Reviewerly/exHarmony huggingface dataset:
Numeric Guess a Guessing Game for Mind Tests

In the modern world, all technologies have reached, their level of perspective especially computer technology has reached the maximum level. Nowadays, the game application plays a major role in everyone's life. Day by day, Gaming applications and the gaming industries are becoming more and more fashionable. This article aims to create, design and develop a Computer Game named as Numeric Guess, a guessing game to test the mind, which should be entertaining, relaxing, interesting and very pleasant to play during leisure as well as during moments of relaxation. The Numeric Guess is a game for desktop computers. A guessing game is a game that, as an object, can find or discover some kind of information. Similarly, The Numeric Guess is a guessing game, which will randomly fix a number within a known range, and then the player that the person who played the game wants to guess the number in limited trials. In this game, the player can choose the default range, or the user selection range to play. The game application was implemented by Java programming language using eclipse in java with tools like JFrame and the windows application to build the interfaces. Photoshop used to change the background of the interfaces. The if-else instruction mainly used for programming and JOptionPane for the input string as well as the popup messages. This Numeric Guess game is the most exciting and competitive game for the adults as well as the children do. This article study assesses the use of java language to develop a simple and challenging game.
Enabling FAIR Data - The Importance of our Scientific Repositories

&amp;lt;p&amp;gt;The Enabling FAIR Data project is an international, community-driven effort in the Earth, space, and environmental sciences that promotes that the data and software supporting our research is to be deposited in a community-accepted, trusted repository and cited in the paper.&amp;amp;#160; Journals will no longer accept data only placed in the supplemental information of the paper.&amp;amp;#160; The supplement is not an archive and does not provide the necessary information about the data, nor is there any way to discover the data separate from the paper.&amp;amp;#160; Repositories provide the critical infrastructure in our research ecosystem, managing and preserving data and software for future researchers to discovery and use.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As a signatory of the Enabling FAIR Data Commitment Statement repositories agree to comply with the defined tenets.&amp;amp;#160; Not all repositories provide the same level of services to researchers or their data holdings. Many researchers find it difficult to select the right repository and understand the process for depositing their data. &amp;amp;#160;Through better coordination between journals and repositories journals can guide researchers to the right repository for deposition.&amp;amp;#160; This is a significant benefit to authors, but there are unintended challenges that result. Here we will discuss the Enabling FAIR Data project, the successes, and the continued effort necessary to make sure our data is treated as a &amp;amp;#8220;world heritage.&amp;amp;#8221;&amp;lt;/p&amp;gt;
Forensic Investigation of a Database for Web Application

Database Scientific Investigation(DBFI) includes the distinguishing proof, collection, conservation, remaking, examination, and detailing of database episodes. in any case, it may be a heterogeneous, complex, and vague field due to the assortment and multidimensional nature of database frameworks. Database measurable examination (DBFI)is an imperative region of inquiring about inside advanced forensics. Its significance is developing as advanced information gets to be more broad and commonplace. The challenges related to DBFI are various, and one of the challenges is the need for a harmonized DBFI handle for the examination to take after. This harmonized DBFI preparation has been created based on three key categories (i.e. arranging, arrangement, and pre- response, procurement and conservation and investigation, and reconstruction).
Consumption psychology in the dimensions of the subject-action approach

Introduction. Society's focus on sustainable economic development highlights the problem of consumers' ability to consume rationally and their willingness to take account of socially significant and environmental motives in their consumer behavior. Aim: to determine the content of consumption from the perspective of the subject-action approach in psychology, to clarify and test the criteria for consumption subjectivity and sustainable consumption acts. Methods. Survey, testing, descriptive and correlation statistics. Results. The author has theoretically substantiated that in modern economic conditions consumption has become one of the leading human activities, which uses the categories of subject-action approach in psychology. The author analyzes the concepts of consumption activity and the sustainable consumption act, as well as the qualitative and quantitative indicators of consumption subjectivity and presents the results of an empirical study of consumer behavior. Conclusions. The theoretical and methodological tools of the subject-action approach open new opportunities for psychological analysis of consumption as an activity and action of the individual. The empirical study found that those who focused on subjective sustainable consumption accounted for only 20.8% of the respondents. This emphasizes the problem of determining the factors behind individuals' psychological readiness for sustainable consumption and the technologies for its development. The obtained findings can be used for designing consumption culture development training programs as well as for further research into psychology of consumption.
A new soft computing method for integration of expert's knowledge in reinforcement learn-ing problems.

