Reviewerly/exHarmony huggingface dataset:
Content Management System 3.0: Emerging Digital Writing Workspaces

Abstract In recent years, content creators and academics in online creator culture have re-imagined how we take notes using digital spaces like Roam Research, Notion, Obsidian, and Craft Docs. Though developers and users refer to these spaces as project or personal knowledge management systems, these digital spaces are a new kind of Content Management System (CMS), or wiki, at their core. These tools are no longer just about collecting and organizing information but cultivating new connections for ideation and content creation, both personally and collaboratively. This means downplaying or ridding these spaces of the folder interface and actively hyperlinking individual notes to be fluidly rearranged and connected in new ways. New CMS writing spaces like Roam Research, Notion, Obsidian, and Craft Docs have taken this strategy to a new level by incorporating more hypertext tools, like backlinks and knowledge graphs. This not only allows researchers and writers to cultivate new ideas but enhances content generation, helping researchers and writers renew the process of coming up with new ideas and manage the massive amount of information flow in the twenty-first century.
Towards a Blockchain, Smart Contract, and NFT Based Waste Treatment System for Developing Countries: A Case Study in Vietnam

The problem of waste treatment (i.e., industrial waste, domestic waste, medical waste) is a serious problem for the whole world and developing countries in particular. In developing countries (i.e., Vietnam) with large populations and inadequate waste treatment infrastructure, solving this problem is essential. Most of these types of waste are not composted, and the only treatment method is destruction. This seriously affects people’s health and the environment. The waste treatment plants that do not meet the current requirements are also a reason for the increased amount of waste in the environment. Another solution to be considered is reusing them instead of destroying them all. However, in Vietnam, this process has not been taken seriously - the individual/organization has not yet complied with the waste separation requirements. In this paper, we propose a model of waste classification and treatment based on blockchain technology and smart contracts. In addition, complying/violating the garbage classification requirements is also considered to reward/penalize individuals and organizations.
Analysis and Consideration of Detection Methods to Prevent Fraudulent Access by Utilizing Attribute Information and the Access Log History

Fraudulent access by way of nInternet banking, credit cards and e-commerce are a serious problem. Fraudsters intend to steal credentials and log in to these websites in many ways such as phishing, malware infection, list based attack etc. There are products and services to prevent fraudulent access like fraud detection software and multi-factor authentication, however these have issues such as installation costs, detection accuracy and operation cost. Some security vendors provide client-side software to prevent fraud, but it is usually difficult for the companies to compel their end-users to install additional software because it may cause trouble and decrease usability. Regarding these issues we are researching an effective fraud detection method using server-side log information. In this paper, we show results from analyzing the attacker device attribute information and the environmental differences between genuine users and fraudsters based on the access log history from actual services and found that the attacker's environment changes year by year. We also discuss the effectiveness of the fraud detection methods described in previous research and effective detection methods utilizing real-world data.
Demo: gesture based interaction with the Hololens 2

Gesture recognition is one of the default interaction modalities in many XR applications, although the gesture types recognized by many applications is typically limited to few static poses. In this demo we show that a recent network-based solution for online, sliding window, gesture classification from hand pose streams (On-Off deep Multi-View Multi-Task) can be used for the simultaneous detection and recognition of heterogeneous gestures, including dynamic coarse and fine grained ones, enabling interaction designers to create novel ways to perform interactive tasks that can be applied to different domains.
Features of extracurricular work in the dormitory of the Kursk Railway Technical School — a branch of the Emperor Alexander I Saint Petersburg State Transport University in Kursk

This article summarizes the experience of educational work organized in the dormitory of the Kursk Railway Technical School, which is an integral part of the education system of this professional educational institution. The presented material allows us to conclude about a stable and well-established system of educational activities in which students living in the hostel are involved, as well as about an integrated approach to education, since all the main directions of educational work in the hostel are involved: spiritual and moral, civil law, patriotic, professionally oriented, sports and health-saving, environmental, cultural-creative and business-oriented. The article provides many concrete examples of activities in each of these areas. Special attention is paid to the so-called economic education, home economics. In addition, the focus of the teachers of the dormitory on the use of a level approach in working with students — primary and secondary prevention of deviant behavior. Orientation to student assets allows students to act not only as an object, but also as a subject of the educational process. A signifi cant role in this is assigned to the main body of student self-government — the Council of students of the hostel.
An IoT-Based Microservice Platform for Virtual Puppetry Performance

