Reviewerly/exHarmony huggingface dataset:
A project-based platform for students’ Robot Operation System (ROS) programming experience

Abstract Robot Operating System (ROS) is an open-source software framework for robot automation. ROS includes a protocol of robot commanding and integrates with a collection of software libraries. ROS aims to simplify the task of creating complex and robust robot behavior across a wide variety of robotic platforms. Currently, ROS is the major robotics software framework for researchers in graduate schools. One of the obstacles in exposing ROS to students is lacking appropriate projects for starters. ROS is not learner-friendly for its steep learning curve and comprehensive programming background needed. In this article, a robotics platform is designed by the author's institution, based on an iRobot Create robot, is introduced. The robotics platform that includes a mobile base, a webcam, and a Lidar, can fully support ROS-based programming for autonomous navigation. To help students start ROS programming practicing, a ROS-based student autonomous navigation project, including components of path-planning, image recognition, and simultaneous localization and mapping (SLAM) is implemented on this robotics platform. A pilot study shows that the platform is favored by students and inspiring for students to learn ROS. However, the curriculum needs improvements to ensure the students' success in completing the tasks.
Physically Contextualized Machining Instructions through Augmented Reality

Abstract Hands-on fabrication skills require complementary capacity for spatial thinking, but teaching often relies on 2D drawings to render inherently three-dimensional concepts. Computer-aided Design (CAD) software provides robust engineering visualization, but 3D models are displayed on a 2D screen and separate from the learner's physical context. Augmented Reality (AR) is another 3D technology that has the potential to facilitate embodied learning and an introductory student's transfer of concepts to tasks, because of its ability to integrate three-dimensional information into the physical context of authentic tasks. We present the design, development, and initial course implementation of AR instructions to fabricate a metal flashlight using common fabrication tools and equipment in the machine shop. The app gives written instructions and engineering drawings, accompanied by an AR visualization of how the workpiece changes step-by-step and how all of the parts are eventually assembled. This app has now been released into an undergraduate-level introductory fabrication course ("Mechanical Engineering Tools") at the Massachusetts Institute of Technology (MIT). We developed pre- and post-assessments to measure cognitive and affective outcomes and compare outcomes between a pilot AR-based cohort (N=6) to the traditional cohort (N=20). A psychomotor assessment was also carried out for a subset of the cohorts. This work suggests AR-enhanced instruction may promote learning transfer in hands-on skills training.
Institutional Review Panel for Cybersecurity Research and Education

Cybersecurity is an emerging field with significant implications as the use of interconnected devices increases.We are now at a point where the number of connected devices significantly exceeds the world population.[1] Each of these devices represents a potential entry point for individuals with malicious intentions.As such, many contend that cybersecurity is national security extending across multiple governmental, industry, and consumer sectors.To mitigate new and current threats as cybersecurity evolves into the future, considerable education and research is needed on both the operational technology and network sides of the industry.This research and education, by its nature, involves vulnerability testing, intentional network intrusion, virus testing and ethical hacking.The conduct of these activities has associated internal and external risk, as well as ethical considerations.Typically, these tasks require exceptions to the policies and controls in place to protect information.To manage the risk and ensure ethical conduct, a policy requiring review and approval of such activities is necessary.Such a policy, although different in focus, is similar in concept to policies for research and education involving humans and animals.Presented in this paper is the development of the Cybersecurity Institutional Review Policy and associated Cybersecurity Institutional Review Panel (CIRP) implemented in the RELLIS Academic Alliance on the RELLIS Campus of The Texas A&M University System.The review form is expected to be submitted and approved prior to any research and education activities involving cybersecurity.This includes class projects, independent research and study, and faculty research.The CIRP reviews all requests and evaluates the compensating controls to determine their acceptability.If predetermined risk levels are not exceeded, the policy includes provisions for an expedited or shortened review.The rationale for the provisions in the policy, the levels of review and the makeup of the review panel are discussed.The implemented policy and required review form are included as appendices.
A VIRTUAL WALKTHROUGH OF AN ENERGY CONSCIOUS SINGLE-FAMILY HOME

With the advances in information technology (IT) over the last decade, the traditional teaching format of having an individual lecture to an audience has been supplemented, and in some cases, replaced by the rapid development and implementation of new distance learning methods.It is becoming increasingly important to develop web based 3-D visualization and animation to explain the various environmental conscious concepts and elements.The objective of this research paper was to showcase the energy saving elements used in an energy conscious singlefamily home design using 3D animation and virtual walkthrough.The model and animation can act as an excellent teaching tool to explain the various concepts integral to an energy conscious design, as the instructor would present the entire scheme in a virtual world so that the students can understand the concepts with more clarity and ease.The model would also help generate awareness among common people about energy conscious design as the web interface is easily accessible and user friendly.
Research with an Undergraduate Student: Using Entropy to Assess the Training of a Neural Network

