Reviewerly/exHarmony huggingface dataset:
Cloud cover estimation at various sites in Antarctica using different methods based on broadband radiation measurements

Surface observations in Antarctica have always been challenging but cloud observations are particularly scarce due to the lack of observers and instruments and the strict limitation caused by the polar night. This work aims at testing and finding methods that can fill the gap of information on cloud cover, based on solar or terrestrial broadband radiation measurements. In particular, the results from Long et al.[1] method, exploiting solar radiation measurements, and D&amp;#252;rr and Philipona[2] APCADA algorithm and Town et al.[3] methods, both based on terrestrial radiation measurements, will be shown. The methods are chosen to make use of shortwave and longwave radiation components, specially the latter because it can yield information throughout the year and not only during months of daylight, as methods based on shortwave radiation do. Studied data sets are from different coastal sites: Marambio (64&amp;#176;14&amp;#8217;50&amp;#8217;&amp;#8217;S - 56&amp;#176;37&amp;#8217;39&amp;#8217;&amp;#8217;W), Professor Julio Escudero (62&amp;#176;12&amp;#8217;57&amp;#8217;&amp;#8217;S - 58&amp;#176;57&amp;#8217;35&amp;#8217;&amp;#8217;W) and Jang Bogo (74&amp;#176;37&amp;#8217;38&amp;#8217;&amp;#8217;S - 164&amp;#176;14&amp;#8217;16&amp;#8217;&amp;#8217;E). Another analysed data set comprises measurements taken at DomeC (75&amp;#176;05&amp;#8217;59&amp;#8217;&amp;#8217;S &amp;#8211; 123&amp;#176;19&amp;#8217;57&amp;#8217;&amp;#8217;E). Since stations can be equipped with different instruments that could record only some of the broadband radiation components, investigating different methods allows to adapt to the actually available data. It also means that is possible to cross-check results when more than one method can be used, like in the case of Marambio. Before data sets are used as input, they undergo quality check controls[4] as recommended by the Baseline Surface Radiation Network[5], when applicable. Preliminary results show that Marambio and Escudero stations thought to be similar, for their latitude and close distance, actually differ from one another when it comes to frequency of occurrence of clear and cloudy sky conditions. Bibliography [1] Long et al. (2006): &amp;#8220;Estimation of fractional sky cover from broadband shortwave radiometer measurements&amp;#8221;, J. Geophys. Res. 111, doi: 10.1029/2005JD006475[2] D&amp;#252;rr and Philipona (2004): &amp;#8220;Automatic cloud amount detection by surface longwave downward radiation measurements&amp;#8221;, J. Geophys. Res. 109, doi: 10.1029/2003JD0041823[3] Town et al. (2007): &amp;#8220;Cloud Cover over the South Pole from Visual Observations, Satellite Retrievals, and Surface-Based Infrared Radiation Measurements&amp;#8221;, Journal of Climate 20, doi: 10.1175/JCLI4005.1[4] Long and Shi (2008): &amp;#8220;An automated quality assessment and control algorithm for surface radiation measurements&amp;#8221;, Open Atm. Science J. 2, doi: 10.2174/1874282300802010023 [5] https://bsrn.awi.de/
Application of the Recomposition Method to Mind Map and Experimental Verification of Learning Effect

The Mind Map (MM) is a thinking tool that represents understanding diagrammatically, and its creation and use by oneself or by sharing with others are accepted as useful activities. Understanding the map creator’s understanding represented in MM is an essential activity in such situations. In this study, the promotion of the understanding of MM has been investigated. As a method of promotion, a recomposition method successfully used for the concept map is adopted. If the conventional recomposition method is applied to MM, a complete decomposition of MM is performed (Full Recomposition method: FR). In addition to FR, we have proposed a method in which only the leaves of MM are recomposed by the students (Leaves Recomposition method: LR). LR reduces the cognitive load in the recomposition but it is expected to keep the learning effect because recomposing a leaf requires an understanding of the path from the root to the leaf. In this paper, we conducted comparative experiments between FR and LR. The results of pre-tests and post-tests showed that both methods significantly increased the test scores and there was no significant difference between FR and LR. Then, the growth rates of map scores for LR were much higher than those of FR, and the results of the questionnaire suggested that LR was an easier way to recompose MM. These results suggest that (1) the recomposition of MM has a learning effect, and (2) LR can reduce the cognitive load of recomposition while keeping the learning effect.
Triangle Logic Recomposition Exercise for Three-Clause Argument and Its Experimental Evaluation

