Reviewerly/exHarmony huggingface dataset:
Use of Airborne Geophysics for Potential Fe-Ti-V Oxides Mineralization in Metagabbros: An Example within the Paleoproterozoic Basement of Ribeira Belt, Southeast Brazil

The use of aerogeophysics applied to mineral exploration constitutes an important tool in investigation of metalliferous deposits. In this sense, the present study was motivated by a 720-ppm vanadium anomaly, associated with metagabbroic rocks inserted in the context of the Paleoproterozoic basement of the Ribeira Belt, south of Minas Gerais state, Brazil. This work aims to characterize metagabbros with potential for Fe-Ti-V oxides, through the integration between geological and geophysical data. As a result of the fieldwork a lithostratigraphic zoning was proposed to characterize contact relationships of the metagabbro with the enclosing rocks, where the main zone marks the presence of the metagabbro garnet, considered target of prospective campaign for investigation of the ore. Subsequently, geological data were correlated to magnetic and radiometric images, resulting in a new geological map that shows the arrangement of metagabbroic bodies and structural aspects. In addition, it provides subsidies for selection of potential enrichment areas for minerals carrying vanadium, magnetite, and ilmenite. The correlations between geology and geophysics were quite coherent, helping understand the structure, local geology, and distribution of the metagabbro garnet, considered a prospective guide for mineralization of Fe-Ti-V oxides in the research area.
Statistics of Transversal Penetration Depth in the TD

In this chapter, the concept of longitudinal penetration depth is extended to the transversal dimension of a laterally infinite homogeneous slab. Thus, a statistical tool is provided to study how light penetrates the lateral dimensions (x or y) of a scattering medium when a pencil beam impinges on it. The radial (transversal with a cylindrical symmetry r) penetration depth is also addressed in an infinite homogeneous medium that represents its natural geometry of analysis. The approach adopted is an extension of the content of Ch. 7. Therefore, the text will address the maximum radial penetration depth or the maximum lateral penetration depth. In the literature, while several publications dedicated to the longitudinal penetration depth can be found, to the extent of our knowledge, investigations dedicated to the transversal (radial or lateral) penetration depth are not available.
V-Endpoint: Decentralized Endpoint for Blockchain Applications Based on Spark and Byzantine Consensus

A blockchain endpoint is a gateway where provides APIs to applications to read and write transactions on the blockchain network. As a result, endpoints such as Etherscan and BlockCypher make access to blockchain network easier and more flexible. However, we found that those centralized endpoints are unsafe and easy to be malicious and attacked. To address this issue, we present a decentralized endpoint named V-Endpoint which receives transactions from multiple endpoints and validates them based on Byzantine consensus. V-Endpoint is implemented based on Spark and evaluated on Hyperledger Fabric network. The experimental results show the throughput could be improved 240% on average in comparison with a centralized endpoint.
Disguise Face Classification Using EfficientNet Deep Learning

With the rise in popularity of social media and intelligent gadgets, one essential biometrics for identifying people is their face. The efficiency of existing automatic face recognition systems has decreased due to factors such as face ageing, conceals, and pose variations. Face recognition algorithms must be more accurate for recognizing faces hidden behind masks and makeup, as security and surveillance requirements become more stringent. Disguise face classification acts as a standalone early warning system in such scenarios. The major goal of this research was to see how the EfficientNet family of models compares to the current state-of-the-art architecture in terms of disguise face classification. For disguise face classification, the EfficientNet deep learning architecture was proposed in this paper. The models were trained and tested using the Disguise Faces in Wild (DFW) 2018 data set. The transfer learning method was used to train EfficientNet and other deep learning models. Results obtained proved that EfficientNet-B3 has outperformed other EfficientNet architectures with 92.2% precision and 93.9% accuracy.
Image Generation Using GPT-2

Recently, Unsupervised Representational Learning Approaches like BERT and GPT-2 have outperformed the state of art supervised models in the field of Natural Language Processing. These approaches work on the principle of pre-training the models to arrive at a decent initialization point that is task-independent and aims to learn the general representation and distribution of the dataset. In this paper, we try to exploit a similar approach for the task of Image Generation. GPT-2 as our base model is used for developing of image owing to its state of art performance in various NLP tasks. The novel idea presented in this paper is to experiment with the usage of Cross-Domain Transfer Learning i.e. using a Pretrained GPT-2 model (trained only on textual data) to generate images of handwritten text. The developed GPT-2 based model achieved an FID score of 10.63, with minimal training on a fraction of the MNIST Dataset. The results we obtained are very close to the state of art results that were obtained by training on the complete dataset.
Adding a Book

