Reviewerly/exHarmony huggingface dataset:
Speech Emotion Recognition of Minnanese Based on Deep Learning

Minnanese is a representative branch of Fujian dialect.Due to objective reasons such as the late start of the research on emotion recognition of Minnanese speech and the immaturity of technology, there are few research achievements in this area, especially in the area of corpus resources of Minnanese language. Based on the establishment of Minnanese language emotion corpus, soft-Max is adopted as the algorithm of emotion recognition, and emotion recognition is carried out based on CNN model and BLSTM model. In view of the global and temporal characteristics of Minnanese language corpus, an algorithm model based on CNN-BLSTM fusion feature is proposed.Experimental results show that CNN-MOBLSTM fusion feature model is superior to CNN model and BLSTM model in recognition of Minnanese emotion, and it is an effective algorithm model.
Analysis of Supervised Machine Learning Classifier Techniques used in Gesture Classification

In the digital era, in the field of computer science to perform any task based on complex data, we need to arrange and pre-process that data because real-world data may be noisy, complex, and unclassified.Therefore, to make our task easy and to get accurate results, we must classify our data.Classification plays a major role in Human-Computer Interaction (HCI).In HCI Hand Gesture is a broadly used method for interaction with the system.In the classification of gesture data in machine learning, different classifiers like Naïve Bayes, KNN, Decision Tree, Support Vector Machine (SVM), Multilayer Perceptron (MLP), etc. are used.In this study, we compare the different classifiers and concentrated on the central principles of each technique and its advantages and drawbacks.
Evaluation of Online Education Service System Based on User Emotional Valence

In the post-epidemic era, online education has developed rapidly. In order to improve the experience of online education services, this research uses user emotional valence as an evaluation variable to explore the evaluation methods of online education service systems. First, use the interactive contact matrix to deconstruct the system service interface, and set the evaluation indicators of the online education service system from the user and the user, the user and the system. Secondly, taking Tencent Classroom as the research object, based on the user's emotional evaluation, an online education service system evaluation experiment is designed. Taking learners' emotional pleasure, arousal, dominance, satisfaction and importance as measurement indicators, the multi-dimensional evaluation of the online education service system is completed. Finally, an online education service system evaluation model is constructed to provide a basis for system iterative optimization. At the same time, it provides effective ideas and feasible suggestions for enhancing the interest of online education services and users' learning initiative and enthusiasm.
Geomapping and Spatial Statistical Analysis of Health Risks Associated with Uranium Contaminated Groundwater In India

Groundwater uranium (U) contamination is reported worldwide and raised concerns against its consumption due to the associated toxicity. However, India as a whole country, studies on the distribution of U in groundwater and the related health risks were never attempted. This study compiled all the available data on the presence of U in groundwater at 429 locations in India from scientific reports. Based on the concentration of U, the U uptake was calculated and studied for seven different age groups covering newborn babies to 70 years and two age groups of pregnant women of 14-18 and 19-50 years. Further, the U-based health risk was assessed using the indices such as radiological risk (morbidity and mortality), chemical toxicity risk, and non-carcinogenic risk and mapped for interpretation. The state-wise U distribution and the calculated health risk indices were statistically and geostatistically analyzed to compare with the standard safe limit recommended by WHO and USEPA. The study showed that radiological mortality and morbidity risk increased with age, whereas chemical toxicity and non-carcinogenic risks declined with age. The hazard quotient is higher for newborn babies and younger group of pregnant women to have more risk of a non-carcinogenic effect compared to other age groups and the older pregnant women. This paper emphasized the importance of tracking the U contamination and the reported health issues across the country to develop an accurate correlation to incorporate U in the Bureau of Indian Standards for drinking water and suggested mitigation measures to arrest the U spread in India and the consequent health-risks.
Cryptographically strong random number generation using integrated CMOSphotodiodes for low-cost microcontroller based applications

Cryptographically strong random number generation using Cryptographically strong random number generation using integrated CMOSphotodiodes for low-cost microcontroller based integrated CMOSphotodiodes for low-cost microcontroller based applications applications
Research on Campus Card and Virtual Card Information System