This paper reports on enhancing undergraduate education by doing research with students.The work presented was done with a freshman mathematics
Cognitive Computing Emulating Human Intelligence in AI Systems

Cognitive computing represents a groundbreaking paradigm in artificial intelligence (AI) systems, aiming to emulate and replicate the intricate processes of human intelligence. This article explores the fundamental principles, methodologies, and applications of cognitive computing, shedding light on how it transforms traditional AI approaches. By drawing inspiration from human cognition, cognitive computing systems leverage advanced algorithms, neural networks, and machine learning techniques to emulate complex cognitive functions such as perception, reasoning, and problem-solving.
Development of Social Engagement Activities to Increase Student Participation in a Makerspace

Jill's teaching, service, and research activities focus on enhancing the first year student experience by providing the foundational technical skills, student engagement opportunities, and professional skill development necessary to improve success in the major, with emphasis on supporting non-dominant
Locally Driven Innovation Through Teacher Peer Mentoring in Times of COVID-19: A Professional Learning Community in Rural El Salvador

The global trend in governments’ responses to school closures due to the COVID-19 pandemic was to transition to online learning and provision of materials, which was also El Salvador’s response despite many students lacking access to the internet and adequate devices. Schooling was reduced to filling out worksheets, leading to ineffective learning that lacked meaning. This chapter presents, through primary data collected from teachers, parents, and students, an experience in rural El Salvador where a group of teachers dedicated themselves to ensuring that their students continued learning throughout the pandemic. Contrary to global curricular trends that prioritize improving reading speed over meaning, these teachers facilitated learning based on a sociocultural and communicative approach to literacy development. When government support arrived through centralized training, these teachers already had their own professional support community. This organizational capacity likely stemmed from their history during the Salvadoran Civil War and popular education practices developed in that period. This experience encourages governments, donors, and local organizations to: (1) promote literacy development rooted in meaning and socioemotional learning over reading speed; (2) change traditional centralized teacher training and turn towards learning communities; and (3) leverage the power of local history and relevant cultural factors for local solutions.
Many-to-One: Wearable Interactions

&lt;p&gt;While wearable technology in the form of clothes has been introduced for over a thousand years, it has been evolving in the last decade, with computer wearables to e-textile (Berzowska, 2005; Birringer &amp; Danjoux, 2009; Capineri, 2014; Hartman, 2014; Lymberis &amp; Paradiso, 2008; Ryan, n.d.; Sparacino et al., 1997). The motivation of this project is to bring focus on a unique audience engagement in musical performances and explore the many-to-one network connection of tangible interactions. This paper focuses on the creation of a wearable wristband, the use of network connection and the interaction with a data visualization used to create a unique and engaging experience for every audience member. This research project proposes a new creative space that will explore an inverted interaction, where audience members set the stage of the live performance.&lt;/p&gt;
Collider VR: Using Virtual Reality for Immersive Theatre and the Performing Arts

&lt;p&gt;This MRP explores the future of immersive theatre in virtual reality by examining the production Collider VR as a case study, produced by Single Thread Theatre and presented at the 2021 Festival of Live Digital Art and the 2021 rEvolver Festival. Collider VR utilized concepts from traditional theatre-making and applied them in a virtual environment to investigate four specific research questions. First, the project explored the use of the avatar as mask and the possibilities of embodiment in virtual space with hand gesture and head control. Second, it examined the potential for an ensemble to move as a collective in virtual space, as a chorus, and the applicability of the concept of a coryphaeus in VR. Third, the project examines how the logic of vector math, necessary to the structure of a virtual setting, can become integrated into the rehearsal lexicon and what effects changes to the virtual world during a performance can have. Finally, Collider VR explores the audience experience of virtual space and how designers can incorporate realities of that usage into immersive design. In addition to documenting the process of producing Collider VR and the conclusions reached in each of these gyms, this paper will contextualize the use of virtual reality technology in theatrical performance over the technology’s history to better forecast the future of virtual theatre.&lt;/p&gt;
THEAT[AR]: Augmented Reality Based Pre-visualization Of Theatrical Design Elements

&lt;p&gt;Theatrical Design is often a very fluid medium, changing until the very last minute, or even second. Even then, with all the care and time put into a production, once constructed on stage the end result often looks different than one might have imagined. Augmented Reality pre-visualization allows us to see theatrical designs in real spaces, as well as work with other designers to collaborate and compare elements for a more cohesive design. Up until this point pre-visualization has been popular, but most programs have not been designed for more than one type of design, and none have made use of Augmented Reality. This technology allows designers to communicate visually with other members of the creative team in a more definite manner, and allows for more confidence when entering the theatre or performance space. In turn this will save productions time and money, and allow for a better creative process, resulting in better art.&lt;/p&gt;
Nonperturbative Zou-Wang-Mandel effect

