Reviewerly/exHarmony huggingface dataset:
All the Stage is a World

This chapter surveys the current state of theatre that makes use of Virtual Reality (VR) technologies and considers its implications for youth audiences and participants. Following an explanation of the different ways in which VR and theatre are being integrated, the chapter goes on to discuss some tensions over whether young people constitute a distinct demographic for such theatre and can be expected to respond in unique ways. It then draws on a series of workshops conducted with 15–19-year-olds in the regional Australian town of Ballarat to explore the potential of virtual reality theatre for and with young people. Developed in collaboration with the Melbourne and Arena Theatre Companies and the University of Melbourne’s Digital Learning Hub, our workshops addressed three questions: what are the aesthetic possibilities of VR theatre? What is VR theatre ‘like’ for young people? How can the technology be used to help address the linked challenges of distance and access in exposure to theatre? The discussion focuses on the nuances of the responses from workshop participants, which were finely balanced between the limits and risks of the technology on the one hand and its exhilarating innovations on the other.
TEACHER ASSESSMENT OF ONLINE INSTRUCTION

As the world grappled with the unprecedented challenges brought about by the spread of the virus and where a state of emergency has been in place worldwide (Roshan, et al, 2021), a shift to digital forms of instruction was imperative.Japan was no exemption.The rushed implementation of remote instruction brought to light the enormous issues regarding online instructions not only in the country (Obe & Okutsu, 2020), but worldwide as well.There is a need not only to holistically understand learning and teaching in contexts where technology mediates learning, but also to understand the immense complexity of effectively assessing learning results in such context.
MANAGERIAL-LEADERSHIP COMPETENCIES FOR ENHANCING THE INTEGRATION OF INNOVATIVE TEACHING-LEARNING TECHNOLOGIES

The integration of teaching and learning technologies has been crucial catalysts for undergoing teaching and learning innovations.However, in many higher education institutions, these integration potentials have neither been consistently nor systematically used.The implementation of innovative teaching-learning technological change in higher education remains a significant challenge.Previous studies suggest that universities need to embrace the role of academic leaders for its effective implementation.We used 74 Mid-Level Academic Leaders (MLALs) from selected universities to show how MLALs attributes influence the managerial-leadership competencies for enhancing the influence the integration of Innovative Teaching-Learning Technological change (ITLTs).Our results suggest that MLALs have a relatively low competency level for motivating the adoption and execution of ITLTs change.Seemingly, the overall competency level for managing the integration of ITLTs change found to be relatively low.Furthermore, the results suggest that age, leader experience, leadership position and prior knowledge are essential factors influencing the managerial competency level for leading ITLTs change among mid-level academic leaders.Thus, this study recommends integrating ITLTS in higher to consider leaders' experience throughout the process.
Cyber Bullying Detection based on Semantic-Enhanced Marginalized De noising Auto-Encoder

As a side effect of increasingly popular social media, cyber bullying has emerged as a serious problem afflicting children, adolescents and young adults. Machine learning techniques make automatic detection of bullying messages in social media possible, and this could help to construct a healthy and safe social media environment. One critical issue is robust and discriminative numerical representation learning of text messages. In this, we propose a new representation learning method to tackle this problem. Our method named Semantic-Enhanced Marginalized Denoising Auto-Encoder (smSDA) is developed via semantic extension of the popular deep learning model stacked denoising autoencoder. The semantic extension consists of semantic dropout noise and sparsity constraints, where the semantic dropout noise is designed based on domain knowledge and the word embedding technique. Our proposed method is able to exploit the hidden feature structure of bullying information and learn a robust and discriminative representation of text.
A Systematic Review on Augmented Reality and Entrepreneurship

Augmented reality interactive technology has been studied widely over the last decade, with a growing number of organizations and users in conjunction. Augmented reality technology is based on computer-generated images on a user's view of the real world. Keeping in view, augmented reality in the context of entrepreneurship is still scarce that needs to be explored to know the necessities in the study. This study aims to contribute empirically and theoretically to present the broader landscape of augmented reality trends in entrepreneurship studies. It summarizes the contributions from each category of studies and discusses the most influential studies. A systematic literature review was conducted on augmented reality in entrepreneurial studies from 1970 to 2020. A total of 28 papers have been reviewed. Twelve papers were selected that were classified based on users' intention toward an innovative business model with the support of theoretical underpinning. It organizes research areas with a few augmented reality studies and future research opportunities in creative entrepreneurial activities. There is a growing trend of augmented reality toward new ventures as most users feel motivated to interact with virtual objectives in the real world. This study would be helpful for entrepreneurs and academicians to understand the practices of augmented reality in designing new business ventures.
Application of the Waterfall Method in the Design of UiTM Integrated Staff Information System (ISIS)