This paper proposes a novel fuzzy action selection method to leverage human knowledge in reinforcement learning problems. Based on the estimates of the most current action-state values, the proposed fuzzy nonlinear mapping as-signs each member of the action set to its probability of being chosen in the next step. A user tunable parameter is introduced to control the action selection policy, which determines the agent's greedy behavior throughout the learning process. This parameter resembles the role of the temperature parameter in the softmax action selection policy, but its tuning process can be more knowledge-oriented since this parameter reflects the human knowledge into the learning agent by making modifications in the fuzzy rule base. Simulation results indicate that including fuzzy logic within the reinforcement learning in the proposed manner improves the learning algorithm's convergence rate, and provides superior performance.
X2Parser: Cross-Lingual and Cross-Domain Framework for Task-Oriented Compositional Semantic Parsing

Task-oriented compositional semantic parsing (TCSP) handles complex nested user queries and serves as an essential component of virtual assistants. Current TCSP models rely on numerous training data to achieve decent performance but fail to generalize to low-resource target languages or domains. In this paper, we present X2Parser, a transferable Cross-lingual and Cross-domain Parser for TCSP. Unlike previous models that learn to generate the hierarchical representations for nested intents and slots, we propose to predict flattened intents and slots representations separately and cast both prediction tasks into sequence labeling problems. After that, we further propose a fertility-based slot predictor that first learns to dynamically detect the number of labels for each token, and then predicts the slot types. Experimental results illustrate that our model can significantly outperform existing strong baselines in cross-lingual and cross-domain settings, and our model can also achieve a good generalization ability on target languages of target domains. Furthermore, our model tackles the problem in an efficient non-autoregressive way that reduces the latency by up to 66% compared to the generative model.
Analyzing the Impact of Similarity Measures in Duplicate Bug Report Detection

Duplicate Bug Report Detection is one of the very important tasks which is done during the assignment of bug reports to the concerned developer. As the Bug Reports of Open-Source projects are usually submitted by persons all over the geographical locations, the submission process is uncoordinated. Moreover this un coordinated submission leads to duplicate bug reports also. Bug Report Triager has to usually go through the tedious process of manually detecting the duplicate bug reports. Automatic Duplicate Bug Report Detection assists in easing the work of detection of duplicate bug reports. Survey shows that calculation of bug reports on the basis of similarity measures is the best way to perform this task of duplicate bug report detection task as the unbalanced data leads to im-balancing problem for machine learning approach. In this paper, we analyze how the different similarity measures impact the task of duplicate bug reports. For our analysis purpose, we have used Levenshtein, Jaccard, Cosine, BM25 , LSI and K-Means similarity measures. By including these similarity measures for the analysis purpose, Natural Language Processing, Machine Learning and Information Retrieval techniques are covered.
EVALUATION OF STUDENT NURSES’ USE OF THE INTERNET AND TECHNOLOGY IN EDUCATION AND SELF-EFFICACY PERCEPTIONS OF COMPUTER USE

Background: In today's technology age, where information technology is rapidly improving, the ability to use technology and information effectively is among the competencies that a nurse should have. Objective: The research was carried out to determine student nurses' use of the internet, computer, and technology products in education and their self-efficacy perceptions about computer use. Methodology: This descriptive research was carried out with 548 out of 786 student nurses. The data were collected with a questionnaire including students' demographic characteristics, use of computers and technology products, and a self-efficacy perception scale. Results: Students preferred their lessons about the nursing profession primarily in a laboratory environment (44%), at hospitals (24%), in a simulation center (21%), and in a classroom environment (11%). The students' mean self-efficacy perception score was found as 36.83±7.72. In terms of using the computer in everyday life, self-efficacy perception scores of male students, fourth-grade students, those who preferred to have their lessons about the nursing profession in the simulation center, and those who often used mobile applications for educational purposes were found higher than those who were female, first-grade students, those who wanted to have their lessons about the nursing profession in the laboratory, and those who used mobile applications only for several times respectively. Conclusion: The self-efficacy level of nursing students regarding computer use was slightly above the middle level, and the self-efficacy level of male and senior students was higher depending on the frequency of being more engaged in technology.
The Implementation of Hello English Application as English Learning Media to Teach Speaking Skill in Tourism Major at the Tenth Grade Students at SMK Negeri 1 Karanganyar

This research aims to describe the implementation of the Hello English application as English learning media used by English teachers in teaching speaking skills in class, identifying the responses given by students to Hello English application that the teacher applied as English learning media to teach speaking skill, and describe the advantages and disadvantages of the Hello English application as learning media to teach speaking skillfrom the perspective of teacher and students. The method used in this research is qualitative description research, techniques in data collection through observation, interview and documentation. Thisresearch uses a theory from Hymes (1970) as a reference in finding and analyzing the implementation of Hello English application as English learning media to teach speaking skill.The subjects of this research were teacher and students. Based on data analysis, the results of this study indicate that in applying the material, the teacher divides the learning process by three parts such as pre-teaching, while teaching includes observing the step; question and answer step; gathering information or trial step; step of association or information processing; the communication step, and post-teaching. The students responses toward theimplementation the method that teacher used is good and positively, because during the teaching learning process, the students can enjoy and understand fluently.
Towards Practical Mean Bounds for Small Samples