The Zou-Wang-Mandel (ZWM) effect is a remarkable consequence of photon indistinguishability and continuous-variable entanglement in which an optical phase shift is imprinted on photonic modes associated with optical paths that do not pass through the phase-shift source. By bringing the canonical formalism of continuous-variable Gaussian states to bear on the mode structure of the ZWM experiment, we show that the physical consequence of implementing optical path identity is a renormalization of quadrature squeezing which governs the entanglement of four effective optical modes. Nonperturbative expressions for the ZWM interference patterns and normalized first-order coherence function are derived. Generalizations to $\mathcal{H}$-graph states with more than four modes directly follow from the general method used to analyze the minimal example. We show that a ZWM interferometer with a laser-seeded signal mode, which estimates an idler phase shift by detecting photons that did not propagate through the phase shift, exhibits an optimal sensitivity comparable to that of a laser-seeded SU(1,1) interferometer if the path identity is implemented with high fidelity.
Balancing Innovation and Regulation: A Comprehensive Analysis and Neural Network Approach to AI Copyright Challenges

This article explores emerging issues surrounding artificial intelligence (AI) and copyright through a two-pronged approach. First, it provides an extensive literature review analyzing government and industry strategies for addressing AI copyright concerns and evaluates their rationality. Second, it details experiments conducted using neural networks to examine relevant information and investigate image copyright challenges, assessing mainstream large language models’ efficacy in handling copyright matters.&#x0D; The literature review explores AI copyright perspectives of the United Kingdom, China, the European Union, and the United States. It finds that countries emphasize balanced regulation and innovation (UK), ethical content creation (China), regulating high-risk applications (EU), or principles like non-discrimination and privacy (US). However, comprehensive governance frameworks are needed to navigate AI’s ethical, social, and legal intricacies.&#x0D; The experimental portion trains a convolutional neural network on a dataset of 41 infringing and non-infringing image sets to identify copyright infringement. While achieving over 80% accuracy, enhancements through expanded training data, segmentation, and multi-domain detection could improve generalization. The paper concludes with an analysis advocating copyright adaptation for AI creations, measured protections for standalone AI works, and constructive policies from interdisciplinary dialogue.
Multidisciplinary Authoring – A Critical Foundation for Augmented Reality Systems in Training and Education

including AI, AR, and IoT Systems.His most recent work involves designing an AR framework that provides just-in-time informatics for training, education and maintenance activities.
Questioning the policy of improving the quality of students through the research program and publication of scientific work at the postgraduate UIN Prof. Kh Saifuddin Zuhri Purwokerto

Universities have an important role in training students in orientation and assimilation of knowledge through research and publication of scientific papers, especially in the era of society 5.0. Understanding and knowledge seem to be the only things that guarantee the social and economic progress of society that is not eroded over time. The Policy for Improving the Quality of Students through the Research Program and Publication of Postgraduate Student Scientific Work is an important initiative in advancing higher education and strengthening the role of students in their contribution to knowledge and scientific development. This research aims to describe how this program has contributed to improving the quality of postgraduate students, as well as its impact on the development of research and publication of students' scientific work.This research method uses a descriptive qualitative approach with literature study research as direct data. Data collection techniques by collecting published scientific papers from postgraduate students. To optimize the results of data collection, an article search was carried out from Google Scholar using the search terms names of postgraduate students who were used as research objects. Qualitative data analysis consists of three series: data reduction, data presentation and conclusion drawing. The research results show that: First, the condition of the quality of research activities carried out by Postgraduate students at UIN Prof. K.H. Saifudin Zuhri Purwokerto is doing well. Second, Policy and Implementation of Increasing the Quality of Students Based on Research and Scientific Writing at the UIN Postgraduate Program, Prof. K.H. Saifuddin Zuhri Purwokerto is stated in Circular Letter Number: 354/Un.19/D.PPs/PP.009/4/2022 concerning Publication of Scientific Work for Postgraduate Students at the State Islamic University of Professor Kiai Haji Saifuddin Zuhri Purwokerto in 2022. In its implementation, postgraduates participated supports this policy by organizing various supporting activities.
Quantifying non-stabilizerness via information scrambling

