Reviewerly/exHarmony huggingface dataset:
Ex-libris in the book space of the personal libraries of the Central Chernozem region of the late XVIII – early XX century

Ownership signs (ex-libris) in the books of the noble libraries of the Central Black Earth region at the end of the 18th – beginning of the 20th century are analyzed. The connection of do-mestic bookplates with the history of bibliophilism as a part of the book culture of Russia is traced, the method of creating bookplates is analyzed. The purpose of the study is to comprehensively review individual publications that were in the owner’s libraries of the Central Black Earth region at the end of the 18th – beginning of the 20th century as a historical and cultural source. Based on the analysis of a number of publications, it was possible to reveal the reflection of the personality of their owners, to more accurately study their literary tastes and the specifics of their attitude to literature. It is noted that the spread of education and the increase in the availability of the printed word at the beginning of the 18th century stimulated the processes of distribution of book products, and the increase in genre diversity and circulation of published works led to the growth of library collections. The dynamics of the use of ex-libris is analyzed, it is established that by the end of the 18th century the influence of the classical heraldic composition in the space of the domestic ex-libris began to decrease. The influence of the spread of printing by the middle of the 19th century on the simplification of the design of the ex-libris and its partial replacement by the end of the century with the use of stamps is characterized.
Investigating Internet of Things Impact on e-Learning System: An Overview

e-Learning systems have reached their peak with the revolution of smart technologies.In the past few years, the Internet of Things (IoT) has become one of the most advanced and popular technologies, affecting many different areas.Using IoT in an e-learning system is a fantastic technology that improves the e-learning system and makes it more inventive and cutting-edge.The key challenge addressed in this study is the acceptance of IoT usage in e-learning systems as well as how to improve it so that it can be utilized properly.This research concentrates on how IoT can benefit e-learning systems and how it might benefit users of e-learning systems.A comprehensive literature review was conducted to get acquainted with the important research related to IoT technology and e-learning systems through online research databases and reliable scientific journals.The first research finding is that e-learning systems need such modern techniques as IoT to enable interconnection, increase reliability, and enhance the enjoyment of the educational process.The second result is that research related to the development of new technologies like the IoT has a significant impact on enhancing the performance of new systems and bringing about positive change.This study highlights the value of IoT, particularly in e-learning systems.It aids in the development of new strategies that will improve the efficacy of e-learning systems and stimulate researchers to develop advanced technology.
Effective Video Event Detection Using Optimized Bidirectional Long Short-Term Memory Network

In recent times, video event detection gained high attention in the researcher’s community, because of its widespread applications. In this paper, a new model is proposed for detecting different human actions in the video sequences. First, the videos are acquired from the University of Central Florida (UCF) 101, Human Motion Database (HMDB) 51 and Columbia Consumer Video (CCV) datasets. In addition, the DenseNet201 model is implemented for extracting deep feature values from the acquired datasets. Further, the Improved Gray Wolf Optimization (IGWO) algorithm is developed for selecting active/relevant feature values that effectively improve the computational time and system complexity. In the IGWO, leader enhancement and competitive strategies are employed to improve the convergence rate and to prevent the algorithm from falling into the local optima. Finally, the Bi-directional Long Short Term Memory (BiLSTM) network is used for event classification (101 action types in UCF101, 51 action types in HMDB51, and 20 action types in CCV). In the resulting phase, the IGWO-based BiLSTM network achieved 94.73%, 96.53%, and 93.91% accuracy on the UCF101, HMDB51, and CCV datasets.
Causality and Correlation Graph Modeling for Effective and Explainable Session-Based Recommendation

Session-based recommendation, which has witnessed a booming interest recently, focuses on predicting a user’s next interested item(s) based on an anonymous session. Most existing studies adopt complex deep learning techniques (e.g., graph neural networks) for effective session-based recommendation. However, they merely address co-occurrence between items, but fail to distinguish a causality and correlation relationship. Considering the varied interpretations and characteristics of causality and correlation relationships between items, in this study, we propose a novel method denoted as CGSR by jointly modeling causality and correlation relationships between items. In particular, we construct cause, effect, and correlation graphs from sessions by simultaneously considering the false causality problem. We further design a graph neural network–based method for session-based recommendation. To conclude, we strive to explore the relationship between items from specific “causality” (directed) and “correlation” (undirected) perspectives. Extensive experiments on three datasets show that our model outperforms other state-of-the-art methods in terms of recommendation accuracy. Moreover, we further propose an explainable framework on CGSR and demonstrate the explainability of our model via case studies on an Amazon dataset.
Typomorphic features of native gold in the placers of the Tarlau area (Southern Urals)