A framework of triangle logic, a recomposition exercise environment of the triangle logic, and an experimental evaluation of the exercise are reported in this paper. The triangle logic is a graphical representation of a three-clause argument composed of Ground, Warrant, and Conclusion to simplify the Toulmin model. The three clauses are located at three vertices of a triangle, respectively. The recomposition exercise requires students to complete a triangle by selecting necessary clauses from provided candidates. The exercise environment can logically diagnose a recomposed triangle logic and give feedback to the student. We used a quasi-experimental, pretest, and posttest design to evaluate the exercise. Sixteen participants in the experimental group received the pretest, exercise, and posttest, and then fifteen participants in the control group received the pretest and posttest only. The interval between the pretest and posttest was a week. The exercise was conducted 40 min just before the posttest. As the results, the posttest score of the experiment group was statistically significantly improved compared to the pretest score, and the effect size was large, although the posttest score of the control group were not significantly improved compared to the pretest score.
A Study for Estimating Caregiving Contexts Based on Extracting Nonverbal Information from Elderly People at Home

In order to reduce the burden on family caregivers, machine-assisted estimation of situations (called “caregiving contexts”) necessary for the care of elderly people at home is becoming increasingly important. Older adults at home usually express their feelings through nonverbal information such as facial expressions, movements, and postures, except in daily conversation. This study aims to examine a method for estimating the caregiving context based on extracting nonverbal information from older adults at home. Our key idea is to input real-time image data captured by a USB camera into a pre-trained model that can be run in an edge environment and subject the results to analysis that aggregates a set of features for each location in the home. We expect that the results of this research will allow us to build a classifier of caregiving contexts unique to each household and to analyze better and infer the caregiving needs of the elderly.
Spatial Learning in a Virtual Reality Boeing 737NG Flight Deck

The use of Virtual Reality (VR) in training rests on the assumption that perceptual and cognitive knowledge transfers to the real world. We conducted a repeated measures experiment to evaluate the transfer of spatial knowledge from three different environments (VR, an industry standard flat panel training device, and a physical flight deck) to a real flight deck. Participants had no previous flight deck experience. We used a time-limited endogenous search task to develop the spatial knowledge and provide an objective performance measure. We found a strong learning transfer effect for all groups, and no significant between group effects. These preliminary findings illustrate the possible utility of VR in aviation flight training, but further work is needed.
Research on the Design of Online Participatory Design Workshop Platform Under Metaphor Design

Participatory design workshops first emerged in Scandinavia in the 1970s to achieve a more democratic design by inviting users to participate in the design process. With the advent of COVID-19, many offline participatory design workshops had to use collaboration platforms, such as Miro and Conference table. However, such online collaboration design software often has a digital challenge for ordinary users. This study proposed a new design through the thinking of metaphor design—a “Card + Desktop” online participatory workshop platform. The platform uses cards as the carrier of information interaction, including four interactive forms: Card playing, Card flipping, Card adsorption, and Card grouping. At the same time, four modes are designed for different stages of the workshop: the Lobby mode of the main venue, the Round table mode in the ice-breaking stage, the Room mode for group discussion, and the Spotlight mode for group reports. Through the user test of participants, the study concluded that the card-based workshop platform could promote communication, inspire creativity, and increase engagement. It can also provide some references for the future design of online workshop platforms.
Motivation to Adopt Gamification in NFT

