Reviewerly/exHarmony huggingface dataset:
CYBERSICKNESS AND EVALUATION OF A REMEDIATION SYSTEM: A PILOT STUDY

Many questions arise regarding the use of virtual reality (VR) in the naval military field. This is particularly the case from a human factors’ perspective, where system’s usability is supposed to guarantee user’s performance. Cybersickness, resulting from a sensory conflict between visual and vestibular systems, is one of the major limitations to the development of VR. Cybersickness can lead to nausea, oculomotor discomfort and disorientation. The major aim of the current study was to evaluate the efficiency of a remediation system for cybersickness. This system is designed to help remove the sensory conflict, thanks to miniature LED screens placed in the head mounted display (HMD). 18 subjects were confronted with a dynamic environment in VR, equipped with HMDs. Different physiological variables were measured during immersion. Every subject showed effects of cybersickness, starting, on average, after eight minutes of exposure, even if the system may reduce symptoms under certain conditions.
ANALISIS PEMANFAATAN GOOGLE CLASSROOM SEBAGAI KELAS MAYA DALAM PEMBELAJARAN SELAMA PANDEMI COVID-19 DITINJAU DARI BERBAGAI PERSPEKTIF

The purpose of this study is to reveal how the implementation of Google Classroom as a virtual classroom learning media during the covid-19 pandemic so known benefits and weaknesses by various respondents . This research is a descriptive qualitative research with data collection through closed and open questionnaires given to 89 respondents randomly consisting of lecturers, teachers, and students in Lampung Province. The results of this study can be concluded that lecturers and students have implemented google classroom before the covid-19 pandemic as a support for blended learning activities so that they are used to doing online learning during pandemic. Meanwhile, teachers and students have only implemented Google Classroom since the Covid-19 pandemic, although Google Classroom provides many benefits as a learning medium, but there are still some who are not used to it and are constrained by the internet network. Keywords: google classroom, vistual classroom, learning during the covid-19 pandemic
Object Pre-processing using Motion Stabilization and Key Frame Extraction with Machine Learning Techniques

Video information processing is one of the most important application areas in research and to solve in various pre-processing issues.The pre-processing issues such as unstable video frame rates or capture angle, noisy data and large size of the video data prevent the researchers to apply information retrieval or categorization algorithms.The video data itself plays a vital role in various areas.This work aims to solve the motion stabilization, noise reduction and key frame extraction, without losing the information and in reduced time.The work results into 66% reduction in key frame extraction and nearly 6 ns time for complete video data processing.
Development of a Golf Putting Training System for Quantitative and Intuitive Golf Ball Launch Information Instruction

In this paper, we propose a mixed reality device-based system to display golf ball launch information that goes into a hole. The system can show a ball trajectory and animation of the putter head in a real environment to assist the user’s skill acquisition. We utilized our system in the validation experiment to verify whether the visual display of the ball launch information is effective enough in assisting ball control. 12 subjects were divided into two groups: Group 1 with no visual support and Group 2 with visual support. From the results of the experiment, we confirmed that Group 2 was able to hit a ball that stopped closer to the target than Group 1.
An Analysis of Data Modelling for Blockchain

The popularity of blockchains has been steadily rising since the end of the 2001–2010 decade. Its original focus was the creation of a distributed trustless system for a digital currency. Bitcoin was the first widely used blockchain. However, many more have been further created: Ethereum, Solana, Hyperledger Fabric, IOTA, to name a few. Due to it, blockchain networks and its properties are being scrutinised by data scientists. This topic is known as blockchain analysis. However, analysis’ tasks are hard to be accomplished over multiple blockchains. Even though most have similar concepts, each one has its own data modelled differently. As a consequence, scientists end up needing to do rework in order to apply similar analytics in more than one blockchain network. In fact, blockchain data modelling is an open issue. This paper researches the state-of-the-art on this issue. We also present a comparative analysis of the related work and suggest some directions for future researches.
State similarity based Rapid Action Value Estimation for general game playing MCTS agents

As Monte Carlo Tree Search has been established as one of the most promising algorithms in the field of Game AI, several approaches have been proposed in an attempt to exploit as much information as possible during the tree search, most important of which include Rapid Action Value Estimation and its variants. These techniques estimate for each action in a node an additional value (AMAF), based on statistics of all simulations where the action was selected deeper in the search tree. In this study, a methodology for determining the most suitable node for using its AMAF scores during the selection phase is presented. Two different approaches are proposed under the scope of discovering similar nodes’ states based on the actions selected towards their paths; in the first one, N-grams are employed to detect similar paths, while in the second one a vectorized representation of the actions taken is used. The suggested algorithms are tested in the context of general game playing achieving quite satisfactory results in terms of both win rate and overall score.
An Analysis of the Construction of Online Design Workshop Education Model in the Post-Epidemic Era

