Reviewerly/exHarmony huggingface dataset:
Group Decision Support System Untuk Menentukan Manajer Proyek Pada Perusahaan Smart Integrated System Menerapkan Metode Fuzzy Tahani

Project is a series of activities carried out within a limited period of time with certain resources to achieve the best results in the future. In a series of activities, the project must have problems or obstacles. The success of the project is influenced by who and how to deal with problems or obstacles during the project. The project manager is the person chosen to be responsible for activities in the project management process for the benefit of the company and is a core figure in the success of a project and is the most influential factor in the success of project management. The obstacle that exists in Smart Integrated System companies is that there is no project manager selection process that implements a requirement to become a project manager. Plus, the role of the project manager is always changing and being chosen on the spur of the moment and randomly. This study aims to overcome problems that may arise in group decision making in Smart Integrated System companies. Solving problems in Smart Integrated System (SIS) company will use a system called a website-based Group Decision Support System (GDSS) that will apply the Fuzzy Tahani method. Admin determines the high Query Fuzzification value for each set of Membership Function criteria / sub-criteria. The results of system testing on four project manager candidates found that a candidate named Jaka has the right to become a project manager. The project manager candidate selected according to the system is the best project manager candidate based on the criteria provided.
CF-PMSS: Collaborative Filtering Based on Preference Model and Sparrow Search

Collaborative filtering (CF) is a widely used recommendation method that can be evaluated according to the rating prediction or top-N recommendations. In rating prediction-based CF, it is important to refine the bias of the original ratings and select users with a greater degree of similarity. To achieve this rating refinement, we transform the countable raw ratings into real numbers using a preference model. To identify similar users, we add item types to the similarity calculation, and use the sparrow search algorithm to enhance the effect of user clustering. The performance of the proposed CF based on a preference model and sparrow search is compared with that of related heuristic-based CFs, and the results demonstrate the superiority of the proposed approach in terms of accuracy and correlation.
The importance of nonpharmacological strategies and the management of depression in patients with multiple sclerosis: an integrative review

Introduction: Multiple sclerosis (MS) is a chronic and demyelinating disease of the central nervous system. Among the symptoms that patients with MS may develop, depression stands out, which is associated with an important decline in quality of life. The presence of this symptom is associated with a worse prognosis. There is much support in the literature of the positive role that non-pharmacological measures play in controlling depression in patients with MS, with a range of options for the patient to choose from. Objectives: To analyze studies that deal with non-pharmacological therapeutic strategies against depression in patients with MS. Methods: This scientific article was written in the form of an integrative literature review, which used the databases of the Scielo and the PubMed as a source of extraction of publications. The keywords used were: “Multiple sclerosis”, “Depression” and “Complementary Therapies”’. Among the inclusion criteria, articles were included between the years 2015 and 2020, published in English or Portuguese, available in full and in the form of meta-analyzes, systematic reviews and randomized clinical trials. Results: The bibliographic survey carried out led to 15 scientific articles, all of which were randomized clinical trials and published in English. The articles reported that non-pharmacological interventions, such as Cognitive Behavioral Therapy, physical activity, yoga, Guided Imagery, mindfulness and diet, had positive effects on depressive symptoms in MS. Conclusion: The survey of data for the construction of the scientific article led to the conclusion that non-pharmacological measures play an important role in the control of depressive episodes in patients with MS. The combination of drug therapy and non-pharmacological practice leads to better responses.
The Future of Cybersecurity and Its Potential Threats

Abstract: The future of cybersecurity brings forth a range of advancements and threats in the ever-evolving digital landscape. This article provides an overview of the potential threats that individuals and organizations may face in the coming years. It explores vulnerabilities in the Internet of Things (IoT), the exploitation of artificial intelligence (AI) and machine learning (ML), the risks posed by quantum computing, supply chain attacks, cloud security challenges, and social engineering and phishing attacks. By understanding these threats, individuals and organizations can develop proactive strategies to enhance cybersecurity measures and protect their digital assets. Collaboration, technological innovation, and user awareness are key to navigating the future of cybersecurity successfully and ensuring the integrity of our digital infrastructure.
Method to Detect Movement in the Eyes Using Neural Networks. Peru Case

