Reviewerly/exHarmony huggingface dataset:
A mineralogical and geochemical application for determining hydrothermal alteration zones associated with volcanic-hosted massive sulphide deposits at Tasik Chini area, Peninsular Malaysia

The volcanic-hosted massive sulphide (VHMS) deposits of the Tasik Chini area, Peninsular Malaysia are hosted by Permian felsic volcanic rocks (∼ 290 Ma) of rhyolitic to rhyodacitic composition and comprise two deposits (Bukit Botol and Bukit Ketaya). Although the ores and the felsic volcanic host rocks of these deposits have metamorphosed to greenschist facies and were affected by a complex deformation history, the hydrothermal alteration zones associated with mineralization are preserved and show systematic mineralogical and geochemical changes with increasing proximity to the ore bodies. The geometry of alteration assemblages of the Bukit Botol and Bukit Ketaya deposits shows they occur as semi-conformable or stratabound zones around the ore lenses. According to petrography study and short wavelength infrared (SWIR) spectra measurements supported by X-Ray diffractometer (XRD), the Bukit Botol deposit is characterised by proximal quartz-sericite-pyrite and distal quartz-sericite alteration zones, whereas distal quartz-chlorite-sericite-pyrite-pyrophyllite ± kaolinite and proximal quartz-chlorite-pyrite ± carbonate ± pyrophyllite form the alteration assemblages of the Bukit Ketaya deposit. The geochemical data is coherent with the mineralogical characteristics, using the Ishikawa alteration (AI) and chlorite-carbonate-pyrite (CCPI) indexes, showing the important of chlorite and sericite formation in the ore proximal and ore distal zones. In addition, the molar elemental ratios of Na 2 O/Al 2 O 3 versus K 2 O/Al 2 O 3 and MgO/Al 2 O 3 versus K 2 O/Al 2 O 3 support that the abundance of muscovite (sericite) and chlorite controlled the intensity of alteration at the both deposits. The results of this study indicate that the combination of mineralogy and geochemistry studies help in defining specific alteration styles and related mineral geochemical variations of the VHMS deposits in Tasik Chini area. • Hydrothermal alteration zones from VHMS deposits in Tasik Chini area were characterised using mineralogical and lithogeochemical studies. • The hydrothermal alteration zones are controlled by hydrothermal ﬂuids pathway on their formation. • The conditions of fluid-rock interaction controlled the different alteration minerals and its chemical attributes.
Solar Irradiance Nowcasting System Trial and Evaluation for Islanded Microgrid Control Purposes

The rapid increase in solar photovoltaic (PV) integration into electricity networks introduces technical challenges due to varying PV outputs. Rapid ramp events due to cloud movements are of particular concern for the operation of remote islanded microgrids (IMGs) with high solar PV penetration. PV systems and optionally controllable distributed energy resources (DERs) in IMGs can be operated in an optimised way based on nowcasting (forecasting up to 60 min ahead). This study aims to evaluate the performance under Perth, Western Australian conditions, of an all-sky imager (ASI)-based nowcasting system, installed at Murdoch University in Perth, Western Australia (WA). Nowcast direct normal irradiance (DNI) and global horizontal irradiance (GHI) are inputted into a 5 kWp solar PV system with a direct current (DC) power rating/alternating current (AC) power rating ratio of 1.0. A newly developed classification method provided a simplified irradiance variability classification. The obtained nowcasting system evaluation results show that the nowcasting system’s accuracy decreases with an increase in lead time (LT). Additionally, the nowcasting system’s accuracy is higher when the weather is either mostly clear (with a recorded LT15 mean absolute deviation (MAD) of 0.38 kW) or overcast (with a recorded LT15 MAD of 0.19 kW) than when the weather is intermittently cloudy with varying cloud conditions (with a recorded LT15 MAD of 0.44 kW). With lower errors observed in lower LTs, overall, it might be possible to integrate the nowcasting system into the design of IMG controllers. The overall performance of the nowcasting system at Murdoch University was as expected as it is comparable to the previous evaluations in five other different sites, namely, PSA, La Africana, Evora, Oldenburg, and Julich.
Product and Service Quality Risk Design Considerations – Integration into Solution Architecture Methods

Enterprises have to find a way to ensure systematic quality in their IT solutions. However, there is no standard approach to the identification and consideration of quality risks and their inclusion in the solution development process. This work draws together two independent developed complementary quality risk-oriented approaches to solution ideation and architecture evaluation, developed by Volkswagen Group IT and Lefert Consulting respectively, and their integration with the solution development process at the Bank of England. The main added value is to form a more holistic view which incorporates quality risks. This has involved the development of training and education material to bring relevant professional communities involved in solution development, including consultants, business analysts, architects and software designers and (quality) engineers, to a shared understanding of how product and service quality risk lie at the heart of solution design and development.
Effects of Head Rotation and Depth Enhancement in Virtual Reality User-Scene Interaction