In the post-epidemic era, online teaching has become a trend, and "workshop" as an important teaching practice method for design disciplines has also been moved online. The teaching format of the workshop is usually practice-oriented, and many factors such as geographical distance and time difference have a great influence on the development of online teaching activities. Taking the teaching practice of the POLAR International Workshop as an example, this study obtained detailed experience and suggestions on the practical process and activities of the workshop through one-to-one semi-structured interviews with the participants in the workshop. Card sorting was used to analyze the users' information data, from the results, an online design workshop construction model was extracted. This qualitative study focused on how to create an online design workshop with a better experience. The online design workshop construction model in the post-epidemic era should start with three aspects, which were workshop agenda advancement, design work development and teamwork communication, focusing on the experience and feelings of participants. This study provided a structured empirical reference and guidance framework for the development of online workshop teaching activities in design disciplines in the future.
Pengembangan Perangkat Lunak Untuk Deteksi DDoS Berbasis Neural Network

System security issues are a vital factor that needs to be considered in the operation of systems and networks, which will later be used for disaster mitigation and preventing attacks on the network. Distributed Denial of Services (DDoS) is a form of attack carried out by individuals or groups to damage data through servers or malware in the form of flooding packets, therefore it can paralyze the network system used. Network security is a factor that must be maintained and considered in an information system. DDoS can take the form of Ping of Death, flood, Remote control attack, User Data Protocol (UDP) flood, and Smurf Attack. This study aims to develop software to detect DDoS attacks based on network traffic logs. The software has been tested and run according to the neural network algorithm. This software was developed with an interface that makes it easier for users to detect the source IP whether the IP is carrying out a DDoS attack or normal.
The Illusion of Space Using Small Mobility Devices

Virtual Reality technology becomes popular, Motion Platform are being developed. Conventional research using small electric vehicles and electric wheelchairs has already provided a sense of floating and falling, but the conditions under which this is achieved have not been examined. Therefore, I confirmed the possibility that the back and forward movement of the MP synchronized with the video affects the human's sense of floating and falling. As a result of the verification, it was confirmed that the sense of floating and falling can be obtained by changing the acceleration of MP at the timing when the human experience of VR images changes.
A STRATEGY FOR RESEARCHING THE PERFORMANCE OF WEB APPLICATIONS CLIENTS

The article presents a comparative analysis of the web application clients performance.Design/methodology/approach: A strategy of comparing the performance of web application clients using the JavaScript programming language was proposed.Findings: The metrics used to measure the performance of web application clients were presented.Research limitations/implications: Techniques affecting the optimal work of web application clients, which can be used regardless of the technology applied were described.Originality/value: Comparison of the performance of frameworks using the JavaScript programming language.The necessary steps during the process of testing the performance of web applications were proposed and measures relevant to the test were listed.The article is dedicated to the wide spectrum of computer system users.
Research progress of integrated photonic quantum simulation

Quantum simulation is to use a controllable quantum system to simulate other complicated or hard-to-control quantum system, and to deal with some complex unknown quantum systems that cannot be simulated on classical computers due to the exponential explosion of the Hilbert space. Among different kinds of physical realizations of quantum simulation, integrated optical systems have emerged as an appropriate platform in recent years due to the advantages of flexible control, weak decoherence, and no interaction in optical systems. In this review, we attempt to introduce some of the basic models used for quantum simulation in integrated photonic systems. This review article is organized as follows. In Section 2, we introduce the commonly used material platforms for integrated quantum simulation, including the silicon-based, lithium niobate-based integrated circuits, and the femtosecond laser direct writing optical waveguides. Several integrated optical platforms such as the coupled waveguide arrays, photonic crystals, coupled resonator arrays, and multiport interferometers are also introduced. In Section 3, we focus on the analog quantum simulations in the integrated photonic platform, including Anderson localization of light in disordered systems, various kinds of topological insulators, nonlinear and non-Hermitian systems. More specifically, in Subsection 3.1, we present the integrated photonic realizations of disordered and quasi-periodic systems. In Subsection 3.2, we review the integrated photonic realizations of the topological insulators with and without time-reversal symmetry, including Floquet topological insulators, quantum spin hall system, anomalous quantum hall system, valley hall system, Su-Schrieffer-Heeger (SSH) model, and photonic topological Anderson insulators. Besides, topological insulator lasers and topologically protected quantum photon sources are briefly reviewed. In Subsection 3.3, we review the nonlinear and non-Hermitian integrated optical systems. In Section 4 we present the integrated digital quantum simulations based on the multiport interferometers, including the discrete-time quantum random walk, Boson sampling, and molecular simulation. In Section 5, we summarize the content of the article and present the outlook on the future perspectives of the integrated photonic quantum simulation. We believe that the integrated photonic platforms will continue to provide an excellent platform for quantum simulation. More practical applications will be found based on this system through combining the fields of topological photonics, laser technologies, quantum information, nonlinear and non-Hermitian physics.
A Comparative Study on Modality: Relevance Theory versus Possible World Theory in Semantics