Abstract Campus card system is the core business and platform of University Information System. After more than ten years of development, it covers all aspects of campus life: learning, teaching and research. This paper explains the current situation of campus card system from the perspective of card, account and billing, descripts system design and account model. Based on current system, this paper analyses the development of virtual campus card and describes a Data docking method in Information System.
A Novel Learning Approach of Adaptive Cyber Defense System for Smart Cities

The paper includes a researching model from an attacker simultaneously and repeatedly manages attacks. Under this, a model is proposed in which iterative learning system that allows the defender to identify optimal. When the increase number of attacks targeting information and knowledge stealing information and security component, it protects the data and denying right full access to information and evolved to develop numerous natural variety of protection to assist them to avoid and eliminate danger and adapt to surroundings for survival. An adaptive cyber defense system is employed here to boost our systems resilience by security levels and metrics with transparency and secret writing. Pseudo-code illustration converges to the foremost response with regard to the attacks once the wrongdoer diminishingly traverses the system.
Cohort Study Good Practices: Design Communication and Capacitation Processes

In the county of Leiria, Portugal, part of the population is known to have morbidity diagnoses (metabolic illnesses and more) and poor health habits on a big enough scale to bring the idea of how low health literacy can affect people's lives and health services, such as a flood of the emergency systems caused by people attending the emergency room with minor issues. To address it, institutions in Leiria such as the City Hall and Polytechnic of Leiria decided to conduct a longitudinal and prospective cohort study, where a sample of the population will be followed throughout time to understand if their choices regarding health and sustainable habits are indeed affected by their health literacy levels.This project will contribute to the initial stage of this cohort study, by developing a recognizable brand, whose identity can be maintained throughout all its communication and dissemination media, so that the population can identify, without equivocation, the cohort study to which it refers, and awaken their curiosity to participate. This stage also includes the presentation and dissemination of the cohort study itself to the population under study, followed by a randomized inquiry done by pre-selected interviewers.This project relies on Service Design and Participatory Design methodologies to streamline the development of the study’s elements and to solve common cohort issues, such as: 1) gathering a suitable number of participants that can represent the population; 2) follow-up maintenance of participants; 3) keeping the interviewers and participants engaged with the study, after the first contact. Informal interviews and user group definition will help the comprehension of the study and allow to create personas to characterize the interviewers of the cohort study. These aforementioned methodologies will be supported by the workshop methodology under Participatory Design, acting as a testing ground for the previously developed processes, preparing interviewers to adapt their communication when facing people from different generations, education, and social backgrounds.By carrying out this project simultaneously with the cohort study, it’s possible to evaluate, over time, how the design methodologies can empower and facilitate communication and intervene, changing tactics in case it’s needed. The creation of a replicable experience is proposed allowing the betterment of the overall health of the population. Additionally, assuming the lack of information on how the preparatory phases of cohort studies are designed, it’s also envisaged the creation of guidelines and a good practice manual. It is also of great importance to point out the bridge established between the health and design fields, where design becomes the interface between science and the public.
Cdtc: Automatically Establishing the Trace Links between Class Diagrams in Design Phase and Source Code

The UML class diagram is commonly used for modeling functional structures and software code structures in both preliminary and detailed design stages. And the abstraction level of UML class diagrams is usually higher than that of source code. There usually lack the trace links between these class diagrams and source code, which probably bring difficulties to source code understanding, and impact the software evolution and maintenance. Thus, we propose an approach for the automated trace link establishment between the UML class diagrams in design phase and source code. Towards the problem of abstraction level gap between them, we extend the UML class diagram by mining the synonymous phrases of the class names and deducing the latent missing relationships between the classes from the multiple design documents. Then we build the trace links with a two-phase design including initial construction with fuzzing matching and further optimization by class relationship inference. Experiments on three open-source projects show that the recalls of our approach are over 94%, and the F2-scores are over 88%, with the gains of 60% than the two baselines.
Selection of Instances Based on a Genetic Algorithm for Characterization of Facebook User Profiles