Immersive experiences with virtual reality systems are normally connected to user-scene interaction. The immersive system interprets movement commands and updates its output accordingly. When operating on PC and console games, interaction is typically triggered by hand-controllers’ buttons, including joysticks. When wearing a head-mounted display (HMD), user’s head-position can also prompt interaction, e.g. viewpoint changes. This is a major difference between operating on a HMD and on a desktop monitor. Changing observation viewpoint through head-rotation contributes to the user’s immersion in the observed world, as it comes naturally. However, this may lead to visual disturbances and loss of concentration in some applications, hindering tasks like scene overviewing, especially in complex dynamic environments. The latter would call for joystick use instead. This paper assesses the use of head-rotation and controller joystick to generate differences in observation viewpoint. Our application context is a three-dimensional dynamic scene where users must identify and discover threats represented by unmanned aerial vehicles (UAVs) entering a protected area. Two distinct levels of depth enhancements are provided using stereoscopic-3D visualization (S3D). Our focus is to see the effects of the two interaction modalities (head-rotation and joystick) and two S3D levels. We evaluate user performance in terms of mission success and action timing, and assess how they relate to learning and memorization. Eye movements are also analyzed to help understand user interaction patterns and focus of attention.
The Influence of Method of Control and Visual Aspects on Exploratory Decisions in 3D Video Games Environments

Computer games are currently the most complex interactive medium. Understanding how to manipulate the player’s attention avoids getting lost in the environment while the player is receiving a significant amount of audiovisual stimuli. By appropriately selecting the visual aspects of the environment, player navigation can be aided. This article focuses on the examination of selected visual aspects such as lighting and colour, movement on the scene (animations and special effects), space composition and attempts to analyse their effectiveness in influencing the players’ decision-making process during exploration. The research compared two methods of control - keyboard and controller - to see what additional effect on the player’s route choice this will have. The results of the study show how the different methods supporting navigation and methods of control influence the gameplay.
Extended Reality Technologies and Social Inclusion: The Role of Virtual Reality in Includiamoci Project

In recent years we have witnessed a great change in the school and education system, that shifted from a culture of integration to a culture of inclusion, aimed at creating a condition of equal opportunity and making the uniqueness of individual, strength, and enrichment for all. Digital technologies are important to support the social inclusion of people with physical and mental disabilities because they enable the overcoming of some real-world barriers, and among these technologies, Virtual Reality plays an important role. The purpose of this paper is to examine the partial outputs of the activities carried out by the Augmented and Virtual Reality Laboratory (AVR Lab) as part of the “Includiamoci” project and to discuss the first results. In particular, the contribution concerns the implementation of a virtual museum aimed at ho using the works of art created by participants as part of Art Therapy sessions: within this, participants are active subjects, prosumers of the experience, as they generate it, narrate it and enjoy it, by means of a Virtual Reality (VR) headset.
Evaluating Forms of User Interaction with a Virtual Exhibition of Household Appliances

A promising application area of virtual reality is the marketing of home appliances. A VR exhibition can combine the visual realism close to physical exhibition spaces with remote access, flexibility, interactivity, user-friendliness, and attractiveness, thus bringing advantages for both consumers and manufacturers. In this article, we present a VR system for interactive visualization of household appliances, which can support both individual sales and wholesale of products, allowing customers to visualize different versions of devices before making a purchase decision. The visualization of products takes place in a specially designed virtual kitchen so that the user can examine how the home appliances will present themselves in the context of a typical environment. However, an important open research question is to what extent this kind of interactive product presentation is appropriate for end-users not experienced in VR. In this paper, we describe an experiment aiming at evaluating different forms of users’ interaction with a product exhibition in virtual reality. Popular controller-based and natural hand interactions are evaluated in the context of navigation and product operation.
Do Presence Questionnaires Actually Measure Presence? A Content Analysis of Presence Measurement Scales

Il the field of virtual and augmented reality environments, presence is usually defined as the feeling of being in one place or environment even when you are physically located in another. The main question of this contribution is: do presence questionnaires actually measure presence? This article proposes a critical analysis of measuring the experience of presence in immersive environments on the basis of a content analysis of the items of 38 presence measurement scales. This contribution is based on a literature review of original presence questionnaires. The aim is to conduct an analysis of academic publications proposing the creation of a scale for measuring presence funded on an examination of the validity of content of the items of the questionnaires. In conclusion, this article highlights the lack of relevant presence conceptualization and appropriate items in presence questionnaires because of several inconsistencies existing between the definition of this concept and the dimensions and items used in the literature.
Capability Evaluation in Context Agnostic Agile Assessment

