software developers have offered features which enable remote collaboration in virtual reality, opening up new possibilities for education that need to be further explored. The goal of this paper is to examine the facets of collaborative virtual reality environments (CVEs) in the context of education and identify the current research gaps. This is done through a literature review focused on collaborative environments for teaching and learning that use immersive virtual reality technology. The detailed discussion of the research gaps and trends identified therein is intended to help researchers become familiar with the current state of the art and the current limitations of CVEs in educational contexts.
Acceptance of Blockchain in Education

Cryptocurrencies have recently gained popularity because of the exceptionally secure transactions. Blockchain, the technology behind cryptocurrencies, offers security, decentralization, transparency, and immutability to its users. The current paper is about the acceptance of blockchain in education in universities and lifelong learning organizations. A brief introduction is made of the terms that are used to describe a proposed blockchain system, such as micro-credential, skills, ECTS, tokens and educational passport. Moreover, based on these terms the creation of questionnaires to ascertain the target groups’ expectations of a system that will verify a learner’s knowledge and abilities after completing training activities in a competent and verifiable manner is described. Finally, the results of these questionnaires from more 900 students and 80 professors are presented, showcasing that that a blockchain system in education, where students would be able to save their personal data and organisations could validate and access them, would be extremely helpful to everyone involved.
Decision Support System in Determining the Job Waiting Period for Graduates of Unimed Using the Mamdani Method of Fuzzy Logic

During the job search period as an educated unemployed person, it takes time to be accepted into the world of work. The time required to look for a job is a matter of uncertainty. So, we need a system that can be used as a reference in determining the job waiting period for graduates. The graduate job waiting period is when someone has not found a job after graduation. Several factors influence this. In this research, the factors used as job waiting period variables are GPA, length of study and achievement. Every graduate certainly has a different job waiting period. This research aims to determine the job waiting period for Graduates of Unimed by designing a decision support system using the Fuzzy Mamdani method. This research uses quantitative methods. Data was obtained by distributing questionnaires to Graduates of Unimed. It is hoped that the decision support system for determining the job waiting period can encourage students, especially Universitas Negeri Medan students, to improve their quality before entering the job. With the help of Matlab software, a decision support system using the Mamdani method can be used to determine the waiting period, where the result is that the job waiting period for Graduates of Unimed is fast in the 0-3 month category.
A modified MixColumn-InversMixColumn in AES algorithm suitable for hardware implementation using FPGA device

This article described the Advanced Encryption Standard (AES) encryption and decryption process without using lookup tables in the MixColumns transformation and parallelizing the transformation process implemented in the Field Programmable Gate Array (FPGA) hardware. Parallelism of the hardware process conducted to the transformation of key schedule, addroundkey, subbyte and shiftrows (subshift) and mixcolumns in the first 5 rounds of the encryption process. The decryption process was parallelized in subshift transformations, both transformations were implemented at the same time. This research produced a modified AES encryption and decryption method and algorithm with the aim of minimizing the resources required for hardware implementation. The method in this article was applied to Xilinx ISE 14.7 software. The experimental results showed that the encryption process required 2,357 slice LUT's, 845 occupied slices and 26 IOB's, while the decryption process required 2,896 LUT's, 1,323 occupied slices and 26 IOB's resources. The encryption and decryption processes each took an average of 2.891 nanoseconds and 3.467 nanoseconds for every 128 bits of data. This approach leads us to obtain a component with minimum resources and enough computational speed.
Opacity, Machine Learning and Explainable AI

Artificial Intelligence is being applied in a multitude of scenarios that are sensitive to the human user, i.e., medical diagnosis, granting loans, human resources management, among many others. Behind most of these Artificial Intelligence tools is a pattern recognition model generated by Machine Learning. To do this, it is necessary to start from a dataset that characterizes the problem under study, and “train” this model to represent the former information through different mathematical approximations. Thus, when sensitive applications and mathematical models are placed in the same equation, mistrust arises about the correct functioning of Artificial Intelligence systems. This is the main reason behind which the model makes one decision and not another. The answer lies in the interpretability or transparency of the model itself, i.e., that its components are directly understandable by the human user. When this is not possible, a posteriori explainability mechanisms are used to facilitate knowledge of which variables or characteristics the model has considered. Throughout this chapter, we will introduce the current trends to achieve trustworthy Artificial Intelligence. We will expose the components that allow a model to be transparent, as well as the existing techniques to explain more complex models such as those based on Deep Learning. Finally, we will expose some prospects that can be considered to keep improving the explanations and to allow a wider use of Machine Learning solutions in all fields of application.
Exploring the Possibilities of Eye-Trackers in Education

This chapter seeks to study the “where” of visual attention in learning environments and explores the use of eye-tracking as a possible method to study learning and engagement in the form of an exploratory case study in the context of a programming workshop. Advances in the field of eye-tracking has led the way towards less invasive measures of obtaining eye-tracking data, affording novel opportunities to bring eye-movement research from the laboratories into the “real world”. This study used an eye-tracker headset developed by Pupil Labs to capture the gaze patterns of a participant in a Scratch programming workshop in terms of fixation points. The data were then reviewed using the Pupil Player software and subsequently coded. Based on the data obtained, it was found that different segments of the workshop led to differing fixation points. These preliminary findings provide valuable insights into the use of physiological measures for learning. For instance, educators can use such information to determine whether they are sufficiently engaged in their material and to have a deeper understanding on students’ path of attention in their lessons. Despite it being an exploratory study, the insights gained can pave the way for numerous possibilities to obtain more nuanced and valuable data on student learning, attention and engagement, furthering the importance of the field of Science of Learning in Education.
A Multi-Level Collaborative and Cooperative Writing Class in Inducing Character Building (A Model of An Integration Between Teaching Writing and Character Education)

