bluuebunny/crossref_metadata_2025_split huggingface dataset:
Common Application of EU Regulations and Their Effectiveness in the Context of the CJEU Judgment in the Case of SS v. MCP, C-603/20 PPU
Authors: Bagan-Kurluta Katarzyna , Klimach Anna 
Published: October 2022

Abstract
International child abduction is a problem, seen as growing, and increasingly as an activity that should be ruthlessly stigmatized and, if possible, eliminated from practice. The objectives of reducing, stigmatizing and ultimately eliminating international child abduction are served by a variety of measures within the framework of the Hague Conference on Private International Law and the European Union, including the creation of some sort of rapid response system. In the context of the operation of this combined system, in November 2020, the Court of Justice of the European Union received a preliminary question from the UK High Court of Justice (England & Wales), Family Division, in relation to doubts arising in the course of newly instituted court proceedings concerning jurisdiction in parental matters in situations of child abduction to a third, non-EU country. The issue is important as it relates to the possibility of initiating proceedings in the country from which the child has been abducted when the country to which the child has travelled is not in the EU.
Parentage of Same-Sex Persons in the Jurisprudence of the Court of Justice of the European Union – Commentary to the Judgment of CJEU of 14.12.2021, C-490/20
Authors: Wojewoda Michał 
Published: October 2022

Abstract
In its judgment of 14 December 2021, the Court of Justice of the European Union ruled that in the case of a child who is a Union citizen and whose birth certificate, issued in the host Member State, designates as that child’s parents two persons of the same sex, the Member State of which that child is a national is obliged (i) to issue to that child an identity card or a passport without requiring a birth certificate to be drawn up beforehand by its national authorities, and (ii) to recognise the document from the host Member State that permits that child to exercise, with each of those two persons, the child’s right to move and reside freely within the EU territory. In its commentary, the author supports the CJEU ruling, observing that it continues the line of reasoning adopted in the Coman case of 2018. The Court attempts to strike a balance between the EU freedoms and the necessity to respect the national identity of Member States that are free to shape their family law without accepting the liberal concepts such us parentage of same-sex persons or homosexual marriages. Additionally, when wondering about the consequences of the ruling for Poland, the author puts forward a thesis that the current practice of Polish organs, resulting from the resolution of the Supreme Administrative Court of 2 December 2019, is consistent with the EU law. Although children of Polish nationality, with same-sex parents, cannot expect their foreign birth records to be transcribed into the civil status register in Poland, they may nevertheless obtain a Polish identity card or passport.
Role of pulmonary rehabilitation in chronic obstructive pulmonary disease - a historical perspective
Authors: Stavarache Ioan Emanuel , Buculei Ioana , Cernomaz Andrei , Vicol Cristina , Crișan Dabija Radu Adrian , Trofor Antigona Carmen 
Published: October 2022

Introduction. Pulmonary rehabilitation is known as an effective therapy for patients with chronic obstructive pulmonary disease (COPD). This article is a brief introduction into the history of medical and pulmonary rehabilitation, presenting the evolution of applied therapies and methods from ancient to present times. It also highlights the role of physical effort in the prevention and treatment of lung diseases, with special consideration to COPD.
Methods. For this literature review, the international databases Medline and Scopus were used to identify relevant articles, between January 1981 to December 2021; eighty articles were considered: thirty-six reviews, eight original research and six general articles which met the criteria for inclusion. A total of thirty references were excluded because they were not relevant.
Results. Available published data suggest a rich history of rehabilitation reaching for thousands of years even though it was developed as a medical branch only in the 20th century. Pulmonary rehabilitation is currently an important component of the management of COPD patients, with a positive impact on symptoms, frequency of exacerbations, severity and mortality rates.
Conclusions. Even though this type of intervention is known to be beneficial for this type of patients more studies need to be conducted in this field.
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games
Authors: Barriga Nicolas , Stanescu Marius , Buro Michael 
Published: October 2022