Administrative and lecturers at universities are overburdened with a great deal of work. Occasionally, their job becomes so physically demanding that they cannot maintain a healthy work life. A committee appointment may overburden one staff member while under-burdening another. In addition to committee appointments, lecturers must produce a minimum number of research publications annually. Intermittently, lecturers are so preoccupied with administrative work that they overlook publishing their research. Hence, they require some form of reminder in order to keep track of their research publication. In order to control the imbalance of appointment and keep track on research publication among lecturers, there is a need of such system that allows the access and view of all staff records, including committee and publication records. Therefore, it is necessary to build an information system for staff information employing effective information technology. This application is called ISIS (UiTM Integrated Staff Information System). The development of this system is based the adapted waterfall model approach. he adapted waterfall model has five phases that consist of requirement analysis, system design, implementation, testing, deployment, and maintenance. With this information system, it is hoped that it will help the top management to give equality of appointment to staff and help keeps track of records of publication among lecturers.
PERSONAL INTEGRITY IN THE CONTEXT OF THE AESTHETIC PARADIGM

The problem of preserving the personal integrity in a situation of cardinal changes is considered. The complexity of considering the question of the relationship between stability and the transformation of value orientations in the context of personality psychology is shown. The productivity of the analysis of the problem of holism and the dynamic connection of value orientations from the standpoint of the aesthetic paradigm is analyzed. The role of society and cultural values as a large system that changes the perception and internalization of culture by a person is shown. In this context, a large system can be considered as a ratio of culture and subculture, information about which changes not only the content of the subculture, but also the culture as a whole. The options for maintaining harmony between development and sustainability, dynamics-stability of values are considered, in which the space of subculture is created as a subsystem in the general space of the cultural field. At the same time, such a subculture can exist autonomously, without coming into conflict with a large system of values of society, such as, for example, the variant of the subculture created by Dali and Gala. Other versions of information subsystems of culture, both in science and in art, can gradually change the information field of culture as a whole in such a way that it practically merges with the content of a particular subcultural subsystem (quantum physics, atonal music, impressionism). The role of cultural capital in maintaining the integrity of the individual and its variability in a situation of multiple and cardinal transformations of society is revealed. The connection of the constant value of the first level of cultural capital as an investment in the development of subsequent generations with a large information system of culture is shown. An analysis of different levels of cultural capital and their content in different situations and with varying degrees of changes is given. The connection of these levels and the degree of their variability with the motivation of a person and the standards of behavior at different times and in different cultural contexts is shown. It is proved that different variants of behavior in the cultural field can be considered as different types of dynamic stability of the personality.
THE INTERRELATIONSHIP OF COGNITIVE AND PERSONAL CHARACTERISTICS WITH THE SUCCESS OF PROBLEM SOLVING

Within the framework of the conducted research, an attempt to study the relationship between cognitive and personal characteristics and the success of solving two types of problematic tasks: “scientific” and “artistic” content is made. 20 people took part in the study (80 protocols were processed). Two stages were carried out in this study – diagnostic and experimental. As for the diagnostic part, the features of the cognitive and personal characteristics of the participants were studied. The following techniques were used to study cognitive characteristics: “Raven’s Progressive Matrices” and the “Complex Analogies” technique. To study personal characteristics, we used: the questionnaire “SAMOAL” (the method of A.V. Lazukin adapted by N.F. Kalin) and the “Emotional Intelligence Test” by D.V. Lyusin. As for the experimental part of the study, participants were asked to solve 4 problematic tasks: “immeasurable vessel” and “universal cork” – based on scientific content and “gooseberry” and “over-salted” – based on artistic content. As for the results of the study, a positive relationship between autosympathy and the success of solving a problem of scientific content, and also between understanding one’s own and others’ emotions and the success of solving problematic tasks of artistic content was established; a negative relationship between the need for cognition and the success of solving artistic tasks was also established. No connection with cognitive characteristics was found.
HealFavor: Machine Translation Enabled Healthcare Chat Based Application

