Reviewerly/exHarmony huggingface dataset:
Mixed Environment with Augmented Reality: The Effects of Presence in Game Interaction Situation

&lt;p style="text-align: justify;"&gt;Augmented, virtual reality, online and offline are considered as a single living space of mixed reality - an important dimension of socialization of the personality functioning in such an environment enhanced and expanded by technical devices and programs. In this context one of the main psychological phenomena is the phenomenon of presence - individuals' subjective experience of being in mixed reality. The aim of the research is to study the peculiarities of the subjective experience (phenomenon) of presence by a personality, enhanced by augmented reality in a gaming social interaction in mixed environment. 154 students aged 17 to 24 participated in an augmented reality underwater hunting game in pairs. They were randomly presented with three instructions: neutral, cooperative, and competitive interaction. Subjective experience of presence (immersion in the game, engagement, realism of augmented reality) as an integrative indicator of technologically enhanced personality, social interaction (distraction to the partner, attitude towards the partner), positive and negative emotions were assessed. The following results were obtained: engagement and realism of augmented reality are related to immersion in the given environment. The effect of presence is related to positive, but not negative, changes in emotional state while playing in augmented reality. Game involvement is more pronounced in competitive AR conditions than in cooperative and neutral ones. Greater game involvement and realism of augmented reality are associated with fewer distractions to the partner. Regarding game immersion, the same effect was found for neutral instruction and cooperative instruction. The effect of presence (engagement and realism of augmented reality) in a mixed environment as an important indicator of personality, enhanced with augmented reality, was more pronounced in a competitive environment and was associated with more positive experiences in it and fewer distractions to a partner.&lt;/p&gt;
Whom We Trust More: AI-driven vs. Human-driven Economic Decision-Making

&lt;p&gt;AI as a new direction in the study of human-computer interaction requires a new look at trust as a phenomenon. In our study, we focus on examining trust in the context of economic behavior. The study took place in two stages. At the first stage, during the interview, we have identified the main factors of trust and mistrust in AI and the specific factors of trust in AI in economic decisions. Also, we have revealed a subjective indicator of the level of trust in the advisor&amp;rsquo;s recommendations - the economic activity of the participant when performing the recommended action. At the second stage, an experiment was carried out. The participants were asked to play a stock exchange game. The goal of the game was to make money by buying and selling shares. There were an option to ask an advise. For the experimental group, AI acted as an advisor, for the control group, a person (an expert in trading). According to the analysis of 800 economic decisions, economic activity during the game was higher among the participants in the control group who followed the advice of the person (t = 3.646, p &amp;lt;0.001). As a result of the study, three main conclusions were obtained: 1) the level of trust in councils in an economic decision can be expressed in the form of economic activity; 2) the level of trust in economic recommendation depends on whether the recommendation is made by a human or an AI; 3) the specific factors of trust in economic decisions are highlighted: the individuality of the council and the speed of the requested solution.&lt;/p&gt;
MENGEMBANGKAN BUDAYA LITERASI MENULIS DIGITAL PADA MASYARAKAT DESA LENGGAHJAYA

The current problem in Langgajaya village is the lack of literacy skills and the lack of use of digital media. Someone is said to be literate if that person is able to understand the right information and do something based on their understanding of the contents of the reading. Writing skill is the ability to express ideas, opinions and feelings to other parties through written language. Unfortunately, the writing skills of the Lennggajaya village community are still very concerning because the community does not understand digital writing techniques. The method used in the implementation of this community service is by applying the community education method which aims to enable people here to develop their talents in digital writing. The results of the service have an impact in the form of increasing the knowledge and skills possessed by the people of Lennggajaya village who want to add insight into digital writing literacy so that it can become a provision for those who want to increase knowledge about digital writing procedures.
Improving Students’ English Speaking Skill by Using Spongebob Squarepants Cartoon

According to the Indonesian curriculum, which requires students to speak, speaking is now one of the essential abilities in learning English. The four English skills that students acquire in class include speaking. Additionally, a number of problems come up throughout the teaching and learning process. Speaking difficulties frequently include anxiety while speaking in front of a group of people, a limited vocabulary and a worry about making errors. This study aims to determine whether viewing SpongeBob SquarePants with English subtitles can improve students’ speaking ability. The participants of the study consisted of 9 students from junior high school number 4 Bengkulu, enrolled in the 9th grade for the academic year 2022/2023. Purposive sampling was used to choose them for a variety of reasons. This study employed a pre-experimental methodology to investigate the impact of using the SpongeBob SquarePants cartoon on enhancing English-speaking ability. Pre-test and post-test measures are used to analyze data in this design, which does not call for a control group (Creswell &amp; Creswell, 2018). As a consequence, employing a cartoon had a significant impact on the students’ speaking ability. It may be inferred that the research topic has been addressed and that it has been demonstrated that the application has been successful in enhancing the speaking skills of ninth-grade students. It was also found that cartoon usage application can be a center for language teacher techniques in learning English because of intense and meaningful language practice. In this study, students also do a lot of unconscious speaking skills in class because they think they are watching cartoon in a class. It shows that the students are easy to actively participate in learning that had made them used language and therefore learn it.
MASS-MEDIA AS A FACTOR OF FORMING NEW COMMON REALITY