Activities for improving the value creation process in software development organizations have been an ongoing endeavour over the past decades. Agile methodologies particularly have been widely adopted over the past two decades following the release of the Agile Manifesto. Organizations deploy agile transformation programs at different scales, and measuring the success of these transformation programs becomes increasingly relevant in the industry. In order to evaluate the success of such transformation programs, and also to identify the capabilities of units adopting agile as their way of work, assessing agility becomes the problem that needs to be tackled. Additionally, it is important for organizations to evaluate their current and target states with respect to agility, to identify areas of improvement and obtain actionable feedback as a result of such evaluations. In this paper, we introduce our capability determination mechanism for development organizations working in an agile way.
Approximating Longest Common Subsequence in Linear Time: Beating the $\sqrt{{n}}$ Barrier

Longest common subsequence (LCS) is one of the most fundamental problems in combinatorial optimization. Apart from theoretical importance, LCS has enormous applications in bioinformatics, revision control systems, and data comparison programs. Although a simple dynamic program computes LCS in quadratic time, it has been recently proven that the problem admits a conditional lower bound and may not be solved in truly subquadratic time [2, 18]. In addition to this, LCS is notoriously hard with respect to approximation algorithms. Apart from a trivial sampling technique that obtains an $n^{x}$ approximation solution in time $O(n^{2-2x})$ nothing else is known for LCS. This is in sharp contrast to its dual problem edit distance, for which several linear time solutions were obtained in the past two decades [5, 6, 10, 11, 19]. In this work, we present the first nontrivial algorithm for approximating LCS in linear time. Our main result is a linear time algorithm for the LCS which has an approximation factor of $O(n^{0.4991319})$ in expectation. This beats the $\sqrt{n}$ barrier for approximating LCS in linear time.
Assessing Visual Cues for Improving Awareness in Collaborative Augmented Reality

Augmented Reality (AR) is an emerging technology that offers new and compelling design opportunities for Computer Supported Cooperative Work (CSCW). To foster collaboration and communication in AR-based CSCW, users should be able to understand how others interact with the shared environment. One of the most effective ways to support this awareness is to link user interactions to visual cues (VCs) that provide immediate cognitive feedback about the actions of other users (e.g., pointing, annotating, or manipulating objects). However, AR-based CSCW is in many ways still in its infancy in terms of visual language, and further research is needed, especially to evaluate the effectiveness of different VCs in improving user awareness in collaborative, co-located AR scenarios. To this end, this paper presents an evaluation of different VCs based on previous literature. Experiments were conducted with different scenarios covering the main purposes for which VCs are used and in which users had to perform tasks with increasing complexity. Results show that volunteers positively evaluated the VCs offered, as they effectively supported user awareness and provided contextual and spatial information to all participants.
FastClip: An Efficient Video Understanding System with Heterogeneous Computing and Coarse-to-fine Processing

Recently, video medias are exponentially growing in many areas such as E-commerce shopping and gaming. Understanding the video contents is critical for real-world applications. However, processing long videos is usually time-consuming and expensive. In this paper, we present an efficient video understanding system, which aims to speed up the video processing with a coarse-to-fine two-stage pipeline and heterogeneous computing framework. First, we use a coarse but fast multi-modal filtering module to recognize and remove useless video segments from a long video, which could be deployed on an edge device and reduce computations for the next processing. Second, several semantic models are applied for finely parsing the remained sequences. To accelerate the model inference, we propose a novel heterogeneous computing framework, which trains a model with lightweight and heavyweight backbones to support a distributed deployment on a powerful device (e.g., cloud or GPU) and another different device (e.g., edge or CPU). In this way, the model could be both efficient and effective. The proposed system has been widely used in Alibaba, including “Taobao Live Analysis” and “Commodity Short-Video Generation”, which could achieve a 10 × speedup for the system.
Multi-encoder U-Net for Oral Squamous Cell Carcinoma Image Segmentation