Facebook is considered the largest social network today, leading many researchers to investigate what factors have resulted in its success. However, it is known that one of the factors that enable a social network to provide better functionality is to deeply understand its users, specifying which roles they play in the network. In recent work, three user profiles were identified on the Facebook social network regarding interaction aspects: Viewer, Participant, and Content Producer . Besides, it has also been shown that these users are influenced by social media persuasion strategies to make users interact more on the web and spend more time browsing. It is possible to consider each user profile's specific characteristics and develop and direct particular strategies to reach the maximum possible number of people. This study aims to characterize the main profiles of Facebook users and describe how they interact on the social network. A questionnaire was applied to 1100 Facebook users to identify their characteristics. The data were submitted to decision tree algorithms to create the predictive model and extract the rules that characterize Facebook users' profiles from the pre-processing of the database, including the selection of instances using Genetic Algorithms. The results show considerable differences between the profiles of the participant and the viewer. Although participants often comment and share publications with content they agree with, Viewers behave oppositely. Content Producers are usually up to 47 years old, are from areas of knowledge not directly related to mathematics, and use Facebook a lot. However, for the sample considered, it was observed that most content products have characteristics of the two previous profiles and that the identified profiles may not be mutually exclusive. Despite this, the characterization performed, considering each profile's most representative instances, shows the most important characteristics of each profile.
Medio de comunicación radial y competencias comunicativas en estudiantes del Perú

Radio media and communication skills in students in Peru transform educational resources.The objective of the study is to analyze the influence of radio programs on the communication skills of fifth-year high school students from the América International School.The methodology is quantitative, the method is deductive, it is approached from applied research; Regarding the design, it is the quasi-experimentaltransversal, and the sample was made up of an experimental group of 30 students and a control group of the same number.In the control classroom they learned literary novels in a traditional way, through readings; while, with the students of the experimental group, they listened to My favorite novel in the format of radio adaptations.For the measurement, a test was used that evaluates communication skills based on the contents of the communication component of the National Curriculum Design issued by the Ministry of Education of Peru.In conclusion, the radio program develops communicative abilities in schoolchildren, fosters the aspects of expressing and understanding orally, as well as understanding and producing texts, interacting with expressions of literature in fifth-grade students.
Consensus Algorithms in Cryptocurrency and V2X-IoT: Preliminary Study

Globalization has had a profound impact on human life, resulting in the digitalization of many essential jobs. This development, of course, demonstrated the need to improve everything in the business world in order to satisfy the demands of the modern-day. In recent decades, there has been a clear need for a distributed database, and the Blockchain has proven to be an excellent solution. The Blockchain is a technology that allows for the storage of various types of transactions in connected blocks, with no way of deleting what has been entered on the ledgers, and therefore all business transactions are saved and secured. The consensus algorithm, which is responsible for confirming the blocks, sorting them, and ensuring everyone agree on them, is at the heart of the blockchain design. And, because blockchain is used in a variety of domains, the requirements change, and the consensus algorithm must accommodate these changes, which has resulted in the development of hundreds of algorithms. The goal of this study is to present the most useable algorithm in the cryptocurrency domain, as well as V2X communication, then, based on basic criteria, we compared these algorithms to evaluate which one is more efficient.
More Immersed or More Manipulated? Users’ Responses to Mobile Tactile Technology Adopted in a Chinese Video Platform

AbstractThrough content analysis of messages posted on Sina Weibo, this paper inspected users’ responses to the mobile tactile technology adopted in iQIYI, a well-known Chinese video platform that specializes in technology development. We identified this technology as a daily-use version of traditional immersive technology and analyzed users’ perception, emotions and attitudes towards the stimulus under the stimulus-organism-response (S-O-R) framework. The study found that users could hardly immerse into video content through this technology. Instead, they paid more attention to the platform’s strategic moves. We propose that despite the growing positive attitude towards this technology, the lack of interactivity is a problem that needs to be addressed as immersive technology comes into everyday life. At the same time, users should be more alert to emotional manipulation when multisensory stimuli are provided. This study bridged HMC and everyday life and revealed how so-called immersive technology might be a detriment to actual immersive experience.KeywordMobileTactile technologyImmersive experienceChinese video platform
Early Evidence of the Pareto Principle In Grammatical Distribution: Causative Situations in Chinese Conversational Discourse