The article is devoted to the influence of mass media on the formation of familiar reality. The stages of the development of mass media and the changes they caused in society were analyzed.
PERSPECTIVES OF THE SOLAR ENERGY DEVELOPMENT AND ITS EFFECT ON THE OPERATION OF ELECTRICAL ENERGY SYSTEMS

The work deals with issues of solar energy, which is currently developing at a rapid pace. This is facilitated by an inexhaustible resource and the absence of environmental pollution. The positive impact of solar installations on the operation of electric
FORMATION OF CULTURAL AND SPIRITUAL VALUES IN THE MODERN YOUTH ENVIRONMENT

In the contemporary stage of Ukrainian society's development, the worldview foundations of youth in the realm of spiritual realities contribute to an increasing search for cultural and religious orientations. This trend is one of the key characteristics
THE STRUCTURE OF ARTISTIC ABILITIES OF YOUNGER STUDENTS: MOTIVATIONAL COMPONENT

The article examines the problem of the formation of artistic abilities of junior high school students in the process of musical education in extracurricular education institutions, namely the motivational component of the studied education. It has been p
TO THE ISSUE OF ICT INTEGRATION INTO THE EDUCATIONAL PROCESS AND THEIR USE IN NON-FORMAL EDUCATION

The main problems related to the integration of ICT into educational process are considered. The advantages and disadvantages of ICT integration are indicated. It is emphasized that it is necessary for teachers to master ICT in full for the successful use
GAMIFICATION TECHNOLOGY AS AN ELEMENT OF EDUTAINMENT

The paper discusses some aspects of gamification technology as an element of educational activities, which is learning through entertainment. The gamification technology is aimed at increasing the cognitive interest of students, attracting their attention
FORMATION OF TECHNOLOGICAL COMPETENCE

Psychological-pedagogical studies of personality development are analyzed, which are the basis for the creation of didactic technologies.Pedagogical foundations of the technological competence of the future specialist have been determined. The components
THE IMPORTANCE OF PSYCHOLOGICAL SUPPORT FOR ALL PARTICIPANTS IN THE EDUCATIONAL PROCESS (STUDENTS AND TEACHERS) TO AVOID OR OVERCOME THE CONSEQUENCES OF PTSD

According to the amendments to Article 51 of the Law of Ukraine "On Comprehensive General Secondary Education" regarding professional development of pedagogical workers in the matter of providing psychological support to participants in the educational pr
THE MORPHOMETRIC ANALYSIS OF THE ERYTHROCYTES IN BLOOD DONORS

The theses dealt with the study results of the morphometric erythrocytes changes in peripheral blood. The importance of the morphometric erythrocytes changes in peripheral blood in regular blood donors is discussed.
Analysis of Educational Programs in Organizations for Orphans

&lt;p&gt;&lt;span lang="EN-US"&gt;The relevance of the development of educational systems in organizations for orphans and children left without parental care is associated with the need to solve the problem of social disadaptation and unpreparedness for an independent life of its graduates. An important tool for systemic development is the working programs of education. The work is aimed at studying the programs of education of orphans in institutional conditions. The history of the formation of educational systems in organizations for orphans and children left without parental care is shown. The features of the system of education in these organizations in modern conditions and the focus of research in the field of education of orphans are revealed. The results of a survey of 857 specialists of organizations for orphans and children left without parental care from 66 constituent entities of the Russian Federation are presented. Based on the analysis of the survey data: 1) the specifics of upbringing programs in organizations of different departmental affiliation were identified by a group of parameters: independence, time of development and approval, implementation period, introduction of changes, participation of pupils in its development, passing inspections; 2) the content of upbringing programs and the criteria for their results, the factors that determine the characteristics of upbringing activities are characterized; 3) an assessment of educational programs was carried out according to a group of parameters: the formation of tolerance among pupils; preparation of pupils for independent life, formation of their social maturity, financial adequacy; formation of communicative (including digital) security among pupils; taking into account the opinion of pupils in the organization of their lives; formation of an active civic position among pupils, including through participation in social volunteering.&lt;/span&gt;&lt;/p&gt;
Beyond Privacy: South Korea’s Digital Technology-led Policy on COVID-19 and Its Impact on Human Rights