Real-Time Strategy (RTS) games have shown to be very resilient to standard adversarial tree search techniques. Recently, a few approaches to tackle their complexity have emerged that use game state or move abstractions, or both. Unfortunately, the supporting experiments were either limited to simpler RTS environments (uRTS, SparCraft) or lack testing against state-of-the-art game playing agents. Here, we propose Puppet Search, a new adversarial search framework based on scripts that can expose choice points to a look-ahead search procedure. Selecting a combination of a script and decisions for its choice points represents a move to be applied next. Such moves can be executed in the actual game, thus letting the script play, or in an abstract representation of the game state which can be used by an adversarial tree search algorithm. Puppet Search returns a principal variation of scripts and choices to be executed by the agent for a given time span. We implemented the algorithm in a complete StarCraft bot. Experiments show that it matches or outperforms all of the individual scripts that it uses when playing against state-of-the-art bots from the 2014 AIIDE StarCraft competition.
Evaluating the Authorial Leverage of Drama Management
Authors: Chen Sherol , Nelson Mark , Mateas Michael 
Published: October 2022

A drama manager (DM) monitors an interactive experience, such as a computer game, and intervenes to shape the global experience so that it satisfies the author’s expressive goals without decreasing a player’s interactive agency. Most research on drama management has proposed AI architectures and provided abstract evaluations of their effectiveness; a smaller body of work has also evaluated the effect of drama management on player experience. Little attention has been paid, however, to evaluating the authorial leverage provided by a drama-management architecture: determining, for a given architecture, the additional non-linear story complexity a drama manager affords over traditional scripting methods. In this paper, we propose three criteria for evaluating the authorial leverage of a DM: (1) the script-and-trigger complexity of the DM story policy; (2) the degree of policy change given changes to story elements; and (3) the average story branching factor for DM policies versus script-and-trigger policies for stories of equivalent quality. We apply these criteria to declarative optimization-based drama management (DODM) by using decision tree learning to capture equivalent trigger logic, and show that DODM does in fact provide authorial leverage
Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game
Authors: Young Jay , Hawes Nick 
Published: October 2022

We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Success at this task requires the ability to engage in autonomous, goal-directed behaviour, as well as techniques to manage the problem of potential goal conflicts. To address this, we show how a case-injected genetic algorithm can be used to learn goal priority profiles for use in goal management. This is achieved by learning how goals might be re-prioritised under certain operating conditions, and how priority profiles can be used to dynamically guide high-level strategies. Our dynamic system shows greatly improved results over a version equipped with static knowledge, and a version that only partially exploits the space of learned strategies. However, our work raises questions about how a system must know about its own design in order to best exploit its own competences.
The Generative Electronic Dance Music Algorithmic System (GEDMAS)
Authors: Anderson Christopher , Eigenfeldt Arne , Pasquier Philippe 
Published: October 2022

The Generative Electronic Dance Music Algorithmic System (GEDMAS) is a generative music system that composes full Electronic Dance Music (EDM) compositions. The compositions are based on a corpus of transcribed musical data collected through a process of detailed human transcription. This corpus data is used to analyze genre-specific characteristics associated with EDM styles. GEDMAS uses probabilistic and first order Markov chain models to generate song form structures, chord progressions, melodies and rhythms. The system is integrated with Ableton Live, and allows its user to select one or several songs from the corpus, and generate a 16 tracks/parts composition in a few clicks.
Player Knowledge Modeling in Game Design Feedback and Automation
Authors: Butler Eric 
Published: October 2022

Models that capture the knowledge of players of digital games could be used to great effect in AI-assisted tools that automate or provide feedback for game design. There are several important tasks knowledge models should perform: predicting player performance on a particular task to adjust difficulty, knowing in which order to give particular concepts for maximum learning, or understanding how the pacing of a concept impacts player engagement. While all of these have been explored individual both in games and related fields like intelligent tutoring systems, there have been no models that capture all of these effects together in a way that allows their use in design tools. We propose to expand on previous work in game authoring tools to create tools in which the designer can leverage information about how players learn their game's concepts to create better designs. We will survey the existing player modeling work to find the best representation for this task, deploy these models in adaptive games to learn from data, and then apply these models to create novel game design tools.
Flexible Reward Plans to Elicit Truthful Predictions in Crowdsourcing
Authors: Sakurai Yuko , Oyama Satoshi , Shinoda Masato , Yokoo Makoto 
Published: October 2022

We develop a flexible reward plan to elicit truthful predictive probability distribution over a set of uncertain events from workers. In our reward plan, the principal can assign rewards for incorrect predictions according to her similarity between events. In the spherical proper scoring rule, a worker's expected utility is represented as the inner product of her truthful predictive probability and her declared probability. We generalize the inner product by introducing a reward matrix that defines a reward for each prediction-outcome pair. We show that if the reward matrix is symmetric and positive definite, the spherical proper scoring rule guarantees the maximization of a worker's expected utility when she truthfully declares her prediction.
EURECA: Enhanced Understanding of Real Environments via Crowd Assistance
Authors: Gouravajhala Sai , Yim Jinyeong , Desingh Karthik , Huang Yanda , Jenkins Odest , Lasecki Walter 
Published: October 2022