This study proposes a web-based real-time remote-controlled virtual puppetry (avatar) performance platform called AvatarTalk to combine traditional Taiwanese puppetry, the Internet of Things (IoT), and 3D avatar models. AvatarTalk enables puppeteers to control avatar puppets on the web using either motion capture gloves or camera-based image recognition. This transformative performance approach not only facilitates remote performances and multi-screen presentations across various devices but also introduces a fresh gesture interpretation technique for dance artists. AvatarTalk supports a mechanism that can accommodate new control and puppet devices from other approaches through the IoT-based microservice concept. We develop a calibration procedure to enable the accurate capture of hand gestures to manipulate the movements of virtual puppets, empowering them to perform fundamental traditional puppetry poses such as nodding, bowing, and synchronized hand movements. We have conducted experiments to show the accuracy of AvatarTalk calibration. Our study indicates that AvatarTalk can almost detect the right gestures (98.75%-100% recall) and very seldom mistake the wrong gestures (90.8%-100% precision). Additionally, we also provide the mechanism to measure the delays of controlling the puppets. An analytic model is proposed to design the delay times of the messages between the control device of a puppeteer and the AvatarTalk server. In the current AvatarTalk implementation, if the message delay does not exceed 0.1 seconds, four puppeteers can synchronize their actions if the elapsed time between two actions of a puppeteer is longer than 0.3 second.
Chatting Up a Program

I need to start with a caveat—the whole field of large language models (LLM) is changing rapidly so it is likely that whatever I say here will be woefully obsolete soon.
LASGRec: A Personalized Recommender Based on Learnable Attribute Sampling and Graph Neural Network

With the explosion of information, personalized recommender plays a vital role in almost all economic platforms. Usually, the recommender exploits user–item (UI) interactive data to learn users’ latent interests, and then correspondingly conducts recommendations. To address the problem of sparse interactions, graph neural networks (GNNs) have been used to efficiently learn the latent representations of users and items, through structurally modeling the inter-relationships among users, items, and their attributes as graphs. However, most of the existing GNN-based methods ignore the issue of the irrelevant attributes, which means that some attributes of an item are irrelevant to a specific user’s preference. Incorporating them into a recommendation scheme may introduce noise and decrease recommendation accuracy. Thus, to address the issue above, this article proposes a novel personalized recommender based on learnable attribute sampling and heterogeneous graph neural network (LASGRec) to improve the recommender’s performance. The work’s contributions are mainly threefold. First, based on the user’s interactive history with items, the heterogeneous user–item–attribute (UIA) graph is constructed, and attributes of the items are sampled with a learnable neural network to alleviate the issue of irrelevant attributes. Second, using the pruned UIA, the heterogeneous GNN model is appropriately used to learn representations of users and items. Novelly, the learnt user’s embedding first aggregates the sampled attributes of items interactive with the user, and then aggregates these items. The learnt embedding of each item incorporates two relationships: the interacted users and its sampled attributes. Finally, comprehensive experiments on multiple real-world datasets demonstrate the superiority of the proposed LASGRec over the state-of-the-art deep neural network (DNN-) and GNN-based recommendation schemes.
Finch: Enhancing Federated Learning with Hierarchical Neural Architecture Search

Federated learning (FL) has been widely adopted to train machine learning models over massive data in edge computing. Most works of FL employ pre-defined model architectures on all participating clients for model training. However, these pre-defined architectures may not be the optimal choice for the FL setting since manually designing a high-performance neural architecture is complicated and burdensome with intense human expertise and effort, which easily makes the model training fall into the local suboptimal solution. To this end, Neural Architecture Search (NAS) has been applied to FL to address this critical issue. Unfortunately, the search space of existing federated NAS approaches is extraordinarily large, resulting in unacceptable completion time on the resource-constrained edge clients, especially under the non-independent and identically distributed (non-IID) setting. In order to remedy this, we propose a novel framework, called FINCH, which adopts hierarchical neural architecture search to enhance federated learning. In FINCH, we first divide the clients into several clusters according to the data distribution. Then, some subnets are sampled from a pre-trained supernet and allocated to the specific client clusters for searching the optimal model architecture in parallel, so as to significantly accelerate the process of model searching and training. The extensive experimental results demonstrate the high effectiveness of our proposed framework. Specifically, FINCH can reduce the completion time by about 30.6%, and achieve an average accuracy improvement of around 9.8% compared with the baselines.
A Cerebellum-Inspired Control Scheme for Kinematic Control of Redundant Manipulators