Gamification is now widely used in many fields such as medical education, marketing campaigns and human-computer interaction, and has proven to be an effective tool to attract users and enhance user engagement. Technologies such as virtual reality, artificial intelligence, and blockchain continue to develop rapidly and receive widespread attention from society, and blockchain technology-based art Non-Fungible Token (NFT) brings innovation to the existing market model. Based on the value co-creation theory, this paper studies the motivation of adopting gamification in art NFT, analyzes its connection with user engagement, loyalty and self-brand connection, and provides a theoretical basis and future development direction for the development of gamification in art NFT. Data were collected from a sample of 100 Chinese art NFT users aged between 20 and 30 years old, and the collected data were analyzed using AMOS 25 and Process Macro for SPSS. The findings show that user achievement, social and immersion motivations all positively influence art NFT interactions, as well as all three subsets of user engagement (Pleasure, Arousal, and Dominance) also play a significant positive role in increasing loyalty. User engagement fully mediated the association between motivation and loyalty, while self-branding ties weakened the mediating relationship. The findings suggest that future gamification of art NFT needs to be further personalized and expanded to explore how different gamification features, content, and styles can more effectively satisfy users and the potential to engage users of all ages.
A Methodology for Personalized Dialogues Between Social Robots and Users Based on Social Media

Social robots are devoted to interacting and communicating with humans. Traditionally, the interaction capabilities of social robots are limited because the dialogues they can maintain are perceived as predictable, repetitive, and unnatural. This can lead the user to lose interest in the robot. If we want to bet on a successful and long coexistence of humans and robots, it is necessary to provide robots with more varied speeches that can be easily adapted to the users’ needs. In this contribution, we propose a methodology that uses social media mining techniques to find topics that might interest a user. Then, using machine learning techniques, we create the robot’s verbal communication. This methodology, implemented in our social robot Mini, uses three types of deep learning models for natural language processing: a summarization model, a long-form query-answer model, and a generative model. We rely on pre-trained models that have been integrated into Mini, allowing our robot to maintain conversations about different topics that change dynamically.
Digital Skills During Emergency Remote Teaching, for VUCA Environments

The confinement caused by COVID-19, led to the physical closure of Peruvian universities, without interruption of the educational service, the research corresponds to a private university licensed by the National Superintendence of Higher University Education, The objective was to analyze digital skills during the exercise of emergency remote teaching, in situations of Volatility, Uncertainty, Complexity and Ambiguity, (identified by the acronym VUCA) by undergraduate and graduate teachers from a private Peruvian university. Using quantitative methodology, a questionnaire was applied that shows Digital skills at the basic level decreased from 36% to 6%, while the advanced level went from 12% to 36%. Sensory (visual, auditory) and intellectual or learning adaptations were developed by teachers during virtual tutoring, listening, reading, answering questions also predominated, time dedication and use of space and time in virtual environments increased. of learning, the digital technologies that have facilitated distance learning have been 100% synchronous videoconferences, 85% use of collaborative tools, digital resources, platform and Internet connection. Digital skills the basic level decreased from 36% to 6%, the advanced level went from 12% to 36%. The sensory (visual, auditory) and intellectual or learning adaptations were developed by the teachers during the virtual tutorial, listening, reading, answering questions predominated, time dedication and use of space increased, time in the virtual environments of learning, the digital technologies that have facilitated distance learning have been 100% synchronous videoconferences, 85% collaborative tools, digital resources and the Internet.
Release into the Wild and Beyond

We have come a long way in the course of this book: from research and discovery phases at the very beginning through considerations around design systems, UI design, UX design, development, user testing, and more… we've now arrived at the very end of the UX Process lifecycle and will discover whether all these decisions have led to a viable product for all stakeholders—or a complete dud to all.
Keystone for Smart Communities—Smart Households