Indoor robots hold the promise of automatically handling mundane daily tasks, helping to improve access for people with disabilities, and providing on-demand access to remote physical environments. Unfortunately, the ability to understand never-before-seen objects in scenes where new items may be added (e.g., purchased) or altered (e.g., damaged) on a regular basis remains an open challenge for robotics. In this paper, we introduce EURECA, a mixed-initiative system that leverages online crowds of human contributors to help robots robustly identify 3D point cloud segments corresponding to user-referenced objects in near real-time. EURECA allows robots to understand multi-object 3D scenes on-the-fly (in ~40 seconds) by providing groups of non-expert crowd workers with intelligent tools that can segment objects more quickly (~70% faster) and more accurately (6% higher F1 score) than individuals. More broadly, EURECA introduces the first real-time crowdsourcing tool that addresses the challenge of learning about new objects in real-world settings, creating a new source of data for training robots online, as well as a platform for studying mixed-initiative crowdsourcing workflows for understanding 3D scenes.
Influence of Mezzanine Financing on the Corporate Financial Profile
Authors: Городников Кирилл , Павлов Михаил , Сус Александр 
Published: October 2022

Due to global changes in the global economy, the importance of financing and building an optimal capital structure is increasing. Rapid changes in the exogenous environment and the investment climate lead companies to revise their financing strategies.
Currently, there are many financial instruments that provide cash inflow, but have certain restrictions. The tool that allows to eliminate them is the mezzanine. However, the existing literature on mezzanine financing does not fully cover this financing method. The novelty of this research lies in determining the financial profile of the borrower company that utilizes mezzanine financing, and in studying the impact of the mezzanine on the market value of a company’s equity and its value. Econometric analysis confirms that mezzanine financing is more often chosen by companies with a less attractive financial profile, based on ROA, EBITDA – CapEx cash flow, and beta. In addition, the interconnection between a company’s life cycle and its desire to attract a mezzanine loan is revealed. Econometric and empirical analysis allow us to conclude that the market situation, managerial methods within the company and the operational strategy increase the chances of the effective use of the mezzanine.
IMPACT OF CYBER SECURITY COST ON THE FINANCIAL PERFORMANCE OF E-BANKING: MEDIATING INFLUENCE OF PRODUCT INNOVATION PERFORMANCE
Authors: Khalil Khalid , Manzoor Sheikh Raheel , Tahir Muhammad , Khan Nisar , Jamal Khalid 
Published: October 2022

Purpose of Study: The study objectives are to: a) conduct a meta-analytical review to analyze the association among cybersecurity costs, such as prevention and detection costs (PDC), response costs (RC), development costs (DC), and indirect costs (IC), on the e-banking product innovation performance (PIP) and financial performance (FP), b) to evaluate the causal association of cyber security costs, i.e., (PDC, RC, DC, and IC) on PIP and FP; and c) investigate the mediating effects of PIP in a relationship between PDC, RC, DC, IC and FP.
Methodology: The study sample was the managerial cadre employees of various electronic banks (e-banks) working in Pakistan. The survey was conducted by distributing the questionnaire among the employees of e-banks working in Pakistan. The collected data were estimated via multivariate statistical techniques.
Findings: The results of the study showed that a) the costs associated with cybersecurity, specifically PDC, RC, and DC, have a statistically significant effect on PIP and e-banking FP, whereas IC has a negative significant influence on the PIP and FP, b) the PIP has a statistically significant effect on e-banking FP, and c) the PIP partially mediates an association between PDC, RC, DC, and FP, whereas, PIP insignificantly mediates in a relationship amongst IC and e-banking FP.
Application of Study: The study will applicable in the modern electronic banking (e-banking) systematic risk control and information security solution.
Novelty: The study is novel in the context of cyber security costs, including (PDC, RC, DC, IC) by measuring its influence on PI and e-banking FP.
Formation of digital competencies of future teachers of biology in a blended learning environment
Authors: Yesmakhanova Zharkynay , Zhussipova Gulmira , Abjapparovna Kalampyr , Sumatokhin Sergey , Saparova Zhanar , Assilbekova Baktygul 
Published: October 2022