Due to the redundancy, the kinematic control of redundant manipulators is a knotty issue in the field of robotics. The cerebellar computation sheds a new light on controlling redundant manipulators by simulating the motor learning and coordination in the human brain. This article makes progress along this direction by introducing an echo state network-based cerebellum network to achieve the efficient control of redundant manipulators. First, a Woodbury matrix identity-based cerebellum network (WMICN) is proposed with the online learning ability. Then, a novel control scheme of redundant manipulators is designed on the basis of the proposed WMICN, where the error feedback information of the joint space, as a teaching signal, is leveraged to achieve the real-time and effective control of redundant manipulators. In the end, simulations, experiments, and comparisons with the existing control methods are conducted to verify the effectiveness and superiority of the proposed WMICN.
EIC's Editorial

Dear readers, by the time of writing these lines, our July/August SIGGRAPH Special Issue has just appeared, SIGGRAPH is still 3 weeks ahead of us, and we are curious to read your SIGGRAPH stories on our LinkedIn channel (https://www.linkedin.com/company/ieeecga). As a reader of IEEE Computer Graphics and Applications (IEEE CG&A), you are surely aware of the fact that the entire 69-page Special Issue article, “The Big 50: Celebrating 50 ACM SIGGRAPH Conferences,” has been made available as a free download (https://ieeecs-media.computer.org/media/marketing/access-articles/50-acm-siggraph-conferences-article.pdf). This article represents many months of effort by the three editors of our Visual Computing: Origins department, Mary Whitton, Dave Kasik, and Chris Johnson. Moreover, henceforth, IEEE has decided to make all our Visual Computing: Origins articles available for free. I think that is great news which I share with you happily. It promises to further raise the awareness for IEEE CG&A within the Computer Graphics community and, thus, ultimately to attract more authors to contribute to our magazine. Thanks to IEEE for making this possible.
Bitcoin

Now we can start to piece together how Bitcoin works. The previous chapters allow us to understand better the diverse technologies and experiments with virtual currencies that made it possible for Bitcoin to appear at this particular time. We will start with a simple outline of some key components of Bitcoin before we dive into the technical details that made them possible.
Future

Bitcoin was born from visions of the future and is today primarily driven by expectations of what it could be in the future. The future of Bitcoin is tied to the future in general. Depending on what happens the fate of Bitcoin may differ. We will try to consider five different scenarios and see how Bitcoin would perform under them in order to better understand the future potential of Bitcoin.
How Did We Deliver Team-Based Learning (TBL) Remotely to Overcome Digital Divide and Internet Access Inequality?

The shift to online learning during COVID-19 has uncovered the existing internet access inequality in the world. Shifting an interactive team-based learning (TBL) session to online is even more challenging since it necessitates interactions and feedback. Choosing the proper digital platforms for online TBL is critical to ensure achieving the intended benefits of TBL. A face-to-face TBL course was transformed fully to online. The basic TBL elements, i.e., pre-reading materials, iRAT, tRAT, and the tAPPS, remained the same in online TBL. Platforms that use less internet bandwidth and are familiar to students were used such as Google meet, WhatsApp, and Google Chat. An online questionnaire was disseminated to all students at the end of the semester to get their feedback. Sixty-six students responded to the questionnaire (54% response rate). The majority of the students (85%) perceived the online TBL positively and reported good interaction and engagement without any major technical issues. They reported that the application exercises and the online discussion through WhatsApp and the use of emoji have helped them to interact and comprehend the topics. Therefore, the use of technologies that operate at low internet bandwidth is an option to provide an equitable access to active learning.
Of, The, By Characteristic Analysis of The Novel "Fangirl" By Using Reader Response

This research is an analysis of the personalities of the twin characters named Cath and Wren expressed in Fangirl novel by Rainbow Rowell. This study analyzes the characteristics of twins based on reader response analysis. The researcher found several characteristics in the twin characters including caring, anxious, fearful, impulsive, headstrong, forgiving, enthusiastic, and wisd. The method used in this research is descriptive qualitative method. The main data source comes from novel literature. In addition, as research supporting data, from articles in magazines and the internet. The data collection technique used in this research is document analysis.
Assessing the performance of a lens inspired by the human eye

Assessing and developing measurable requirements for a lens inspired by the performance of the human eye is a challenge since the performance metrics of the human visual system can both be optical or due to image processing. In this paper, both a psychometric and a surface based eye model were used together to emulate the entrance pupil, MTF based resolution and relative illumination from the human visual system. The goal was to aid in the performance assessment of an all glass, all spherical lens inspired by the human eye.
Penerapan Model Problem Based Learning Terhadap Hasil Belajar Siswa Kelas I SDN Pandeanlamper 01 Semarang