This chapter will provide details on how to add a book to our library. We will create a new view controller for adding a book and link it to the bottom tab bar, as shown in Figure 11-1.
Book Details View Controller

This view controller is invoked when the user taps on a book either from the Main Display by status table view or from the favorite table view. The Book Detail view screen will have the following functionalities:
Suggestions on University-led Lifelong Education Model for Seniors: Comparative Analysis of European U3As

As the baby-boomer generation of Korea is incorporated into the elderly population, personal needs for self-development and the demands for building a democratic community are growing. Lifelong education for seniors needs to be shifted from the paradigm of leisure and welfare to the paradigm of lifelong education, led by universities or equivalent educational organizations, that supports the awareness, growth, and social participation of the senior citizen. Considering this issue, this study is to present possible models for establishing university-led lifelong education system for seniors in Korea.&#x0D; Therefore, this research is to conduct a comparative analysis of the literature on the history of U3A development, educational goals, operating system, learner characteristics, and educational contents on the UK and Germany and to present a Korean university-led lifelong education model for seniors and suggestions for its implementation. As a result, the Korean model was presented in four different models: Continental U3A model application, university platform provision, expert provision, and British U3A model application. The suggested directions of Korean U3A are: first, universities and other organizations need to be involved and offer learners quality education and certificates afterwards. Second, the educational goals and contents of education need to be structured for the expansion of social capital of seniors and therefore community development.
Idea Mining and Visualization Based on Tweet Analysis

Service developers are constantly creating or improving services, and they are struggling to attract people's attention and to ensure use of their services for a long time. To support developers, this paper presents an idea-mining method for improving services based on service users' tweets. In addition, we develop a visualization interface to understand the tweet analysis results intuitively. In this experiment, we conducted idea mining for three chat services, and the developed interface shows ideas concerning user-desired functions that users want.
Novel Model for Hospitalization Tracking based on Smart Contracts and IoT

In recent years, fraud and abuse of false health care hospitalizations have become a serious problem, requiring monitoring of hospital bed occupancy. Control will increase the social, health and economic efficiency of health care costs, which in turn will improve the quality of health services. This paper proposes a new model, based on a blockchain. In this model data from sensors located in hospital beds and a fitness tracker for each patient are chronologically recorded. At the same time there are both monitoring the location of the tracker and monitoring the patient's vital signs. The smart contract sends timely signals to stakeholders when the parameters of the sensors exceed the set norms. An experimental implementation of the model on Hyperledger Fabric is presented, which proves the applicability of the model.
Linguistic Variations in HyperConnection Space: Comparison of Korean, Romanian, and English

This study gives attention to the fact that the current change toward a hyper-connected society with the development of technology can affect linguistic changes. The changes that create a hyperconnected society are driven by technological innovations in transportation and communication, and compared to transport, communication that enables connectivity without physical resistance is the core of the innovation that creates a hyperconnected society. However, communication and transportation are not competitive, but complementary, and they seem to be aiming for a unified world in terms of connectivity. However, communication in a hyperconnected world provides a framework of recognition different from direct (face-to-face) communication by the operation of the medium that enables it. By the definition of communication in the virtual world, which is hyperconnected by a medium, We can understand that written language is centered on. However, the function of the written language in the field of cyber language (or netspeak) is limited to a part of a complex symbolic system that works with various symbolic systems that convey visual images, and this functional change is a key reason for language change in virtual space. In other words, for the part where visual images are more suitable for communication, written language takes on only secondary functions, resulting in many abbreviations. For this reason, the written language in the hyperconnected space develops into a state that has lost a lot of the unique characteristics of planned and refined communication of thought, which is so different that it is called “second literacy” compared to the existing written language.
List of contributors

Journal of Analytical PsychologyVolume 67, Issue 5 p. 1520-1524 Contributors to this issue List of contributors First published: 28 November 2022 https://doi.org/10.1111/1468-5922.12859Read the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onFacebookTwitterLinkedInRedditWechat Volume67, Issue5Special Issue: Our Environmental and Climate CrisisNovember 2022Pages 1520-1524 RelatedInformation
MAINTAINING ORGANIZATIONAL CULTURE IN VIRTUAL TEAMS