Personalized user service has recently flourished, given the technological advancement in computing. One such personalized user application is a chatbot. This application is inherently designed to personalize user-based system interaction. It allows the user to interact with the system as he would interact with a real-life person, and hence its design must accommodate real-time feedback to deliver precise decisions. The decisions taken by the system become more and more important with the sensitivity of the domain area of the application. A user is more likely to diverge if the language of interaction with the chatbot is foreign to him or her. We facilitate user-based interaction in a local language that the user is comfortable with. The system explicitly targets the low-resource Assamese language. The Assamese language belongs to the Indian state of Assam. It is a widely used language in the entire northeastern region of India. The system will be provided with expert domain information in healthcare to deliver large-scale prediction and prognosis of commonly occurring diseases and initial advice to other contagious diseases, thereby helping in containing the further spread. The significant benefit of such a system is its scalability to remote and underprivileged sections of society. In this chapter, the authors have discussed various relevant systems and developed a healthcare chat dataset for the underlying deep learning-based chatbot application.
Computations in QED

Written for a two-semester Master's or graduate course, this comprehensive treatise intertwines theory and experiment in an original approach that covers all aspects of modern particle physics. The author uses rigorous step-by-step derivations and provides more than 100 end-of-chapter problems for additional practice to ensure that students will not only understand the material but also be able to apply their knowledge. Featuring up-to-date experimental material, including the discovery of the Higgs boson at CERN and of neutrino oscillations, this monumental volume also serves as a one-stop reference for particle physics researchers of all levels and specialties. Richly illustrated with more than 450 figures, the text guides students through all the intricacies of quantum mechanics and quantum field theory in an intuitive manner that few books achieve.
Demonstrating MagneTisch: Tangibles in Motion on an Interactive Surface

In this demonstration, we present MagneTisch, an interactive surface that can move, rotate, and modify 3D printed tangibles. A height-adjustable gripper arm grabs tangibles using magnets to move them to any location on the interactive table surface and also is able to rotate them as a whole or internal parts independently. In addition, the tangibles are externally tracked and a top-down projector can render digital content directly onto the surface and objects. Thereby, our demonstrator will showcase three applications: (1) a tangible virtual whiteboard, (2) a racing application, and (3) a tech demo highlighting all features.
FGLB: A fine‐grained hardware intra‐server load balancer based on 100 G FPGA SmartNIC

Abstract In today's data centers, workloads including multiple services and requests are processed in parallel within a server with many CPU cores. Therefore, meeting the intra‐server load balancing is very important to improve the utilization of CPU resources in the data centers. However, the existing methods cannot well meet the intra‐server load balancing in high‐throughput scenarios. The software‐based methods generally utilize CPU cores to parse and dispatch packets. They work well at low throughput, but they have high CPU overhead at high throughput, leading to packet loss and high latency issues. The hardware‐based methods parse the packet and compute a hash over its metadata in hardware and perform load balancing in a coarse‐grained manner based on the hash value. They have the ability to work at high throughput with the advantage of low overhead but are less well in balance effect and flexibility. We, therefore, propose an intra‐server load balancer based on the reconfigurable hardware, FPGA, to meet the requirements for load balancing within servers in high‐speed application scenarios. Our method improves the load‐balancing gran‐ ularity of hardware‐based method. It not only has high throughput but also has a good balance effect and flexibility. We implemented and evaluated our method on a 100 G FPGA SmartNIC. The evaluation result shows our method can reduce the load imbalance ratio by an order of magnitude when the distribution of flow size is uneven compared to the current widely used hardware‐based method.
SOBE: A Fraud Detection Platform in Insurance Industry

Fraud detection identifies suspicious activities, false pretenses, wrongful or criminal deception intended to result in financial gain. Fraud is rare, well thought, effortful, and deceiving throughout claims. Detecting fraudulent claims is essential for the insurance industry. Therefore, most insurance companies must devote time and budget to fraud detection. Fraud detection can be divided into two categories; the main and most common type of fraud is individual fraud. Individual frauds can appear in many kinds of forms. For example, damage to an asset might be occurred before issuing a policy and be reported after. The second category is organized fraud which is much rarer and harder to detect than individual fraud. Especially motor insurance fraud is commonly attempted by organized crime rings. Counterparties involved in fraudulent claims change frequently, and changes make fraud detection difficult. According to Insurance Information and Monitoring Center findings, the fraudulent claim payment ratio is 10 to 30 %, and the detection success rate for an individual is at 1.4 to 5%. At the same time, the annual fraud cost is at 200 to 300 $ million. This study proposes a fraud detection platform called SOBE, which assists fraud departments’ claim inquiry more easily and shorter than manual investigation made by employees. At its core, SOBE uses a rule engine approach. In order to support the rule engine, there is also a machine learning algorithm for fraud detection. In addition, the SNA module detects interconnected fraud counterparts among claim files. Consequently, the SOBE fraud detection platform allows Anadolu Sigorta to prevent improper payments from claiming participants. SOBE platform, the central fraud detection platform at Anadolu Sigorta, was developed in-house using different technologies and methods, including KNIME Analytics Platform, Python, graph methods, and web service methodologies.
The experience in teaching mathematical disciplines using information technologies