Typomorphic features of native gold from two placers of the Tarlau area were studied. It was demonstrated that migration of the gold particles had been proceeded both through transition to lower hypsometric levels in the weathering crust and during transportation by water flows. The complex of the studied features allows one to testify for the gold deposition within a single stage of the ore process, to suggest that the primary source was represented by a gold-sulfide-quartz type occurrence, and to assign the Tarlau and Murin placers to the origin section of the scattering zone of a unified placer.
Lightweight American Sign Language Recognition using a Deep Learning Approach

Sign Language Recognition is a variant of Action Recognition that consists of more detailed features, such as hand shapes and movements. Researchers have been trying to apply computer-based methods to tackle this task throughout the years. However, the methods proposed are constrained by hardware limitations, thus limiting them from being applied in real-life situations. In this research, we explore the possibilities of creating a lightweight Sign Language Recognition model so that it can be applied in real-life situations. We explore two different approaches. First, we extract keypoints and use a simple LSTM model to do the recognition and get 75% of Top-1 Validation Accuracy. We used the lightweight MoViNet A0 model for the second one and achieved 71% of Top-1 Test accuracy. Although these models achieved worse results than the state-of-the-art I3D, their complexity in terms of FLOPs is far better.
Spark Dataset API and Adaptive Query Execution

In the Spark ecosystem, DataFrames and datasets are higher-level APIs that use Spark RDDs under the hood. Spark developers mainly use DataFrames and datasets because these data structures are the ones more efficiently using Spark storage and query optimizers, hence achieving the best data processing performance. Therefore, DataFrames and datasets are the best Spark tools in getting the best performance to handle structured data. Spark DataFrames and datasets also allow technicians with a RDBMS and SQL background to take advantage of Spark capabilities quicker.
Mobile Teaching &amp;amp; Training Platform to Support Sustainability in SMEs

Due to rising energy prices, upcoming regulations and requirements from customers and OEMs, small and medium-sized enterprises (SMEs) in Germany need to initiate transformation processes towards sustainability. Here, digital technologies may support the transformation by transparency and connecting data streams, e.g. for production. However, this also increases the complexity of company systems and creates more challenges for the transformation since this includes additional effort. Statistics show that digitalization and sustainability are not yet standard in most SMEs and that the infrastructure of many companies is outdated. There is a need for training devices that, on the one hand, enable an SME-friendly introduction to digital technologies and on the other hand show how existing technologies can be expanded cost-effectively and easily in order to transform the company into a more sustainable one. This paper presents a mobile and integrated teaching and training platform that is intended for SME-oriented knowledge transfer in the areas of energy transparency, material- and resource efficiency and environmental assessment for manufacturing companies. The demonstration platform is built upon a cyber-physical production system (CPPS) with an integrated service part as a teaching and training offer for SMEs.
Six days of study. The way to reduce the efficiency of the educational process

This article is about the impact of a four-day, five-day, six-day school week on the productivity and academic achievement of students, as well as their morale. We considered such extremely important components of education, for example, as study time and eﬀort, which aﬀects the process of reflection, and therefore these components determine how well and deeply a student will assimilate the knowledge acquired at the university. As part of the research, a survey was also conducted, in which 165 students from various faculties of the V.N. Karazin Kharkiv National University. Respondents expressed their judgments about the six-day school week, its impact on their productivity, physical, neuropsychological and moral-emotional state. We conducted an analysis of previous works and determined that academic success does not depend on the amount of study time spent on study, but on the contrary, this process is related to motivation, good mood, neuropsychological state, degrees of fatigue and the ability to rest. We also did not ignore the aspect of anxiety, so we interviewed students about this phenomenon. 62% of respondents noted that with the beginning of the six-day study at the university, the level of anxiety increased significantly. Which certainly has a negative impact on the academic performance of students, as well as directly on the learning process.
Game-Based Learning Models And Improving Student Learning Outcomes In History Subjects

This study aims to examine the effect of the application of the game-based learning model on student learning outcomes in historical subjects. This study uses a quantitative approach with the type of experimental research. The research design uses a quasi-experimental model pretest-posttest,, also a non-equivalent control-group design. The sample consists of 66 students in classes XI IPS 4 and XI IPS 1 at SMA Negeri 1 Gambiran. Collect the data using documentation and tests. The data analysis technique uses the one-way ANOVA test and the LSD (Least Significant Different) advanced test software assisted by SPSS 22 for Windows. The results of data analysis show that, there is an effect of the application of the game-based learning model on student learning outcomes in historical subjects. The results of the one-way ANOVA test show that the probability value (sig.) in the experimental group is 0,000&lt;0,05, with the LSD (Least Significant Different) further test of 11.57576. And ANOVA test shows that the probability value (sig.) in the control group is 0,000&lt;0,05, with the LSD (Least Significant Different) further test of 7.48485. Therefore, there is an effect of student learning outcomes in the experimental group that taught using a game-based learning model.&#x0D; Keywords: Learning 4.0, game-based learning, student learning outcomes
Round trip from identifiers to citations and back again