South Korea’s response to COVID-19 relied extensively on digital technology. The government adopted digital surveillance and tracing measures instead of implementing physical lockdowns. The Korea case shows how digital technology can be utilized to enhance public safety but also potentially risks privacy, data security and social equity. These dilemmas over the extensive digital measures are concerned with the fundamental question of the governance of digital technologies. New technologies utilized for COVID-19 policies have great potential to support individuals’ rights, especially right to health. However, technologies are initially not designed to serve human rights purposes but for containment of virus, we need to be conscious of the way in which these new technologies pose significant challenges to human rights. The problem is that most international human rights instruments were initially drafted for the offline world and may not reflect the realities of the digital age. Therefore, it is critical to understand the human rights implications for each stage of the key health and quarantine measures. It is essential even at the early stages of a development of technology, to consider human rights impacts, including economic, social, and cultural rights and the rights of minority groups.
Policy analysis in quasi-governmental institutions in Korea

Public institutions are key agencies in the policy implementation stage that provide public goods and services. They are not strictly central or local subordinate agencies of the government but are subject to government oversight and control. It is not only because they are partially funded by the government but also because the policy outcomes they (semi-) monopolistically provide are crucial for the public. Oversight of the performance of public institutions requires the disclosure of information to the public, thereby improving accountability and performance. However, there are still issues to be resolved in the performance management of public institutions (Lah 2015). Due to the qualitative evaluation of some immeasurable aspects of performance, certain assessment metrics are highly subjective. As the grades finalised by the steering committee only rank public institutions on a relative scale, they do not fully capture the different characteristics and nature of services provided. The evaluations are also associated with substantial financial incentives, which makes public institutions prioritise measurable policy outcomes over the actual roles expected of them as quasi-governmental organisation, leading to inconsistent performance in the long run.
Towards a Medical Test Results Management System Based on Blockchain, Smart Contracts, and NFT: A Case Study in Vietnam

Abstract The role of medical test results in the diagnosis and treatment of a patient’s disease cannot be denied. Doctors and medical staff rely on these results to develop a treatment plan that meets the requirements of the patient’s health status (i.e., physical condition) and disease type. In developing countries (i.e., Vietnam), we note that test results are recorded in paper versions and stored by patients. Thus, several solutions have been introduced for electronic medical records to compensate for medical test results management. However, in Vietnam, these approaches face many obstacles such as centralized processing (e.g., storage, analysis); non-transparency issues; scalability; availability; and so on. In this paper, we exploit the benefits of blockchain, smart contracts, and NFT technologies to solve the above disadvantages. Therefore, our work contributes to five aspects. (a) Collecting procedures for handling and storing test results of patients at hospitals in Ho Chi Minh City and Mekong Delta (i.e., Can Tho city) (b) Proposing a mechanism for sharing test results based on blockchain technology, smart contract, and NFT applied; (c) Presenting an NFT tool-based certification generation model; (d) implementing the proposed model based on smart contracts (i.e., proof-of-concept); and (e) deploying proof-of-concept on four EVM- and NFT-supported platforms to find the most suitable one.
Analysis of Virtual Reality Based on the Internet of Things on Human Psychology ‘Internet of Thoughts’ (IoThs) for Rich Content Extraction Applied Natural Language Processing and Deep Learning

Abstract In the past decade, a lot of challenges to access, assess, and to acquire the needed technological opportunities to teach computers what naturally comes from the human brain and to understand how we naturally react when we rely on technology. The ability to document human thoughts, reactions and behavior to computers has led to the coming of NLP, AI, Dl, &amp; ML. Aim to understand the influence of IoT on humans with the use of DL to achieve content correctness and accuracy with virtual technology. Studies show that the way we think, react, and do the things we think “Internet of thoughts” reflect our personality. The way we think determines the way we react and the way we do things are based on how we think. Technology advancement has reinforced a lot of changes in humans which makes humans vulnerable to personal content exposure misappropriation due to the continuously changing nature of humanity and language. The study uses NLP, DL and behavior-oriented drive and influential function and results show that IoT based on VR influences human psychology “Internet of Thoughts”.
Adaptive Dashboard for IoT Environments: Application for Senior Residences