Oral tumors are responsible for about 170,000 deaths every year in the World. In this paper, we focus on oral squamous cell carcinoma (OSCC), which represents up to 80–90 % of all malignant neoplasms of the oral cavity. We present a novel deep learning-based method for segmenting whole slide image (WSI) samples at the pixel level. The proposed method is a modification of the well-known U-Net architecture through a multi-encoder structure. In particular, our network, called Multi-encoder U-Net, is a multi-encoder single decoder network that takes as input an image and splits it in tiles. For each tile, there is an encoder responsible for encoding it in the latent space, then a convolutional layer is responsible for merging the tiles into a single layer. Each layer of the decoder takes as input the previous up-sampled layer and concatenate it with the layer made by merging the corresponding layers of the multiple encoders. Experiments have been carried out on the publicly available ORal Cancer Annotated (ORCA) dataset, which contains annotated data from the TCGA repository. Quantitative experimental results, obtained using three different quality metrics, demonstrate the effectiveness of the proposed approach, which achieves 82% Pixel-wise Accuracy, 0.82 Dice similarity score, and 0.72 Mean Intersection Over Union.
Mobility Prediction of a Novel Unmanned Robot over Large off-Road Regions

Because of the complex terrain structure in the off road environments, and the lack of mobility of traditional multi-wheeled tracked robots, a novel $6 \times 6$ wheeled-track unmanned robot (6-WTU) is designed in this study. we describes a large spatial region mobility prediction method for the robot (>5×5km <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> ). For more accurate and efficient prediction of the robot’s mobility in off-road environments. We used the Ordinary Kriging method to refine the digital elevation map (DEM), however, before the interpolation, we compared three sampling methods, and selected the optimal sampling method by comparing the semi-variogram to reduce the calculation of the interpolation. After the reconstruction of the DEM. The GO/NOGO map was generated by combining the terrain features and the kinematic limits of the robot. To further demonstrate the validity of the mobility prediction proposed in this paper, the path planning algorithms of two strategies were used, and the effectiveness of the mobility prediction was verified by simulation experiments.
Looking Back, Moving Forward: A Handover

A coworker teased me a few months ago, describing requirements engineering (RE) as “plumbing,” something he absolutely considered functional, even necessary, but otherwise best not discussed in polite conversation. I responded with a graphically descriptive suggestion of what one might experience with a plumbing failure. I then drew parallels to a situation where a team’s excellent execution of their standard requirements practice proved insufficient for the complex circumstances of their newest program. Although they’d laid the pipes as intended with the tools and practices with which they were proficient, this “new construction” had different needs.
Instance Segmentation and Classification of Armoured Fighting Vehicles

A two-phase deep learning prototype for detection and classification of armoured fighting vehicles was developed. The two phases consist of an instance segmentation model and an image classification model. The instance segmentation model detects and outlines armoured fighting vehicles. These images are then piped into an image classification model which classifies the vehicles by model. The instance segmentation model reached a mean average precision of 0.399 at intersection over union of range 0.5 to 0.95. The image classification model reached 84.5% top 1 accuracy. Overall, adding synthetic images to the training data for instance segmentation yields a model with about 10% higher overall average precision.
Classroom Digital Technology Integration – A Double-Edged Sword? Engaging and Practical yet Harmful

Despite the prominence of technology in contemporary education, studies on technology-enhanced learning are most focused on barriers affecting technology’s integration. Overshadowed by this mainly unilateral approach, a precursory question of why technology should be integrated into the classroom has often been overlooked. However, without knowledge of this sort, we cannot underpin the need for classroom digital technology integration (CDTI). This study aims to gain exploratory insight into teachers’ perceptions of CDTI that allow advocating for CDTI. We conducted a qualitative study with inductive content analysis with data collected from semi-structured interviews with 18 teachers to understand better the deemed effects of CDTI and what it might depend on. Generally, the main reasons for the CDTI lay in its affordance to improve engagement and practicality in teaching-learning processes. CDTI’s main detriment was its hindering effect on health and fine motor development. These results imply CDTI’s beneficence, and hence it should be supported. To minimise CDTI’s hindering effects, we recommend reconsidering how technology is integrated into the process.
Familiarization Strategies to Facilitate Mobile-Assisted Language Learning in Unfamiliar Learning Environments: A Study of Strategies Development and Their Validation

Educators and researchers design mobile-assisted language learning (MALL) activities in authentic learning environments so that language learners are able to practice their skills there. However, some of such environments are unfamiliar to learners (e.g. zoo) because they visit them seldom. Unfamiliarity with learning environments may hinder language learning and not many MALL studies focused on this problem. In this study, familiarization strategies were developed in order to familiarize language learners with unfamiliar learning environments and to facilitate their mobile-assisted language learning in unfamiliar learning environments. A focus group was carried out with eight English teachers of seventh grade to explore their opinions and suggestions regarding developed strategies. The results showed that familiarization strategies can be useful for familiarization with unfamiliar learning environments. Based on a focus group some strategies were modified and some were deleted.