Character education should not plainly implicate socially-authorize pattern for such character as honesty and perseverance, but also and perhaps more importantly it should provide the ways in which the students believe of their own conception selves, and their essential qualities that will back the actualization of those selves. This conceit may require a more personalized or less formulaic appropriate to inscribe instruction, but the compensation of such transformations of instructive goals and methods might well be the revitalization of democratic society in Indonesia. Taking that into account, a multi-level collaborative and cooperative writing class, in a more specific context and scope, classroom practices, provides one of breakthroughs toward this direction. This model of writing class is either implicitly or explicitly integrated with character education. The paper is a report of a research and development. Theories and concepts supporting the study will initiate the paper. The next part of the paper will explore the so called
تطبيق النظرية السلوكية في تعليم مهارة الكلام بمعهد الرحمة للبنات مالانج (دراسة الحالة)

The purpose of this research is to: (1) to reveal the application of the behavioral theory in the teaching of speech skills in Boarding school Ar Rahmah Malang for Girls (2) to describe the results of teaching speech skills from the application of the behavioral theory in Boarding school Ar Rahmah Malang for Girls (3) to describe the disadvantages and advantages of the application of behavioral theory in teaching speech skills in Boarding school Ar Rahmah Malang for Girls This type of qualitative research examines the case study method and obtains data from the interview, observation and documentation. The researcher chose data analysis techniques, such as the Miles and Huberman analysis of data classification, data presentation, and summary / conclusion of data. The researcher chose to examine the data on extension of participation and triangulation.The results of the research: 1) The application of the activities of teaching the skill of speech in the behavioral theory at in Boarding school Ar Rahmah Malang for Girls, vary from two types is teaching the skill of speech in the classroom, including: Speak and memorize the Arabic language. And on the outside of them: giving the vocabulary, the conversation after maghrib, and test vocabulary of language, training speech, the implementation of learning activities of the skill of speech in Boarding school Ar Rahmah Malang for Girls in accordance with the theory of behavior. Because there are educational activities inside and outside the classroom, there is repetition, imitation, conservation and punishment. 2) and the results of teaching the skill of speech in the behavioral theory in Boarding school Ar Rahmah Malang for Girls in the classroom suitable for the promotion of the skill of speech. The researcher looked at the results of the conversation article 100% success of 24 student. It is the article of the dialogue 93% success of 30 student. 3) The advantages of applying the behavioral theory in the teaching of the skill of speech in Boarding school Ar Rahmah Malang for Girls suitable for the material of conversation or exchange that need to practice conservation and speak in Arabic. The disadvantages of the application of behavioral theory in the teaching of speech skill in Boarding school Ar Rahmah Malang for Girls there is not the language environment committee on the example language system, fewer applications do not use daily language, fewer penalties that do not use language.
New Insights of Background Estimation and Region Localization

Subtraction of background in a crowded scene is a crucial and challenging task of monitoring the surveillance systems.Because of the similarity between the foreground object and the background, it is known that the background detection and moving foreground objects is difficult.Most of the previous works emphasize this field but they cannot distinguish the foreground from background due to the challenges of gradual or sudden illumination changes, high-frequencies background objects of motion changes, background geometry changes and noise.After getting the foreground objects, segmentation is need to localize the objects region.Image segmentation is a useful tool in many areas, such as object recognition, image processing, medical image analysis, 3D reconstruction, etc.In order to provide a reliable foreground image, a carefully estimated background model is needed.To tackle the issues of illumination changes and motion changes, this paper establishes an effective new insight of background subtraction and segmentation that accurately detect and segment the foreground people.The scene background is investigates by a new insight, namely Mean Subtraction Background Estimation (MS), which identifies and modifies the pixels extracted from the difference of the background and the current frame.Unlike other works, the first frame is calculated by MS instead of taking the first frame as an initial background.Then, this paper make the foreground segmentation in the noisy scene by foreground detection and then localize these detected areas by analyzing various segmentation methods.Calculation experiments on the challenging public crowd counting dataset achieve the best accuracy than state-of-the-art results.This indicates the effectiveness of the proposed work.
CHALLENGES FACED BY MSMEs AFTER GST: AN ANALYSIS OVER FINANCIAL PERSPECTIVE

This article has analysed the challenges being faced by MSMEs since the inception of GST – new tax regime of India, till now; in financial perspective. Though MSMEs have gained a momentum of contributing 30% of GDP, in India; with a fivefold surge in credit and financial assistance from banks besides subsidies, there is a huge gap between the demand and supply of funding measured almost 11% of the total budget of India. Thus, MSMEs are in pressing need of a strategic support for uplifting from the decline of 0.02% by every year, since 2017; after GST implementation.