The wave of the tendency to work from home and take virtual participation in the work of companies and organizations, through the web tools that the progress of technology makes available, is gaining more and more momentum and is becoming represented in the everyday life of both smaller enterprises and firms, and giant companies. Whether it is an unintended effect of globalization or its natural developing product, however, what cannot be avoided is the fact that video conferencing, web meetings, and working over the Internet is everyday in business and society. Naturally and additionally, the pandemic with the virus COVID-19 has only strengthened this tendency to work from home, from an isolated environment or through the tools and platforms offered by the Internet and the recent successes of web communication. From the aspect of organizational culture, if the beginning of the 2000s marked a period in which knowledge about organizational culture was placed on a solid foundation, but was still followed by the need to test, delineate and develop them, twenty years later, the phenomenon manifested itself which potentially means a threat to the organizational culture of companies and organizations. The challenge that is set before the organizational sciences is the need to investigate what will be the methods for forming and maintaining the organizational culture among the teams that function in the virtual world. To achieve this, the paper analyzes the characteristics and challenges of the virtual context and virtual teams, perceives proven best practices for strengthening the social element in the virtual world, and connecting these elements with the elements of organizational culture, points to certain conclusions regarding the research problem.
Emerging Technologies

In this chapter, some possible directions of future technical evolution are described, corresponding to each of the previous chapters of this book. Based on my experience, some personal predictions will be made in this chapter, which I hope most will come true. However, please forgive me if these predictions do not come true, as these predictions are only to help the reader see where technical evolutions could go toward. For the areas of XR as well as metaverse and multimedia streaming services, if these futuristic fields interest you, then pursuing a career in these areas could be beneficial. This is because these technologies are the foundation of the entire online entertainment, sports, game, education, and training business domain, which has extremely large financial support and investments made and will continue to need significant contributions in new technologies and creative content.
Organization of a Digital Voting System Based on Blockchain Technology for the Faculty Council

Digital/online voting has great potential to decrease organizational costs and increase voter turnout because voters do not need to be present during meetings to cast a vote, they can vote from wherever there is an Internet connection. Despite obvious benefits, digital voting solutions are viewed with a great deal of caution because a single vulnerability can lead to distrust in the results of voting and the organization itself. Blockchain technology offers decentralized nodes with pear-to-pear verification advantages, security protection characteristics, non-repudiation and digital signatures. In the paper organization of the Faculty Council session, roles of its members, and the current ways of decision-making are described. This paper proposes using Blockchain to replace the existing voting system using e-mail. Security and data integrity of votes is absolutely provided theoretically. The organization of such a voting system is given in this paper. Voting application and resulting session report is proposed.
Improvement on I-Devices Using L-GCNN Classifier for Smart Mosque Simulation

Abstract I-Device (Intelligent Devices) is one of the fastest growing devices since the beginning of this decade. Some of its major problems are accuracy and performance. This study aims to present an improvement in the performance of those devices. We used a simulation application for I-Devices to conduct the experiment. The simulation was built based on classifying results using Logarithmic learning for Generalized Classifier Neural Networks (L-GCNN). The output was a simulation that will be implemented on a smart mosque system. L-GCNN itself was a modification method of GCNN to improve the processing speed and have high accuracy as a classifier method. This method will take a role when the given parameters meet the conditions of the devices to take an action. To simplify the understanding of the simulation models, we used a game application to make an interactive simulation for our project in an environment that represents the real-world condition of the mosque. The result of this study shows that the devices could make a decision by themselves accurately. Additionally, using LGCNN models, we could reduce the processing iteration compared to other models. The experiment results show that LGCNN has an average value of 90% in accuracy, precision, recall, and f1. Keywords: Automation, Classifier, L-GCNN, Neural Network, Decision.
Revisiting the Aesthetics of Imperfection after Thirty-Five Years

The author revisits his concept the ‘aesthetics of imperfection’, which he developed in The Imperfect Art (Oxford, 1988), and assesses its current relevance. The recent rise of algorithms and artificial intelligence (AI) in music is viewed as useful test cases for this human-oriented approach to artistic creation. The current essay explores the growing divide between an AI-driven music culture and traditional approaches to music-making and assesses a range of examples, including lullabies, music therapy, work songs, and karaoke. The essay attempts to differentiate these on the basis of a distinction between what music is and what it does, and highlights certain areas in which computer-driven music will inevitably fail to replicate human-made music, however imperfect by comparison.
Menu Dinamis pada Aplikasi Dalam Perspektif Human-Computer Interaction