The detection of eye movements is a promising technology for the management and control of devices, which offers innumerable possibilities to people with certain physical limitations. In today's society there is a gap that needs to be overcome and obstacles that need to be removed in favor of people with certain physical disabilities, in order to allow them to carry out activities in conditions of equality with others. There are many people with problems of paralysis in the upper and lower extremities which prevent them from being able to carry out their most basic activities by their own means, depending for this purpose on the help of third parties. The purpose of this research was to develop a method, which allowed the detection of eye movement, making use of artificial neural networks. This method consists of four stages, which are: Cataloging of the physical movements of the eyes; Image processing; neural network design and training; and finally the implementation of a prototype and performance measurement of the neural network. This research is considered very important in trying to achieve a method that is economical and efficient, the same that allows the detection of eye movements, which serve for further research that aims to guide mobile vehicles or control of devices with organs other than the extremities, to be more exact with the movement of the eyes, that is, through the gaze. An environment has been developed in PHP as a prototype or test environment, the evaluation of the performance of the neural network, as well as for obtaining the characteristic matrices of the dataset, which are taken from photographic images of the human eye, detecting the position of the iris, and according to this the movement will be determined. The training of the artificial neural networks was carried out in the Joone framework.
Using Lean UX in the Design and Evaluation of a Prototype for Automatic Translation Between Sign Languages

Although an International Sign Language has been created, only a small percentage of people in the world are able to use it. Given this context, it is important to support communication among deaf persons who use different sign languages and who want to meet other deaf persons. A mid- to long-term alternative for accomplishing this is the construction of an automatic system that would translate one sign language into another sign language (SL2SL). Just designing the user experience of such SL2SL translator between sign languages entails a significant challenge. In this paper, we present how proto-personas and user stories specification have been used to foster ideas during user evaluation of a first low-fidelity prototype that explores how deaf persons might communicate via a SL2SL translator. A result of the current stage is the consideration of diverse volunteer profiles, which has helped us learn from different viewpoints, with participants contributing multiple suggestions and highlighting improvements on the proposed interface elements. One of our main contributions is the introduction of conversational proto-personas pairs in our user stories, since we wanted to gain insights into the bilateral needs of users who face the challenge to interact when using different sign languages. This way, we aim to improve our learning curve for designing natural user interfaces for sign language users and to establish the next research stages.
How Can BOLE Identify, Cultivate, and Judge User Experience (UX) Talents? Inspiring and Designing the Playful Experience of Tomorrow

In the digital era, what the toy industry wants to do is not only the toy part but to attract more users. Several studies have addressed that traditional industrial design can no longer fully meet users’ needs. Reflecting on the literature and user studies, we describe project-based learning (PBL) practice and four sets of novel contexts, personas, and design directions to support future user interactions. The results demonstrate how to operationalize the playful experience in a human-centered design (HCD) process. This study would interest applied researchers and educators in teaching students with transdisciplinary backgrounds.
Design Optimization of Adjustable Filter Rod Based on User Experience

With the transformation and upgrading of the market consumption structure, the market demand for new filter rods with innovative experience is rising. Based on user experience and computational fluid dynamics theory, the rule and mechanism of filter rod suction resistance are systematically studied, and the change rule of filter rod suction resistance is visual quantified through big data. Aiming at the appearance and functional structure design of arbitrary rotating filter rod, an innovative industrial design solution is proposed to change the flow direction and output of filter rod flue gas, so as to improve the user experience of filter rod suction. The experimental results show that: 1) the accuracy of suction resistance adjustment of filter rod is improved; 2) When the filter rod angle is rotated to 280°, the flue gas flow is the shortest, the suction resistance is the smallest, and effectively enhanced the user experience; 3) When the molding speed is 150 m/min, the qualification rate reaches 99.98%, which can meet the requirements of stable production of filter rods. The research results provide theoretical and practical reference for industrial design optimization and user experience evaluation in the related research fields.
A Complex Method for Recognizing Car Numbers with Preliminary Hashing

In the study, the authors consider neural network-based classification methods for the actual task of recognizing photo car numbers from a camera. Various types of neural network are considered: "fully connected" neural net-work, “convolutional” and “recurrent” neural network. A new method is pro-posed, which consists in pre-processing photos using hashing. The hash calculation for the car number photo is based on the polynomial hashing of the matrix. The results of the experiment carried out on three data sets of 200, 500 and 800 photos of car numbers from the camera show an equal high recognition accuracy, and a higher learning and calculation speed for the proposed method with preprocessing. Collision resolution during hashing is carried out by a fast method of open addressing. Calculations and verification were carried out using a mathematical package of symbolic calculations using a functional programming language.
Efisiensi Penggunaan Daya Listrik Di Hotel Carrissima Palembang