The presented material is devoted to the long-term experiment on the introduction of computer technologies in the process of teaching students of technical (and not only technical) specialties and lectors in various courses and disciplines at MAI. The experiment was carried out in teaching completely different courses, such as: combinatorial analysis, operations research, computational mathematics, as well as in the course of information technology, designed to improve the qualifications of teachers.
Enterprise Blockchain Network Audit Mode and Application

In recent years, the continuous development of blockchain has not only spawned many emerging industries, but also changed the development mode of many original industries, but also had a certain impact on the audit work.This paper attempts to collide the unique characteristics of blockchain with the traditional online audit work.Based on the existing online audit mode of Zhiyuan technology company, this paper puts forward the idea of building a new blockchain online audit platform, which is based on four modules: blockchain technical support module, auditee basic data module, blockchain audit application service module and audit access module, Complete the four steps of audit information operation process: data collection, data preprocessing, collection of audit data and formation of audit report.Finally, it puts forward optimization suggestions for the existing blockchain online audit mode, such as improving the audit early warning mechanism, establishing a comprehensive and high-quality blockchain online audit talent training system, and improving relevant systems and laws, in order to provide reference for subsequent development and application.
A qualitative study on the context of happiness and the role of the state experienced by the younger generation: Experience of young people in their 20s who are preparing for employment and adults in their 30s who aim for work-family balance

The aim of this study was to understand the context of happiness experienced by the young and middle-aged in Korea, focusing on the role of the state. In order to achieve this purpose, in this study, 12 men and women included in the generation of young adults in their 20s and 30s were recruited, data were collected through individual interviews using semi- structured questionnaires, analyzed using the context-pattern analysis method. The results are as follows. The level of happiness of young people in their 20s who were limited to job-seeker was very low, and it was found that sub-context influences such as not getting a job, a drop in self-esteem, and anxiety about the future were decisive. The level of happiness of the elderly generation in their 30s, who are members of dual-income families raising young children, was decent, with a score of 6-7 out of 10. Different attitudes were revealed depending on their ideology. Based on these results, guidelines to be considered in order to improve the happiness level of the younger generation were suggested.
Ethnographies of the Digitally Dispossessed

Defining a fieldsite is one of the most challenging aspects of media anthropology work in the context of global, digital platforms. This chapter argues that ethnographies of the Internet should not be limited to platforms’ pro-users – its dominant actors, its most popular or active groups. Instead we need ethnographies of the digitally dispossessed: those who are not represented online, who are routinely ignored, omitted, denigrated and denounced. The chapter is focused within the context of an Internet that is increasingly subject to the logic of automation and AI, and where voice is enabled through one’s mastering of data centric representational forms. Using the case of English Wikipedia and an article that faced significant challenges in its first year of development, the chapter uses three strategies for exploring digital knowledge platforms from the perspective of the digital subaltern including: entering via flagged erasures, following sources and their characterisation, and analysing the networks that traverse articles. The chapter applies these strategies in the fieldwork context of northern India, demonstrating the ways in which digital and datafied knowledge representations increasingly gain purchase or are stopped in their tracks via digital knowledge infrastructures.
AdaVocoder: Adaptive Vocoder for Custom Voice

Custom voice is to construct a personal speech synthesis system by adapting the source speech synthesis model to the target model through the target few recordings. The solution to constructing a custom voice is to combine an adaptive acoustic model with a robust vocoder. However, training a robust vocoder usually requires a multi-speaker dataset, which should include various age groups and various timbres, so that the trained vocoder can be used for unseen speakers. Collecting such a multi-speaker dataset is difficult, and the dataset distribution always has a mismatch with the distribution of the target speaker dataset. This paper proposes an adaptive vocoder for custom voice from another novel perspective to solve the above problems. The adaptive vocoder mainly uses a cross-domain consistency loss to solve the overfitting problem encountered by the GAN-based neural vocoder in the transfer learning of few-shot scenes. We construct two adaptive vocoders, AdaMelGAN and AdaHiFi-GAN. First, We pre-train the source vocoder model on AISHELL3 and CSMSC datasets, respectively. Then, fine-tune it on the internal dataset VXI-children with few adaptation data. The empirical results show that a high-quality custom voice system can be built by combining a adaptive acoustic model with a adaptive vocoder.