The advent of quantum technologies brought forward much attention to the theoretical characterization of the computational resources they provide. A method to quantify quantum resources is to use a class of functions called magic monotones and stabilizer entropies, which are, however, notoriously hard and impractical to evaluate for large system sizes. In recent studies, a fundamental connection between information scrambling, the magic monotone mana and 2-Renyi stabilizer entropy was established. This connection simplified magic monotone calculation, but this class of methods still suffers from exponential scaling with respect to the number of qubits. In this work, we establish a way to sample an out-of-time-order correlator that approximates magic monotones and 2-Renyi stabilizer entropy. We numerically show the relation of these sampled correlators to different non-stabilizerness measures for both qubit and qutrit systems and provide an analytical relation to 2-Renyi stabilizer entropy. Furthermore, we put forward and simulate a protocol to measure the monotonic behaviour of magic for the time evolution of local Hamiltonians.
THE EFFECTS OF HYBRID CARDIAC REHABILITATION USING SYNCHRONIZED TELEHEALTH ON PATIENT

BACKGROUND Cardiac rehabilitation is effective for secondary prevention of cardiac events and is endorsed by consensus guidelines but is limited by low enrollment and completion rates. Non-traditional delivery models that facilitate participation in CR are needed. The improving ATTENDance (iATTEND) to CR trial is an open label, single-site trial that compared standard facility-based only CR (FBCR) to hybrid CR (HYCR = patient-individualized combination of virtual CR delivered via synchronized telehealth and up to 12 in-facility CR sessions). METHODS Qualifying patients enrolling into early outpatient CR were consented and randomized 1:1 to HYCR (n=142) or FBCR (n=140). Primary outcome was total number of CR sessions completed within 6 mo. Secondary outcomes were percent of patients completing all 36 prescribed CR sessions and changes (after CR – before CR) in exercise capacity (peak oxygen uptake, VO2; 6-minute walk distance, 6MWD). Both attendance outcomes (alpha set at p&amp;lt;0.05) and both exercise capacity outcomes [examined using the TOST (two, one sided tests) equivalence test] were adjusted for relevant, pre-specified co-variates. RESULTS Among patients enrolled into iATTEND (54% Black race, 33%; women, 34% &amp;gt; 65 yr), neither the total number of CR sessions completed per patient (28.7 + 11.8 vs 27.6 + 11.8 visits, adjusted p = 0.41) nor percent of patients completing 36 sessions (58.5 + 4.1 vs 50.7 + 4.2%, adjusted p=0.32) were different between HYCR and FBCR, respectively. After CR, changes in peak VO2 (mL.kg.-1min-1) were 2.3 + 2.8 vs 1.9 + 2.8 (HYCR and FBCR, respectively; adjusted p=0.78) and changes in 6MWD (m) were 46 + 46 vs 55 + 53 (HYCR and FBCR, respectively; adjusted p=0.18); TOST indicated equivalency (p=.001) between groups for both measures of change in exercise capacity. Across 7,735 total CR sessions, there was one major adverse event (non-fatal stroke within 3 hr after CR in HYCR) and no falls requiring medical attention. CONCLUSION In a diverse cohort of patients that included understudied groups, our data suggest that HYCR is an effective non-traditional model to deliver CR. When compared to standard FBCR, HYCR results in similar patient attendance patterns and equivalent improvements in exercise capacity. (Funded by: National Heart, Lung, and Blood Institute)
Time is -ending: Sublexical information activates the horizontal mental time line in word processing.

The mental time line (MTL) is a spatial continuum on which earlier events are generally associated with the left space and later events with the right space. Accordingly, past- and future-related words receive faster responses with, respectively, the left and the right hand. Yet, it is currently unclear whether the MTL is activated by the whole word or whether it can be triggered by more subtle sublexical cues, such as verb-endings, and whether the activation of this spatial continuum is an automatic phenomenon. The aim of this study is to test whether verb-endings do bring conceptual information that is in turn capable to activate the MTL and whether this activation holds also when the temporal information is not explicitly processed. We designed three experiments. In Experiment 1, consisting of a temporal categorization task, and in Experiment 2, consisting of a lexical decision task, we tested Italian tensed verbs (trov-avo "I found," trov-erò "I will find") and pseudo-verbs (trop-avo, trop-erò). Results of Experiment 1 showed that both tensed verbs and pseudo-verbs were spatially coded on the MTL. Results from Experiment 2 showed that the MTL is activated by the verb-endings also when temporal information was task-irrelevant (i.e., lexical decision task). Experiment 3 further clarified that the spatial-temporal congruency effect does not emerge during the evaluation of an inhomogeneous set of stimuli (i.e., when adding to the stimuli time-unrelated fillers). Overall, the present findings indicate that sublexical strings carry specific semantic information that comes into play in the generation of spatial-temporal associations. (PsycInfo Database Record (c) 2024 APA, all rights reserved).