Historically, to bound the mean for small sample sizes, practitioners have had to choose between using methods with unrealistic assumptions about the unknown distribution (e.g., Gaussianity) and methods like Hoeffding's inequality that use weaker assumptions but produce much looser (wider) intervals. In 1969, Anderson (1969) proposed a mean confidence interval strictly better than or equal to Hoeffding's whose only assumption is that the distribution's support is contained in an interval $[a,b]$. For the first time since then, we present a new family of bounds that compares favorably to Anderson's. We prove that each bound in the family has {\em guaranteed coverage}, i.e., it holds with probability at least $1-\alpha$ for all distributions on an interval $[a,b]$. Furthermore, one of the bounds is tighter than or equal to Anderson's for all samples. In simulations, we show that for many distributions, the gain over Anderson's bound is substantial.
Computational analysis of incremental clustering approaches for Large Data

Clustering is an approach of data mining, which helps us to find the underlying hidden structure in the dataset. K-means is a clustering method which usages distance functions to find the similarities or dissimilarities between the instances. DBSCAN is a clustering algorithm, which discovers the arbitrary shapes &amp; sizes of clusters from huge volume of using spatial density method. These two approaches of clustering are the classical methods for efficient clustering but underperform when the data is updated frequently in the databases so, the incremental or gradual clustering approaches are always preferred in this environment. In this paper, an incremental approach for clustering is introduced using K-means and DBSCAN to handle the new datasets dynamically updated in the database in an interval.
Learning Perceptual Manifold of Fonts

Along the rapid development of deep learning techniques in generative models, it is becoming an urgent issue to combine machine intelligence with human intelligence to solve the practical applications. Motivated by this methodology, this work aims to adjust the machine generated character fonts with the effort of human workers in the perception study. Although numerous fonts are available online for public usage, it is difficult and challenging to generate and explore a font to meet the preferences for common users. To solve the specific issue, we propose the perceptual manifold of fonts to visualize the perceptual adjustment in the latent space of a generative model of fonts. In our framework, we adopt the variational autoencoder network for the font generation. Then, we conduct a perceptual study on the generated fonts from the multi-dimensional latent space of the generative model. After we obtained the distribution data of specific preferences, we utilize manifold learning approach to visualize the font distribution. In contrast to the conventional user interface in our user study, the proposed font-exploring user interface is efficient and helpful in the designated user preference.
Pengembangan Aplikasi Sistem Pelaporan Helpdesk Sihepi Berbasis Website Pada Perum Percetakan Uang Republik Indonesia

PERURI (Indonesian Money Printing Corporation) is a BUMN (state-owned enterprise) that is assigned to print rupiahs for RI (Republic of Indonesia) in accordance with Government Regulation Number 6 of 2019. The author tries to analyze the problem of PERURI and helps resolve the problem due to limited information about reporting damage to hardware or software. The author uses the method of data collection, and starts development by developing a website-based application that already exists in PERURI as a media reporting all problems related to hardware or software that apply at PERURI. This website- based Sihepi Helpdesk application is used to report any damage to PERURI's computer or software to the technician on duty. Reporting on the use of Sihepi Helpdesk can make it easier for employees to report all their problems and will be done according to the SLA (Service Level Agreement) that has been determined by the company. Impression to employees because it contains information from each ticket in the form of ticket status, the level of the ticket and a brief information on each ticket that is reported to attract the attention of employees so that they can report any problems through this application. So that the recording of the report can be submitted properly.The results of the Sihepi PERURI Helpdesk application have been created and used by the IT (Information Technology) Division.
Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer’s disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff’s member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.
The Typological and Technological character of Choppers and Chopping-tools from the Mansuri Paleolithic Site, Cheongwon: With Special Reference to Lithic Assemblages from Localities 1 and 2