Language users use symbolic language expressions to communicate, and the meaning of sentences delivered is analyzed through correspondence with entities that exist in the real world. However, speakers do not always try to communicate based on the one world they belong to, and through a grammatical system called modality, they can communicate not only about the real world but also about the various possible worlds that exist. This means that statements about situations other than facts, i.e., hypothetical situations or states, can be expressed using modality, and the meaning of sentences can be analyzed through a concept of semantics as a possible world, and also through relevance theory in pragmatics. This study investigates the meaning of modal verbs through each of the two theories. First, the meaning of modal verbs is divided into necessity and possibility through existing research on modality. This analysis follows a definition of the core meaning of each modal verb through relevance theory, and evokes derivative meanings according to the context of occurrence. Possible world semantics, on the other hand, logically explains the various meanings of modal verbs by generating the real world and countless possible worlds through close connectivity using formal logical language of semantic representations from a polysemous perspective.
Minimal-unsatisfiable-core-driven Local Explainability Analysis for Random Forest

PDF HTML XML Export Cite reminder Minimal-unsatisfiable-core-driven Local Explainability Analysis for Random Forest DOI: 10.21655/ijsi.1673-7288.00280 Author: Affiliation: Clc Number: Fund Project: Article | Figures | Metrics | Reference | Related | Cited by | Materials | Comments Abstract:As Machine Learning (ML) is widely applied in security-critical fields, the requirements for the interpretability of ML also increase. The interpretability aims at helping people understand internal operation principles and decision principles of models, so as to improve models' credibility. However, research on the interpretability of ML models such as Random Forest (RF) is still in the infant stage. Considering the strict and standardized characteristics of formal methods and their wide application in the field of ML in recent years, this study leverages formal methods and logical reasoning to develop an ML interpretability method for interpreting the prediction of RF. Specifically, the decision-making process of RF is encoded into a first-order logical formula, and a Minimal Unsatisfiable Core (MUC) is taken as the core. Local interpretation of feature importance and counterfactual sample generation methods are provided. Experimental results on several public datasets illustrate the high quality of the proposed feature importance measurement, and the counterfactual sample generation method outperforms the existing state-of-the-art methods. Moreover, from the perspective of user-friendliness, the user report can be generated according to the analysis results of counterfactual samples, which can provide suggestions for users to improve their situation in real-life applications. Reference Related Cited by
Transfer-based Adversarial Attack with Rectified Adam and Color Invariance

PDF HTML XML Export Cite reminder Transfer-based Adversarial Attack with Rectified Adam and Color Invariance DOI: 10.21655/ijsi.1673-7288.00283 Author: Affiliation: Clc Number: Fund Project: Article | Figures | Metrics | Reference | Related | Cited by | Materials | Comments Abstract:Deep Neural Networks (DNNs) have been widely used in object detection, image classification, natural language processing, speech recognition, and other fields. Nevertheless, DNNs are vulnerable to adversarial examples which are formed by adding imperceptible perturbations to original samples. Moreover, the same perturbation can deceive multiple classifiers across models and even across tasks. The cross-model transfer characteristics of adversarial examples limit the application of DNNs in real life, and the threat of adversarial examples to DNNs has stimulated researchers' interest in adversarial attacks. Recently, researchers have proposed several adversarial attack methods, but most of these methods (especially the black-box attack) have poor cross-model attack ability for defense models with adversarial training or input transformation in particular. Therefore, this study proposes a method to improve the transferability of adversarial examples, namely, RLI-CI-FGSM. RLI-CI-FGSM is a transfer-based attack method, which employs the gradient-based white-box attack RLI-FGSM to generate adversarial examples on the substitution model and adopts CIM to expand the source model so that RLI-FGSM can attack both the substitution model and the extended model at the same time. Specifically, RLI-FGSM integrates the RAdam optimization algorithm into the Iterative Fast Gradient Sign Method (I-FGSM) and makes use of the second-derivative information of the objective function to generate adversarial examples, which prevents the optimization algorithm from falling into a poor local optimum. Based on the color invariance property of DNNs, CIM optimizes the perturbations of image sets with color transformation to generate adversarial examples that can be transferred and are less sensitive to the attacked white-box model. Experimental results show that the proposed method has a high success rate on both normal and adversarial network models. Reference Related Cited by
A Study of Effecting Information Welfare Policies on Information Satisfaction through Activation of Information Welfare