Problem Based Learning is a learning model that integrates students in groups. Based on the results of the researchers' observations, it was found that in class I at SDN Pandeanlamper 01 Semarang there were still many students who did not understand the teacher's explanation. This was shown in the learning outcomes of many students who scored under the Learning Objectives Achievement Criteria (KKTP), namely 70. Of the 27 students, only 12 students achieved KKTP 70 with an average score of 66.5 and the percentage of classical completeness was only 44%. This study aims to determine the increase in student learning outcomes by applying the Problem Based Learning (PBL) model at SDN Pandeanlamper 01 Semarang. The type of research used is Classroom Action Research (CAR). The subjects in this study were 27 students in grade I at SDN Pandeanlamper 01 Semarang consisting of 14 boys and 13 girls. Data collection used tests, observation and documentation. The results showed that through the application of the Problem Based Learning model it could improve the learning outcomes of first grade students at SDN Pandeanlamper 01 Semarang. This can be seen from the average cycle I of 74.83 with a classical learning mastery of 66%. Cycle II, the average student learning outcomes increased from cycle I, which reached 79.66 with a classical learning mastery of 92%. So it can be concluded that through the application of the Problem Based Learning model it can improve the learning outcomes of class I students at SDN Pandeanlamper 01 Semarang.
A principled representation of elongated structures using heatmaps

Abstract The detection of elongated structures like lines or edges is an essential component in semantic image analysis. Classical approaches that rely on significant image gradients quickly reach their limits when the structure is context-dependent, amorphous, or not directly visible. This study introduces a principled mathematical description of elongated structures with various origins and shapes. Among others, it serves as an expressive operational description of target functions that can be well approximated by Convolutional Neural Networks. The nominal position of a curve and its positional uncertainty are encoded as a heatmap by convolving the curve distribution with a filter function. We propose a low-error approximation to the expensive numerical integration by evaluating a distance-dependent function, enabling a lightweight implementation with linear time complexity. We analyze the method’s numerical approximation error and behavior for different curve types and signal-to-noise levels. Application to surgical 2D and 3D data, semantic boundary detection, skeletonization, and other related tasks demonstrate the method’s versatility at low errors.
Pengembangan E-Modul IPA Berbasis Pendekatan Saintifik Menggunakan Canva dan Flip PDF Profesional

This research was conducted with the aim of knowing the feasibility of developing science e-modules based on a scientific approach using a combination of the Canva Application and Flip PDF Professional. The research method used is using the ADDIE model research and development (Research &amp; Development/R&amp;D) design and approach. The research instrument used was an e-module validation questionnaire by material experts, media and science learning experts as well as teacher and student practicality questionnaires. The IPA e-module using a combination of Canva and Flip PDF Professional has been successfully developed by integrating aspects of the scientific approach in the e-module learning flow. The expert validation results obtained an average score of 3.57 with a very valid category. The results of the practicality test for teachers and students obtained an average score of 3.75 and 3.89 respectively, so that the e-module practicality category is in the very practical category. Based on the results of the validation and practicality tests, it can be stated that the e-module is feasible and easy to use for science learning purposes for grade VIII students of SMP/MTs
Digital Archaeology, Cyber-Archaeology and Archaeogaming: Possibilities for a Discipline Facing the Digital World

This paper seeks to present an overview of the implications of the massive development of computer technologies, especially digital games, on archeology. For this, I will discuss some considerations about the area called Digital Archaeology – which came to be integrated into the debates around Digital Humanities. This field has been responsible for establishing the theoretical and methodological foundations for the holistic understanding of the use of computer technologies in the development of archaeological research. Afterward, I will briefly present the relationship between digital games and archaeology, from the main concepts and advances of Cyber-archaeology and Archaeogaming, two of the most essential branches of Digital Archaeology to deal with digital games. I will present ways in which Cyber-archaeology seeks to develop three-dimensional interactive applications for the production and communication of archaeological research based on the concepts of Virtual Reality and Augmented Reality and their fundamental axes (immersion and real-time interactivity); and how Archaeogaming has been established as a fundamental scientific discipline for understanding the representations of different conceptions of culture and society portrayed in games and simulations through digital archaeological excavations. Finally, I will present some of the pioneer initiatives of cyber-archaeological and Archaeogaming projects developed in Brazil.
Information about Virtual, Digital Libraries, and Repositories

This article discusses the confusion that can arise from the terminology used in libraries related to digital content. Terms such as electronic library, virtual library, digital library, digital repository, and institutional repository are addressed, aiming to conceptualize the characteristics and differences present in this terminology. The method employed in this article was a literature review primarily covering the period from 2002 to 2017, resulting in a qualitative research approach. By providing definitions and distinctions among the terms used to identify resources, this article offers insights to readers, showcasing the variety of adopted descriptions and existing features, while guiding the type of services provided by the library. The text concludes by emphasizing the importance of clarifying these concepts to facilitate the identification of each term and its implementation options.