This study is an initial report on Pareto distribution (the 80/20 rule) of grammatical constructions; namely, about 20% of the types of grammatical constructions for causative situations account for about 80% of the uses in conversation. I use a data-driven approach to investigate the grammatical constructions that Chinese L1 speakers choose in spontaneous talk show conversations to describe causative situations. I identify two specific Pareto distributional patterns. 1) The distribution of all 22 constructions for causative situations constitutes a Pareto ABC diagram with the A-class (ba-; unmarked passive; rang-; bei-; resultative; gei-) containing 27.3% of the types but accounting for 88.8% of all the 1,497 uses. 2) Most uses of a grammatical construction come from a small set of subtypes: The full baaccounts for 87.9% of all ba- uses; the reduced bei- accounts for 86.8%; 37.5% of rang- subtypes account for 84.2%. These patterns can be explained by the Lens concept. I conclude that a few constructions account for most grammatical choices of L1 Chinese speakers in conversation. Understanding these grammatical distributions in natural discourse can improve the efficiency and efficacy of language teaching and Natural Language Processing (NLP).
Educational activities of libraries in the context of digital transformation

The educational activities of All-Russian Patent and Technical Library are targeted at promoting intellectual property issues among the young people. In the times of digital transformation, the young people are lacking knowledge and competences in this sphere; moreover, the related educational programs are almost nonexistent. The Library, along the lines of the government policy, stimulates inventive efforts, designes and implements various projects. The libraries as social institutions are to educate competitive personalities. The Patent Library organizes online meetings for university students; it offers virtual exhibitions, video and other digital information materials. In the context of the general trend of digital transfer, the characteristic features and dominant factors for delivering youth projects online are cited; the models for multimedia interaction with target audience are specified; advantages and disadvantages of digital library-user interaction are discussed. The author concludes on the prospects for cooperation with educational institutions and intensification of library educational activities in diverse modern formats.
Socket-Level Programming

A socket is an abstract representation of a network endpoint. Depending on the operating system, we can construct sockets based on the following features: domain, type, and protocol. A “domain“ typically represents either a remote network connection (e.g., via IPv4 or IPv6) or a local connection (e.g., via filesystem). Various optimizations can be acquired when we don’t have to concern ourselves crossing many networks. A “type” selects a connection-oriented or connectionless pairing of sockets. Sockets provide the necessary abstraction to set up point-to-point communication.
Data Manipulation

Data science is as much about manipulating data as it is about fitting models to data. Data rarely arrives in a form that we can directly feed into the statistical models or machine learning algorithms we want to analyze them with. The first stages of data analysis are almost always figuring out how to load the data into R and then figuring out how to transform it into a shape you can readily analyze.
Online Learning: Its Implementation in Sega’s Program at a Private University in Surakarta Indonesia

This research aims to describe the implementation of online learning in Saturday English Gathering Activities (hereafter termed "SEGA") program at a private university (hereafter termed "Sun University") in Surakarta Indonesia.The object of this research is the implementation of the online learning process in SEGA's program.The subjects of this research are fourth-semester tutors and second-semester students of the SEGA program at Sun University in Surakarta Indonesia.The method used in this research is descriptive qualitative.The data in this research were collected using several qualitative data collection techniques: interviews and online questionnaires.Then, the data validity technique used is triangulated.To get valid data, the researcher compared the data obtained from interview with the tutors and gave online questionnaires to the students of SEGA Program.The data analysis carried out includes data reduction, data presentation, and conclusion drawing/verification.The research shows that the implementation of online learning process in SEGA's program used several activities carried out by tutors in teaching students.These activities include preliminary activities, core activities, and closing activities.In addition, tutors used discussion strategies in the process of online learning activities in the SEGA program.The tutors implemented these activities and strategies to organize and run the online learning process optimally.Furthermore, the tutors used several media platforms to implement online learning, including Google Meet/Zoom, Whatsapp Group, and Google Classroom.The media platforms are used to help the online learning process to be more optimal.It was found that there was still limited function on media platforms used in implementing online learning.Therefore, tutors should improve their media platforms, such as presenting more interactive learning videos or presenting more contextual materials.
The Three-Word Code {A, Aba, Ba2bababa2b} Has a Finite Completion1

In 1996, an article titled a three-word code which is not prefixsuffix composed was published in Theoretical Computer Science by Denis Derencourt where a conjecture that the three-word code { a, aba, ba 2 bababa 2 b } has no finite completion was given. This open problem is negatively solved in this paper. We prove that the three-word code { a, aba, ba 2 bababa 2 b } has a finite completion. And a programming is presented to test a language is a code and a code is maximal.