Note to self (basically rewriting last year's Finding citations of specimens). Bibliographic data supports going from identifier to citation string and back again, so we can do a "round trip." &lt;strong&gt;1.&lt;/strong&gt; Given a DOI we can get structured data with a simple HTTP fetch, then use a tool such as citation.js to convert that data into a human-readable string in a variety of formats.
Motivation of Students in the Learning English through Audio Visual Media

This study aims to determine the motivation of students in learning English through audio visual media in the eleventh grade at MA Al Amiriyyah Blokagung Banyuwangi then describe how motivation is used in learning English by using audio Audio Visual Media in the form of video. Furthermore, this study also aims to determine whether it is true that it maximally motivates students by using audio visual media. This research uses a descriptive method with a qualitative design, to collect data, the researcher uses several instruments, among others; (1) Observation, (2) Questionnaire, (3) Interview. The subjects of this research were 15 eleventh grade students at MA Al Amiriyyah Blokagung Banyuwangi where these class students were placed in a special dormitory in the form of the Syafa’atul Qur’an dormitory. The results showed that (1) student motivation can be said to be in a good category, according to the results of all these findings the researcher concluded that the motivation to learn English is 80.00% of the questionnaire results which can be said to be in "good motivation". Besides, from the results of the interview, the researcher concluded that student motivation in learning English was quite good. Students' motivation to learn in English is because the atmosphere is pleasant, the teacher delivers the material well and the material is easy to understand, (2) the factors behind the motivation to learn English besides liking the atmosphere in the English classroom, the teacher also combines methods and media in carrying out the learning process, so that students felt confident that it would be easy to understand and learn the material even though they are not yet speak properly due to very minimal vocabulary,
Electronic Class Observation System of Saint Michael College of Caraga

A class observation system is a formal or informal observation of teaching while taking place in a classroom or other learning environment. The objective of this study was to design and develop the class observation system for Saint Michael College of Caraga. This system is limited only to numeric ratings, and the observers can only observe if the schedule is set. Only the Heads of the Academic and assigned teachers can use this system. Based on the functionality tests conducted, the proponents concluded that all the system's functionality responds as expected. The proponents tried not just once but numerous times only to attest its workability. The functions of this system are undeniably reliable. Thus, this Electronic Class observation system is ready to be used. The researchers highly recommend that future researchers who are competent and willing to have a capstone that this system electronic class observation is not yet fulfilled, especially the restriction of access to avoid evaluating even not in the classroom setting and the enable printing through cellphone. Positive teacher-student interactions are a primary ingredient of quality early educational experiences that launch future school success.
Light Field Spatial Super-resolution via Multi-level Perception and View Reorganization

Light field (LF) imaging can obtain spatial and angular information of three-dimensional (3D) scene through a single shot, which enables a wide range of applications in the fields of 3D reconstruction, refocusing, virtual reality, etc.However, due to the inherent trade-off problem, the spatial resolution of acquired LF images is low, which hinders the widespread application of LF imaging technique.In order to relieve this issue, an end-to-end LF spatial super-resolution network is proposed by considering the multi-level perception and view reorganization.This method can fully explore the highly interwoven LF spatial and angular structure information.Specifically, a multi-feature fusion enhancement block is introduced that can fully perceive LF spatial, angular, and EPI information for LF spatial superresolution.Furthermore, the angular coherence between LF views is exploited by reorganizing the LF sub-aperture images and constructing a multi-angular stack structure.Compared with other state-of-the-art methods, the proposed method achieves superior performance in both visual and quantitative terms.
The Innovation of Virtual Tour of Malang State University Learning Museum as an Alternative for Educational Tourism in the Disruptive Era

Advances in technology and information have become a stimulus for life changes, including digitalization and the internet of things. These two things linearly then motivate researchers to present an innovation virtual museum tour. The aim of the researcher is to present this innovation to assist in the process of developing educational tourism in Indonesia, especially for the UM Learning Museum. In addition, this innovation is also carried out with the aim of bringing the museum closer as one of the media for inheriting culture to the community through the help of advances in technology and information. The virtual tour innovation is also carried out with the aim of stimulating the development of innovation through enriching essence and behavioral intention. In order to facilitate efforts to achieve these goals, the research and development method from Borg and Gall has been modified. Through this method, it was found that the virtual tour innovation of the UM Learning Museum has many benefits for visitors, such as the experience of exploring independently and interactively. Other benefits obtained from the virtual tour of the UM Learning Museum include getting new information and knowledge and developing behavioral intentions to support the existence of the UM Learning Museum for the community.&#x0D; Keywords: learning media, innovation, virtual tour, UM Learning Museum
Combinatorial Optimization Design of Search Tree Model Based on Hash Storage