Abstract Dashboards are powerful electronic tools that can provide actionable insights for healthcare professionals, especially in support of the increasing senior population. With advancements in technology and IoT infrastructure, remote patient monitoring has become a feasible option for healthcare professionals through dashboards. To best serve the diverse needs of healthcare professionals, dashboards should be tailored for each user, considering their roles, interests, and priorities. In this study we proposed AMI-Dash, a solution allows for dynamic design and information visualization to address the diversity in needs and priorities among different dashboard users while maintaining a high-level of performance, as evaluated through several technical aspects.
Ontology Alignment for Accurate Ontology Matching: A Survey

Abstract Edge computing, a distributed computing architecture within the knowledge-defined network (KDN), faces challenges due to the significant disparities and data heterogeneity among its nodes, hindering their interaction. Ontology, a solution within the Semantic Web, is well-suited for addressing data heterogeneity and matching ontologies effectively. However, ontology matching presents difficulties due to non-linear mathematical issues. To overcome these challenges, the generative adversarial network (GAN), an unsupervised learning method, has emerged as a promising tool. GAN consists of two models with distinct objectives trained against eachother to achieve optimal outcomes. This paper introduces SA-GAN, an algorithm that combines GAN with simulation-based annealing to enhance its effectiveness. SA-GAN utilizes a stagnation counter to expedite the convergence speed of GAN. Through experiments conducted on a renowned ontology benchmark, the paper demonstrates that SA-GAN, along with other ontology matching algorithms, can identify the best alignments. Consequently, SA-GAN facilitates the construction of bridges in edge computing, improving its overall effectiveness.
Real-Time Multiple Object Tracking for Safe Cooking Activities

Abstract This work presents a real-time system for tracking multiple object in the context of meal preparation when using the Cognitive Orthosis for CoOKing (COOK). This system is called SafeCOOK. It aims to provide more capabilities to detect some dangerous situations that the current system does not consider. For example, it can locate a utensil or other kitchen object that has been left on the cooking surface of the stove while a meal is being prepared. This system uses a hybrid method based on YOLO and KCF to detect, track and drop cooking utensils as they enter and leave the cooking area, and is capable of monitoring an entire cooktop in real-time with a single camera. The software has been implemented on an embedded platform in the smart stove and has been added to it. The system produces good segmentation and tracking results at a frame rate of 1 to 4 frames per second, as demonstrated in extensive experiments using video sequences under different conditions.
t-ConvESN: Temporal Convolution-Readout for Random Recurrent Neural Networks

While deep neural networks have excelled at static data such as images, temporal data - the data that these networks will need to process in the real world - remains an open challenge. Handling temporal data with neural networks requires one of three options: backpropagation through time using recurrent neural networks (RNNs), treating the time series as static data for a convolutional neural network (CNNs) or attention-based transformer architectures. RNNs are an elegant autoregressive network type that naturally keep a memory of the past while performing computations. Although recurrent networks such as LSTMs have shown strong success across a multitude of fields and tasks such as natural language processing, they can be difficult to train. Transformers and 1-D CNNs, two feed-forward alternatives for temporal data, have gained popularity but in their base forms lack memory to keep track of past activations. Random recurrent networks, also known as Reservoir Computing, have shown that one need not necessarily backpropagate the error through the recurrent component. Here, we propose a novel hybrid approach that brings together the temporal memory capabilities of a random recurrent network with the powerful learning capacity of a deep temporal convolutional readout, which we call t-ConvESN. We experimentally verify that although the recurrent component remains random and unlearned, its combination with a deep readout achieves superior accuracy on a number of datasets from the UCR time series classification dataset collection compared to other state of the art deep learning architectures. Our experiments also show that our proposed method excels in datasets in the low-data regime.
Stable Learning Algorithm Using Reducibility for Recurrent Neural Networks

A multilayer perceptron (MLP), a feedforward neural network with one hidden layer, is called reducible if a hidden unit can be removed without changing the input–output function. In the MLP’s search space, the MLP is reducible in some regions, and some regions in the reducible regions have zero gradients, where learning stagnates. Nonetheless, some methods have been proposed to leverage such regions. A reducible region of an MLP with J hidden units can be generated from an MLP with $$J-1$$ hidden units. To begin learning from a reducible region guarantees a monotonically decreasing training error as the number of hidden units increases. The evaluation experiments reveal that the methods using reducible regions stably determine better solutions than existing methods. In addition, methods using reducible regions can stably obtain high-quality solutions not only for MLPs, but also for complex-valued MLPs, and radial basis function networks. In this study, we show that the search space of a recurrent neural network also has reducible regions. In addition, we propose a method that utilizes reducible regions to obtain higher quality solutions in a stable manner, as compared to existing methods with randomly set initial weights.