The research was conducted by assuming when the hotel room was fully occupied by guests. This research is to find out in more detail about the use of energy, especially for electrical energy at the Carrissima Hotel Palembang, to find out and implement energy saving opportunities and increase the efficiency of electricity use. The research method used is the literature method, interview method, and observation method. From the calculations carried out, the results obtained for hotel lighting, especially in the hotel lobby, cannot be said to be effective in the use of electrical energy, from the calculations obtained the intensity of lighting is 16.25 Watt/m2, while the maximum limit specified is 20 Watt/m2, while for rooms hotels, the intensity of lighting is 5.16 Watt/m2, while the maximum limit specified is 17 Watt/m2. So the intensity of the Carrissima hotel room does not have an indication of energy wastage, but it is not efficient, lastly for the use of Air Conditioning (AC) at the Carrissima hotel, from the results of these calculations based on the Energy Consumption Index (IKE), where the level of comfort and energy saving in air-conditioned buildings is 23.75 to 37.75 W/m2. The use of air conditioning at the Carrissima hotel is above the convenience of wasting energy. The highest AC power intensity is on the 2nd and 3rd floors, which is 18.33 W/m2, while the lowest intensity is on the 1st floor, which is 1.38 W/m2.
Problems and Countermeasures of College French Teaching in the New Era

With the advent of the era of globalization, French has become one of the most important languages in the world, especially in the fields of international politics, culture, commerce, and other fields.Therefore, the teaching of French in universities is particularly important.However, in the new era, there are still some problems in the teaching of French in colleges and universities, such as insufficient teachers, unreasonable curriculum settings, and single assessment methods.This article will mainly analyze these issues and propose some effective countermeasures. IntroductionIn the context of globalization today, French, as a worldwide language, has received more and more attention.It is widely used in various fields, such as international trade, cultural exchange, foreign affairs, and so on.Therefore, it is particularly important to cultivate talents with French communication skills.As an important place for talent cultivation, universities also shoulder special responsibilities in French education.However, there are still some urgent problems in the teaching of French in colleges and universities in the new era.Therefore, this article will explore these issues from three aspects: teacher strength, curriculum setup, and assessment methods, and propose corresponding countermeasures to better promote the development of college French education.The Importance of French Teaching in Colleges and Universities in the New Era.According to the Global Talent Flow Trends and Development Report (2022) released by the Globalization Think Tank (CCG).World talent centers are spreading from Europe and the United States to Asia; China and the United States have significant competitive advantages in talent scale.Talent competition has become the core of comprehensive national strength competition.French, as one of the most important languages in the world, has a high status in the international community.French is not only widely used in Europe, but also in Africa, Asia, and North America.At the same time, mastering French is very important for many majors, such as business, international relations, and law, because if you want to communicate better in international situations, you need to master French proficiency.[1] In this context, the importance of French teaching in universities is obvious.Colleges and universities can provide students with more high-quality French courses suitable for employment, thereby laying a solid foundation for their future career development.[2]By systematically learning French, students can improve their language skills, especially their oral and writing skills, to adapt to the market demands they may face in the future.At the same time, French teaching in universities
Evaluating a Spoken Argumentative Dialogue System

A natural way for humans to build an opinion on a topic is through the gathering and exchange of new arguments. Speech interfaces for argumentative dialogue systems (ADS) are rather scarce and quite complex. To provide a more natural and intuitive interface, we include an adaption of a recently introduced natural language understanding (NLU) framework tailored to argumentative tasks into a complete end-to-end ADS. Within this paper we investigate the influence of two different input/output modalities (speech/speech and drop-down menu/text) and discuss issues and problems we encountered in a user study with 202 participants using our ADS.
Embedding Brainstorming Tasks in Twitter

In this study, we propose a system that encourages users to generate ideas using information about tweets they are reading as hints and creates opportunities for users to generate various ideas. By intervening during Twitter browsing, the proposed system aims to use time-consuming Twitter browsing as an opportunity for casual idea generation. To encourage users to come up with a variety of ideas, the proposed system presents a tweet with low similarity to existing ideas as a hint for generating ideas while the user is browsing Twitter. To evaluate the effectiveness of the proposed system, we asked participants to use it in our user study.
Satisfaction Analysis of Group/Individual Tutoring Schools and Video Tutoring Schools