The purpose of this research is to get the opinions of future biology teachers on the creation of digital competencies in a blended learning environment. This research was created with the qualitative research method. The study group of the research consists of 80 biology teacher candidates studying in biology teaching departments at various universities in Kazakhstan. The data collection tool of the research is the semi-structured interview form developed by the researchers. The descriptive analysis method was used in the analysis of the research data. As a result of the research, it has been determined that the vast majority of future biology teachers find blended learning environments useful. In addition, the majority of pre-service teachers stated that they found their digital competencies somewhat sufficient. The majority of biology teacher candidates participating in the research stated gaining the ability to use digital technologies, gaining competencies in using digital tools, preparing applications that will enable the student to reinforce the subject in the digital environment and gaining the habit of following the innovations in digital technology as their expectations regarding the digital competencies to be created in relation to the blended learning environment.
Keywords: Blended learning, digital competencies, prospective teachers
Implementasi Static Analysis Dan Background Process Untuk Mendeteksi Malware Pada Aplikasi Android Dengan Mobile Security Framework
Authors: Yuniati Trihastuti , Tambunan Aris Rafael , Setyoko Yoso Adi 
Published: October 2022

Android menjadi sistem operasi yang paling banyak digunakan di antara sekian banyak pilihan sistem operasi untuk perangkat mobile dengan dukungan oleh aplikasi yang beragam guna memudahkan kehidupan manusia dalam beraktifitas Mobile Security Framework (MobSF) adalah framework pengujian otomatis bersifat open-source, yang mampu melakukan uji penetrasi, analisis malware, penilaian keamanan aplikasi seluler dengan analisis statis dan dinamis dalam melakukan proses analisis akan menampilkan hasil berupa laporan mengenai aplikasi android tersebut. Tujuan Penelitian ini adalaha bagaimana menggunakan Mobile Security Framwork (MobSF) sebagai analisis static malware pada aplikasi android. Sample malware akan diambil melalui internet dan menganalisis malware tersebut menggunakan metode analisis statik yang membaca informasi malware lalu dikombinasikan dengan background process android dengan menginstal live pada device android. Peneliti menggunakan Mobile security framework (MobSF) untuk menganalisis statik keamanan dengan parameter dangerous permissions, weak crypto, root detection, SSL bypass dan domain malware check pada aplikasi X8Speeder. Hasil dari analisis, terdeteksi Malware dan memiliki perizinan yang tidak sewajarnya. Seperti yang terlihat, aplikasi game tidak memerlukan izin untuk memodifikasi penyimpanan eksternal smartphone. Maka dari itu, diperlukannya ketelitian pengguna agar tidak sembarangan mengunduh atau mengklik sesuatu ketika berinternet.
Kata Kunci: Mobile Security Framework, Static Analysis, Backgrund Proces Android. Android
3D-Concreting – Compositions, Techniques and Properties of Mixtures
Authors: Samuilov Yu. D. , Trepachko V. M. , Batyanovskiy E. I. 
Published: October 2022

The paper reflects the problems of 3D-concreting technology, which is developing quite intensively in modern conditions of construction production. The most important condition for its practical implementation is the development of concrete mixture compositions that provide the necessary rheological (technological) properties for formation of products, elements of building structures or the structure as a whole, as well as providing the required pace of work and physical and mechanical characteristics and properties of the hardened concrete. At the initial stage of research carried out in the Research and Testing Laboratory of Concrete and Building Materials of the Belarusian National Technical University a number of concrete mixtures compositions were developed that are designed and provide the necessary conditions for the implementation of 3D-concreting of self-supporting and load-bearing structural elements respectively, in the manufacture of products of small architectural forms and the erection (arrangement) of building structures for various purposes. A methodology has been developed and implemented for the selection of a rational granulometric composition of aggregate, type, properties and amount of binder, chemical and mineral additives, together providing the required technological properties of concrete mixtures after they have been mixed with water. Original methods for assessing the rheological properties of water-soluble concrete mixtures and their changes over time, leading to an increase in the plastic strength of molded concrete, as well as a method for calculating the rate of concrete work depending on the properties of the concrete mixtures used, are proposed and experimentally substantiated. As a result, prerequisites have been created for further expansion of a number of compositions of dry concrete mixes taking into account their purpose for 3D-concreting, and for developing methods and evaluating the physical and mechanical characteristics and properties of hardened concrete, taking into consideration the purpose of manufactured products and erected (arranged) building structures.