This chapter deals with the fundamental components that are used to build a smart house and building. This chapter also shows how smart homes and buildings are sensed and controlled. An intelligent house also has to improve the quality of life of seniors and handicapped people, so this chapter presents some strategies to achieve that goal.
L2 WRITING ANXIETY AND TEACHER’S COMMUNICATION BEHAVIOR AS PREDICTORS OF RESEARCH SELF-EFFICACY OF STUDENTS

The purpose of this study was to determine whether second language writing anxiety and teacher’ communication behavior significantly predict students’ research self-efficacy. The working group for the present study, in which quantitative descriptive-predictive design was employed, included 187 students enrolled in Research 1 and 2 subjects at UM Digos College. The participants answered adapted standard questionnaires to quantify which dimension/s of Second Language Writing Anxiety and Teacher’s Communication Behavior significantly predict/s research self-efficacy. The gathered data were interpreted using the mean in determining the central tendency and Pearson-r. Regression analysis was used to predict the value of research self-efficacy based on the value of writing anxiety and teachers’ communication behavior. The results revealed that the level of L2 writing anxiety of students is moderate. Likewise, the level of teacher’s communication behavior was revealed as high and the level of research self-efficacy is also high. The result also shows that there is no significant relationship between L2 writing anxiety and research self-efficacy but indicators of L2 writing anxiety posed a significant relationship with research self-efficacy while teachers’ communication behavior resulted in no significant relationship to research self-efficacy, but two indicators of TCB posed a significant relationship to RSE. The findings corroborated the four domains for SLWA and TCB, which are cognitive, somatic, challenging, and encouragement and praise; significantly predict research self-efficacy. The findings obtained in this study suggest that students look for ways to enhance their confidence in performing tasks related to research papers.&lt;p&gt; &lt;/p&gt;&lt;p&gt;&lt;strong&gt; Article visualizations:&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;img src="/-counters-/soc/0020/a.php" alt="Hit counter" /&gt;&lt;/p&gt;
Investigating the Mental Workload of Experiencing Virtual Reality on People with Mild Cognitive Impairment

As the proportion of the aging population increases year by year, Taiwan is about to become a super-aging society. Among multiple problems faced by the elderly, dementia is an important but easy-to-be-neglected challenge, for which, at pre-sent, there is no effective cure. Therefore, many studies are switching their focus to non-drug therapy. In the technologically-advanced society, employing digital technology in non-drug therapy has become a trend. With the development of technologies, virtual reality (VR) is getting increasingly popular in recent years, and its high degrees of immersion and interaction will improve the experience and efficacy of non-drug therapy. However, before emphasizing the effectiveness of VR in this regard, researchers should consider the acceptance and mental work-load of users. Therefore, in this study, a VR system in a reminiscent style was developed and tested by 30 senior patients with mild dementia. Additionally, questionnaire surveys, interviews, and behavior observation were launched to explore participants’ mental workload levels. According to the experiment result, most participants show a willingness to try the VR system and have no severe physical discomfort. Some participants required the assistance of researcher staff when testing the VR system, but they received the content well and thus responded. The study result reveals that participants’ mental workload in VR was at an acceptable level, indicating the high development potential of related future studies.
Pressure Tactile Feedback Pin Pad Module Application: Reduce Shoulder Surfing Success Rate

Automated teller machines (ATMs), self-service payment terminals, and other devices that use PIN passwords for user authentication are susceptible to various forms of tampering or attacks in unattended settings. One such attack is shoulder surfing, where an attacker observes the sequence of key presses or steals the password through the use of cameras or peeping methods. To address this issue, this study proposes a design of a pressure sensing matrix combined with a PIN pad that can detect the amount of force applied during key presses, while providing real-time tactile roughness feedback. Using the high elasticity properties of polydimethylsiloxane (PDMS), the device prototype was designed by defining the required force intervals for key presses and assembling the upper electrode elastic layer, spacer, and lower electrode PCB board. The input accuracy using the tactile feedback method reached 70.83%, which was significantly higher than the 56.00% accuracy achieved without providing tactile feedback. Moreover, in the case of shoulder surfing, the defense rate of numeric passwords was only 8%, while the defense rate for pressure passwords was 40%, proving effective in protecting passwords.
Ambient Information Design for a Work Environment