The game search tree model usually does not consider the state information of similar nodes, which results in searching a huge state space, and there are problems such as the size of the game tree and the long solution time.In view of this, the article proposes a scheme using the idea of combinatorial optimization algorithm, which has an important application in solving the decision problem in the tree graph model.First, the special graph-theoretic structure of the point-grid game is analyzed, and the storage and search of states are optimized by designing hash functions; then, the branch delimitation algorithm is used to search the state space, and the evaluation value of repeated nodes is calculated by dynamic programming; finally, the state space is greatly reduced by combining the twoway detection search strategy.The results show that the algorithm improves decision-making efficiency and has achieved 37% and 42% final winning rate, respectively.The design provides new ideas for computational complexity problems in the field of game search and also proposes new solutions for the field of combinatorial optimization.
Smart Apps Creator (SAC) Assisted Comic Media Development in Optimizing Visual Spatial Intelligence

This study aims to produce SAC-assisted comic media and analyze the effectiveness and quality of using comics media to optimize students' visual-spatial intelligence. This research is a Research and Development (R&amp;D) research using a 4D development model, which includes four stages: define, design, develop, and disseminate. In the "define" stage, the researcher did observations and interviews and distributed questionnaires to teachers and students. In the "design" stage, the researcher made prototypes of media development and visual-spatial intelligence test questions. At the "develop" stage, small group trials were conducted with three mathematics teachers and five students in class XI. Furthermore, a product revision was carried out, which was then the product of the revised result, which tested again in a large group, namely the class XI students of SMK Islam Madani consisting of 25 people. Finally, in the "disseminate" stage, socialization was carried out with mathematics teachers at the school where the researcher took the subject. The population in this study are mathematics teachers and students of class XI SMK Islam Madani, Kab. Tasikmalaya, West Java, with three mathematics teachers and 25 students of class XI majoring in Multimedia as the subjects. The research instruments used in this study were Teacher and Student Response Questionnaires and Visual Spatial Intelligence Test Questions. The results showed that the comic learning media is in the category suitable for use by students, with the calculation of the teachers’ and student's response questionnaires having very good interpretations. Furthermore, the quality of the effectiveness of the visual-spatial intelligence of students after using comics learning media on geometry material gets a value of 1.58 with the "strong effects" criteria so that the SAC-assisted comic learning media is effectively used in learning.
Generalization of RSA cryptosystem based on 2&lt;i&gt;n&lt;/i&gt; primes

&lt;abstract&gt;&lt;p&gt;This article introduced a new generalized RSA crypto-system based on &lt;inline-formula&gt;&lt;tex-math id="M2"&gt;\begin{document}$ 2n $\end{document}&lt;/tex-math&gt;&lt;/inline-formula&gt; prime numbers called generalized RSA (GRSA). This is a modern technique to provide supreme security for the computer world by factoring the variable&lt;inline-formula&gt;&lt;tex-math id="M3"&gt;\begin{document}$ N $\end{document}&lt;/tex-math&gt;&lt;/inline-formula&gt;, where its analysis process has become much easier nowadays with the development of tools and equipment. &lt;inline-formula&gt;&lt;tex-math id="M4"&gt;\begin{document}$ 2n $\end{document}&lt;/tex-math&gt;&lt;/inline-formula&gt; primes (prime numbers) are used in the GRSA crypto-system to provide security over the network system. This includes encryption, key generation, and decryption. In this method we used &lt;inline-formula&gt;&lt;tex-math id="M5"&gt;\begin{document}$ 2n $\end{document}&lt;/tex-math&gt;&lt;/inline-formula&gt; primes which are not easily broken, &lt;inline-formula&gt;&lt;tex-math id="M6"&gt;\begin{document}$ 2n $\end{document}&lt;/tex-math&gt;&lt;/inline-formula&gt; primes are not comfortably demented. This method provides greater performance and fidelity over the network system.&lt;/p&gt;&lt;/abstract&gt;
Modification of the Projection Method to Correct Errors in RNS

In this paper, we study methods for correcting errors in the system of residual classes. Traditional correction codes have disadvantages, such as Reed-Solomon codes have a large redundancy, others have either the same disadvantages or have greater computational complexity. The residue number system has self-correcting properties that have less redundancy and computational complexity. Thus, error detection methods were considered. Based on the study, it was found that the most effective method for detecting errors is the nullivisation method.
Enhancing Collision Learning Practicality

Despite achieving satisfactory performance, there are two major limitations of the supervised learning-based methods using collision data for training described in Sect. 4.2.2 [1–6].