The situation surrounding the tutoring school industry is changing daily, including changes in the content of studies and entrance examinations for high school students due to reforms in high school education, a decrease in the number of students due to the declining birthrate and aging population, and an increase in competitors due to low barriers to entry. What kind of marketing is necessary for tutoring schools to be chosen by users in the midst of market competition and adaptation to educational reform? This study used text mining and multiple regression analysis to examine the needs of users or potential users of tutoring schools.
Exploring Virtual Reality (VR) to Foster Attention in Math Practice – Comparing a VR to a Non-VR Game

Virtual reality (VR) and games have become an increasingly feasible combination for learning in formal education. The immersive nature of VR has potential for improving learning motivation, engagement, as well as the overall learning experience. Immersive games may be particularly useful for children struggling with attention when engaging in high-focus cognitive learning tasks such as solving math equations. However, there is a lack of research that directly compares VR and non-VR games. Therefore, in our study, we analyzed the effect of VR on attention in a math practice task. We compared a baseline version of a VR game to both (i) a non-VR 3D desktop version, and (ii) an immersive VR version, which included gamification elements such as rewards and a virtual agent, since both are known to be able to increase attention. We specifically investigate whether these findings can be transferred to VR environments. In a between-groups study design, we tested the three versions of the game with 70 children (aged 12-13) in a diverse German school environment. The results show significant differences in motivation, engagement, focus, and attention across the three conditions. Overall, the game was well received by the children independent of the condition tested, however better rated across VR conditions.
Light-Note: A New Interface for Touchless Laser Digital Instruments

In recent years, the integration of human-computer interaction technology with digital musical instruments has become increasingly common. In this study, we designed a touchless laser digital instrument interface, ‘Light-Note’, and invited musicians to play the instrument. In the context of human-computer interaction, we explored the interaction patterns between the players and the touchless digital instrument interface and summarised the impact of de-touching on the players’ playing experience through their performance interactions. We found that players’ playing styles, playing techniques and perceptions of performance were all influenced by the touchless interface, shedding new light on how human-computer interaction can be designed. In addition, we have developed an interaction model of the touchless interface, which provides a reference and guide for the innovative design of human-computer interfaces for digital musical instruments.
Estrategia didáctica en entornos virtuales para desarrollar pensamiento crítico a nivel superior

The objective of this paper is to present the experience of learning management in the course-workshop Critical Thinking for Problem Solving of a group of the Pedagogy Faculty of the Poza Rica-Tuxpan Region of the Universidad Veracruzana. Specifically, a didactic strategy is presented that was adapted to virtual environments within the framework of the COVID-19 contingency. The competence to be managed was for students to construct arguments and/or explanations to support solution alternatives linked to a problem posed, putting into practice the ACRISPRO Model (Arias, 2017) which explains the different ways or paths that can be followed for problem solving: explaining and arguing. For the design of this activity, the Inverted Learning strategy was used as pedagogical support. The methodology of this work is descriptive of a transversal qualitative type; therefore, the results are shown by recovering the explanation of the implementation phases of the virtual debate, the form of evaluation of the students, the knowledge developed and the metacognition process. With this experience it was identified that the students used the Technologies for the elaboration and construction of arguments and explanations that allow them to support their position before a problem and also the proposal of solutions, thus promoting the development of Critical Thinking; it was also possible to consider that the implemented pedagogical strategy is pertinent in remote work.
Beyond Academic Publication: Alternative Outcomes of HCI Research

In the HCI community, there is more openness and interest toward different forms of research outcomes beyond written academic publications. These include pictorial papers, video/audio documentaries, public exhibitions, posters and brochures, design fiction, comics, podcasts and many more. These alternative research outcomes play a critical role in explaining, disseminating, and translating valuable insights and knowledge from HCI research to people outside academic communities. We propose this workshop to initiate the conversation among researchers in the DIS community in generating alternative forms of research outcomes. What inspirations, motivations and critical factors influence the creation of alternative research outcomes? Who is the main audience, and what are the barriers and limitations of making them? The outcome of the workshop will be an enhanced understanding related to how HCI knowledge can be translated to or created for different audiences outside of academia, and a guide for HCI researchers towards creating alternate research outcomes.