찍개(chopper and chopping-tool)란 주로 찍는 기능을 수행하기 위해서 날을 제작한 석기를 말하며, 찍개를 연구하는 방법은 찍개를 외면찍개와 양면찍개로 나누어 분석하려는 방법과 이 두 가지 유형의 석기를 찍개라는 단일 명칭을 사용하면서 그에 따른 제작기법이나 형태상의 특징을 밝히려는 연구방법이 있다. 우리나라에서 찍개가 처음 확인된 공주 석장리유적에서 최근까지 여러 구석기유적에서 찍개가 출토되었고, 그동안 찍개에 관한 연구는 주로 그 개념 및 형식 분류에 관한 연구가 진행됐었다. 이러한 연구는 기존에 유적별·연구자별로 개념 및 형식 분류기준이 다르게 적용되어왔다. 따라서 앞으로 구석기유적에서 출토되는 찍개를 체계 있게 분석하기 위해서는 객관적인 기준을 설정하고 제시하는 작업이 꼭 필요할 것이다. 본 글에서는 객관적인 기준을 설정하기 위해 청원 만수리 구석기유적 1·2지점에서 출토된 찍개 80점(층위가 연결되는 것으로 파악된 1지점 3유물층 출토 찍개 29점, 2지점 1유물층 출토 찍개 51점)을 연구대상으로 하여, 찍개의 형태적·기술적인 특징을 밝힐 수 있는 여러 가지 속성들을 크게 몸체의 성격, 크기와 무게, 날의 성격 등으로 나누어 분석하였다. 나아가, 청원 만수리 구석기유적 1·2지점의 찍개를 진천 송두리 구석기 유적 1문화층(44점)과 대전 용호동 구석기유적 4문화층(112점)에서 출토된 찍개와 비교·분석해 각 유적 간의 차이점을 살펴보았다. 그 결과 찍개를 제작하는데 사용된 돌감의 성격에서는 유적별로 차이를 보인 반면에 찍개의 크기와 무게, 날의 성격에서는 세 유적 모두 비슷한 양상을 보이는 것으로 파악되었다. 유적별로 돌감의 성격이 다른 이유는 각 유적이 위치한 지역의 지질환경과 관계가 있는 것으로 생각되며, 유적이 속해 있는 주변 환경이 유적마다 다르므로 나타난 결과로 생각된다. 크기와 무게, 그리고 날의 성격이 비슷한 양상을 띠는 이유는 각 유적의 석기제작 집단이 찍개의 기능과 연관된 유사한 석기제작 전통을 공유하고 있었기 때문으로 생각된다.Chopper and chopping-tool usually refer to stone tools especially made to perform the chopping function with an irregular cutting edge. Chopper is classify from chopping-tool depending upon the number of detached sides. This thesis focuses on the 80 artifacts of the cultural layers No.3 from localities No.1 and No.2(29 arteifacts from locality No.1 and 51 arteifacts from locality No.2). Mansuri paleolithic site Choppers and chopping-tool’s body aspect, size, weight and cutting edge attribute are separately analyzed. Mansuri paleolithic site choppers and chopping-tools from cultural layer No.3 (80 arteifacts) are compared to cultural layer No.1 (44 arteifacts) of Jincheon Songduri paleolithic site and cultural layer No.4 (112 arteifacts) of Daejeon Yonghodong paleolithic site. Comparative analysis of attributes that explain chopper and chopping-tool s typological and technological characters conducted to discover difference among sites. According to analysis of choppers and chopping-tools from three sites shows that there is some difference among body aspects which are used to manufacture choppers and chopping-tools, whereas the size, weight, and cutting edge attributes are believed to show similar aspects. It is thought these three sites reflect different bodies related to the geological environment, of sites, and result the environment is different of each sites. On the contrary, it is speculated that choppers and chopping-tools from the three sites display similarities in their sizes, weights and cutting edge attributes because these three stone tool making groups shared similar lithic technology tradition that reflect the function of Chopper and chopping-tool.
태국의 테러리즘에 관한 연구 -반테러리즘과 해결 방안을 중심으로-

This study is about Thailand terrorism in Southeast Asia. Where Korea has strategic value as a New Emerging Market. In this region, the underdevelopment of the political system, ethnic and religious conflicts that appeared in the post-colonial state construction process have persisted, along with this instability, the internationalization of terrorism, and the influx of international terror groups, Al Qaeda and Islamic States, spread the risk of terror it is becoming.As a result of examining the actual state of terrorism in Thailand, First, the main activities of Islamic terrorist forces spread from the southern regions to downtown Bangkok and resorts.Second, in the past, terrorism set military, police and government officials as targets of terrorist attacks, but in recent years, it is expanding to civilians and general facilities.Third, violence and protests caused by political conflict are becoming terrorism after the military coup due to political instability.Fourth, there is an aspect that the legislation of measures implemented under the name of national security and counter-terrorism policies was used as a tool to legalize illegal acts and excessive use of force against opponents.Thailand is engaged in a security system for anti-terrorism and counter-terrorism activities at the national level, but the ultimate solution is to fundamentally eliminate the environment in which terror can grow. For terrorism caused by conflict with Islamic religion in the southern region, it is important to spread the idea of peace and to improve the possibility of political conflict and social dissatisfaction that terrorism is preoccupied with.Therefore, the ultimate solution to terrorism in Thailand is the practice of peace ideology to preserve human dignity and democratization of the political system.The significance of this study is that, given that Korea is concentrating its national capabilities in the Southeast Asia region, it proposes possible measures and measures for Thailand''s safety from terrorism. And it will be able to provide academic and practical information to those who need a proper understanding and improvement of terrorism in Thailand.