To empirically investigate the impact of ambient information systems in a work environment, we developed a sensor-actuator system, designed a data mapping choreography, and set up a responsive office to be evaluated by experimental participants. 22 subjects were asked to work in the setting for 90 min and to give feedback by means of an online questionnaire and a follow-up interview. Their behavioral and arousal signals were measured and recorded as well as transmitted in real time to office equipment such as lamps, speakers, and a fan to control parameters such as brightness, hue, saturation, volume, speed, etc. to convey ambient information. The focus was on user experience, appropriation processes, well-being, productivity, and design principles for embedded ambient interfaces. The acquired sensor data was used to validate the data collected through the online questionnaire and the qualitatively analyzed interview. The study provides insights into the implications and benefits of embedded environmental information and data mapping design strategies. The paper concludes with experimental design considerations and an outlook on further research approaches.
Buddie: Design Exploration for Remote Interactions to Support Kids

We present Buddie, a prototype designed to support remote interaction utilizing a mobile app and a soft toy. The project was initially created to facilitate remote parent-child communication for parents who are physically separated from their children due to work commitments. Because of the widespread prevalence of Covid-19, many parents avoided business trips. We broadened our research to include not only children and their parents, but also teachers, families, and friends. In this pictorial, we present the design process of Buddie, final prototypes, and a case study with two children and their parents.
Forensic Evidences made Tamper-Proof using Block Chain

Abstract: In today's digital environment, data is essential at every level of the creative process. Every application field has to store and process data securely. Data must be impervious to manipulation because changes may be made. Data can be represented and stored in heterogeneous formats. An organization's critical information may be under threat. In an effort to alter those data, attackers take deliberate action in response to the growth in cybercrime. But it has a big impact on the forensic proof required for provenance. Therefore, as digital evidence moves through several forensic investigative stages, it is crucial to maintain its validity and provenance. This process involves passing the prepared report through several levels or intermediaries, such as a pathology lab, a doctor, a police department, etc. For the development of transparent systems with unalterable forensic evidence, block chain technology is more suitable. The movement of assets and evidence reports can be done transparently and decentralized thanks to block chain technology. In this work, a secure, Block Chain-based approach of forensic evidence storage is suggested. Anyone in the forensic chain can quickly determine if forensic evidence has been tampered with at any point. The security of the evidence is improved by implementing the storing and processing of forensic data utilizing block chains, which have excellent integrity, traceability, and immutability
Rethinking Your Application Security Posture from Code to Cloud

This paper explores the importance of reevaluating the application security posture in the context of modern software development practices and the shift towards cloud computing. It highlights the challenges posed by the evolving threat landscape and emphasizes the need for a comprehensive and proactive security strategy. The paper also discusses various techniques and best practices for securing applications from the code level to the cloud environment, encompassing secure coding practices, and the effective utilization of cloud security services. By adopting a holistic approach to application security, organizations can mitigate risks and protect their applications and data throughout the software development lifecycle. Keywords: Application Security, Software Development, Cloud Computing, Secure Coding, Vulnerability Assessment, Penetration Testing, Cloud Security Services Proceedings Citation Format Afolabi, O. (2023): Rethinking Your Application Security Posture from Code to Cloud. Proceedings of the Cyber Secure Nigeria Conference. Nigerian Army Resource Centre (NARC) Abuja, Nigeria. 11-12th July, 2023. Pp 35-40. https://cybersecurenigeria.org/conference-proceedings/volume-2-2023/ dx.doi.org/10.22624/AIMS/CSEAN-SMART2023P5