One part of the interface of an application is the menu. Menus are a common user interface component in many types of applications. Through the menu, the commands of a software (program) are executed to run certain commands from the application. Accessing the menu repeatedly for the same feature is considered ineffective. One of the solutions offered by the researchers is to provide a concept, namely the creation of dynamic menus. This article provides an overview of the dynamic menu concept through several examples of articles from previous researchers
ORIGINAL REPERTOIRE DEDICATED TO NON-PROFESSIONAL WIND ORCHESTRAS FROM THE STANDPOINT OF A COMPOSER/CHAPELMASTER

The aim of this article is to present the specificity of work of a composer performing the function of a conductor of non-professional wind orchestras, who – thanks to many years of experience in working with such ensembles – prepares for them artistically attractive repertoire, adjusting technical requirements of his or her original compositions to actual performance skills. The first chapter of the article presents selected aspects of work with a non-professional wind orchestra as a conductor. The second chapter touches on the influence of experience in working as a bandmaster on the selection of compositional means while writing repertoire for a non-professional wind orchestra. In the last chapter, the author included the description of the used compositional means based on three original compositions written for wind ensembles: A Trip to the Edge of the World, The Spirit of Adventure and Ostinato with examples of scores. Since monographs devoted to the discussed topic are only published sporadically and there are no reissues of older textbooks by such authors as Aleksander Bryk, Stefan Śledziński, or Mieczysław Kosewski, the present article appears original and brings new content to said literature.
Visualizing YouthMappers’ Contributions to Environmental Resilience in Latin America

Abstract YouthMappers throughout Latin America are working to advance the attainment of the SDGs. Our contributions here centre on open data but also the maps and visualized analysis derived from them, which supports making decisions on how to achieve desired development across all seventeen goals. This chapter highlights the contribution of YouthMappers in ways that reduce inequalities around information access in Latin America (SDG 10), meanwhile advancing environmental resilience across the hemisphere, addressing a number of projects promoting biodiversity, conservation, and tourism that improve life on land (SDG 15).
Threat of Adversarial Attacks within Deep Learning: Survey

Abstract: In today’s era, Deep Learning has become the center of recent ascent in the field of artificial intelligence and its models. There are various Artificial Intelligence models that can be viewed as needing more strength for adversely defined information sources. It also leads to a high potential security concern in the adversarial paradigm; the DNN can also misclassify inputs that appear to expect in the result. DNN can solve complex problems accurately. It is empaneled in the vision research area to learn deep neural models for many tasks involving critical security applications. We have also revisited the contributions of computer vision in adversarial attacks on deep learning and discussed its defenses. Many of the authors have given new ideas in this area, which has evolved significantly since witnessing the first-generation methods. For optimal correctness of various research and authenticity, the focus is on peer-reviewed articles issued in the prestigious sources of computer vision and deep learning. Apart from the literature review, this paper defines some standard technical terms for non-experts in the field. This paper represents the review of the adversarial attacks via various methods and techniques along with their defenses within the deep learning area and future scope. Lastly, we bring out the survey to provide a viewpoint of the research in this Computer Vision area.
Emotional 3D speech visualization from 2D audio visual data

Visual speech is hard to recreate by human hands because animation itself is a time-consuming task: both precision and detail must be considered and match the expectations of the developers, but above all, those of the audience. To solve this problem, some approaches has been designed to help accelerate the animation of characters faces, as procedural animation or speech-lip synchronization, where the most common areas for researching these methods are Computer Vision and Machine Learning. However, in general, these tools can have any of these main problems: difficulty on adapting to another language, subject or animation software, high hardware specifications, or the results can be receipted as robotic. Our work presents a Deep Learning model for automatic expressive facial animation using audio. We extract generic audio features from expressive audio speeches rich in phonemes for nonidiom focus speech processing and emotion recognition. From videos used for training, we extracted the landmarks for frame-speech targeting and have the model learn animation for phonemes pronunciation. We evaluated four variants of our model (two function losses and with emotion conditioning) by using a user perspective survey where the one using a Reconstruction Loss Function with emotion training conditioning got more natural results and score in synchronization with the approval of the majority of interviewees. For perception of naturalness, it obtained a 38.89% of the total votes of approval and for language synchronization obtained the highest average score with 65.55% (98.33 of a 150 total points) for English, German and Korean languages.
Variables

Our first foray into learning the Java programming language will be the exploration of variables! Variables are vitally important to any program, and indeed, no useful program could exist without relying on them, all sorts of them. Variables represent data and are often used to track a value throughout a program or method. Sometimes, variables are used as an indicator, a flag, to mark when some important data or event has been encountered. There are many different uses for variables in a Java program, and you’ll encounter them as you solve different problems with Java.