equal access to information to various sociology-economic layers requires the government to introduce the concept of information welfare, which should provide equal access to information to everyone regardless of class. Information welfare is the ultimate goal of improving the level of information satisfaction and use of information among members of society. Information welfare has emerged as an important issue in our society as it can improve the quality of life and improve productivity of members of society. Just as economic polarization is due to the capital gap in capitalist society, the concept of information welfare is very important to minimize the digital divide and ensure equal opportunities for everyone to have easy access to information. In order to identify the relationship between information welfare policy activation and information satisfaction, this study selected the increase of information education, the establishment of new information policy, and the realization of information policy based on the preceding study as elements of information welfare policy and conducted empirical research. The main results of this study can be summarized as follows: First, the information welfare policy (increase of information education, establishment of new information policies, and realization of information policies) had significant impact on the activation of information welfare. Second, the activation of information welfare had significant effect on information satisfaction. The improvement of information welfare will promote social participation of the underprivileged by expanding human relations. This study is meaningful in presenting a new direction for information welfare policies for the revitalization of information welfare.
Functions and performance of the Basics and Applications of Computer Graphics and Graphic Design

This paper focuses on the basics and applications of computer graphics and why it is important for students to be abreast of the nitty-gritty of this area of study and by extension, knowing why the study of computer graphics is of immense importance. Graphic design generally was also touched on the body of this essay. The important areas of this application consist of blueprint and designs, object simulation, general animations and manipulations. Although computer graphics became prominent during the early stages of the advent of computer monitors, there comes also, a number of other output and input gadgets that are essential for computer graphics; these comprise joysticks, mouse, hi-tech color monitors, flash drives and various models of camera and smart phones. For the purpose of clarity, in this write-up, computer graphics and computer designs would be used interchangeably because the process of computer graphics is in the designs system. Also, the design study used in this essay is the review and studio exploratory methods. The major aim of this essay is to give insights into the working dynamics of computer graphics and designs so that practitioners and graphic students would see it as a ready resource material. At the end, the intention of this writer is to give first-hand informative knowledge to students and non-students who may be interested in taking up computer graphics as a career.
A multi-refraction-based 3D reconstruction method for underwater measurement with rotating scanning

ABSTRACTThis paper presents a novel reconstruction method based on multi-refraction to remedy the non-linear refraction, which recovers 3D geometry from 2D images. To simplify calibration, this paper prove that air calibration can replace underwater calibration. Finally, a multi-line rotating structured is designed to improve the measurement efficiency without additional equipment. The results of the clean water experiment show that the measurement accuracy is 1.91 mm within the 1000–2000 mm depth of field. The qualitative analysis demonstrates our method can reconstruct the surface topography of underwater U and N letter boards. In different Nephelometric Turbidity Unit (NTU) (as NTU = 0.156 mg/ml) environment, a circular plate with a diameter of 220 mm is measured, the shape reconstruction error (whether the reconstructed shape is a circular, square, or other) is 1.74 mm; the diameter measurement result is 218 mm, so the size error of the circular plate is 2 mm.KEYWORDS: Underwater 3D reconstructioncomputer visionmulti-refractionair calibrationrotating scanning Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by the National Natural Science Foundation of China [grant number 51609086], and the Key Scientific Research Project of Higher Education Institution in Henan Province of China [grant number 202201-202312].
A high efficient next generation reservoir computing to predict and generate chaos with application for secure communication

In this work, a high efficient next generation reservoir computing (HENG-RC) paradigm that adopts the principle of local states correlation and attention mechanism is proposed, which is able to process dynamical information generated by both the low dimensional and very large spatiotemporal chaotic systems (VLSCS). From a dynamical system perspective, the dynamical characteristics such as density distribution, Poincaré plots and max Lyapunov exponents of the proposed HENG-RC are studied. It is revealed that the trained model can be seen as a data-driven chaotic system. Furthermore, a novel scheme of secure communication based on chaotic synchronization of two HENG-RC systems is designed, of which the security is enhanced as the intruder needs to know simultaneously the training signal and details of the parameter setting in the HENG-RC. The digital implementation using field programmable gate array is experimentally realised, proving the feasibility of the secure communication scheme.