Reviewerly/exHarmony huggingface dataset:
Determination of Rain Intensity Based on Rain Characteristics Observed from Rain Observation Stations Around South Jakarta

South Jakarta has the highest rainfall concentration and the most flood location in Jakarta. Therefore, an urban drainage system is needed to control surface water so flood can be prevented. This research aims to support the urban drainage system planning by determining rainfall intensity based on three methods, those are Van Breen, Bell Tanimoto, and Hasper der Weduwen. The most suitable method will be selected by comparing the value of rainfall intensity with Talbot, Sherman, and Ishiguro approach. This research reveals that the most suitable method is the Van Breen Method with the Talbot equation. The result of the calculation is rainfall intensity for 2, 5, 10, 25, 50, and 100 years rain return period, with each range 27.2 – 182.8 mm/hour, 36.8-197.6 mm/hour, 43.1-206.3 mm/hour, 51.1-216.6 mm/hour, 57-223.9 mm/hour, and 63-230,8 mm/hour.
Intrinsic motivation in virtual assistant interaction for fostering spontaneous interactions

With the growing utility of today's conversational virtual assistants, the importance of user motivation in human-AI interaction is becoming more obvious. However, previous studies in this and related fields, such as human-computer interaction and human-robot interaction, scarcely discussed intrinsic motivation and its affecting factors. Those studies either treated motivation as an inseparable concept or focused on non-intrinsic motivation. The current study aims to cover intrinsic motivation by taking an affective-engineering approach. A novel motivation model is proposed, in which intrinsic motivation is affected by two factors that derive from user interactions with virtual assistants: expectation of capability and uncertainty. Experiments are conducted where these two factors are manipulated by making participants believe they are interacting with the smart speaker "Amazon Echo". Intrinsic motivation is measured both by using questionnaires and by covertly monitoring a five-minute free-choice period in the experimenter's absence, during which the participants could decide for themselves whether to interact with the virtual assistants. Results of the first experiment showed that high expectation engenders more intrinsically motivated interaction compared with low expectation. The results also suggested suppressive effects by uncertainty on intrinsic motivation, though we had not hypothesized before experiments. We then revised our hypothetical model of action selection accordingly and conducted a verification experiment of uncertainty's effects. Results of the verification experiment showed that reducing uncertainty encourages more interactions and causes the motivation behind these interactions to shift from non-intrinsic to intrinsic.
Designing of english challenge mobile game application as the media of english language learning

English became the first foreign language that came to Indonesia in 1967. The human needs of English can already be seen through lots of official scientific works in English and its intense competitions globally. However, still, many people finds it difficult to learn English, for example, the difficulty in understanding tenses, differences between writing, reading and pronouncing. By relying on the latest features on smartphone, which on the mean time, smartphone is one of many gadgets that is the most practical to use in anywhere and anytime, plus, with gaming contents as the best multimedia entertainer application, learning English will be more interactive and easier to use. In this research, Construct 2 is used as The Developer App and Game Development Life Cycle (GDLC) method of Rido Ramadan and Yani Widyani’s version is used as The Development Method. The game system tested by using black box and by giving out Questionnaire for User Interface Satisfaction to 24 respondents, to test the system’s usability. It resulted 80,83% for the whole of the system, meaning that the whole system is quiet interesting in the respondents’s view. Then, the screen display gained 80,41%, this means that the screen display is very interesting and did not confuse the respondents. Technology and information game gained 75,41%, this means that the information contained in the game is quiet good, however, further development is needed. The introduction of the game’s system gained 71,63%, means that some of the system’s ability did not run effectively and needed further repairment and development. The last, usability and user interface gained 76,25%, this means that the game is quiet interactive to the respondents.
Multi-factor authentication for shibboleth identity providers

Abstract The federated identity model provides a solution for user authentication across multiple administrative domains. The academic federations, such as the Brazilian federation, are examples of this model in practice. The majority of institutions that participate in academic federations employ password-based authentication for their users, with an attacker only needing to find out one password in order to personify the user in all federated service providers. Multi-factor authentication emerges as a solution to increase the robustness of the authentication process. This article aims to introduce a comprehensive and open source solution to offer multi-factor authentication for Shibboleth Identity Providers. Based on the Multi-factor Authentication Profile standard, our solution provides three extra second factors (One-Time Password, FIDO2 and Phone Prompt). The solution has been deployed in the Brazilian academic federation, where it was evaluated using functional and integration testing, as well as security and case study analysis.
The Impact of Customer Experience in Online Brand Communities on Customer Engagement and Purchase Intentions Among Arab Internet Users: Theoretical Analysis, Conceptual Framework and Research Agenda

Drawing on the service ecosystem theory and customer experience and engagement theory, this study examines the relationship between customer experience, customer engagement, and purchase intentions in online settings. Customer experience is operationalized into pragmatic, hedonic, sociability, and usability, whereas customer engagement is operationalized into the attitudinal and behavioral engagement. This study was undertaken among members of online communities from The Arab Administrative Development Organization (ARADO); a specialized organization affiliated with the League of Arab States. The study delves identifying into which customer experience may elevate customer engagement, how the specific customer experience elevates customer engagement to potentially lead to a purchasing intention in online brand communities.
Tree Search versus Optimization Approaches for Map Generation

Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate the applicability of several tree search methods to level generation and compare them systematically with several optimization algorithms, including evolutionary algorithms. We compare them on three different game level generation problems: Binary, Zelda, and Sokoban. We introduce two new representations that can help tree search algorithms deal with the large branching factor of the generation problem. We find that in general, optimization algorithms clearly outperform tree search algorithms, but given the right problem representation certain tree search algorithms performs similarly to optimization algorithms, and in one particular problem, we see surprisingly strong results from MCTS.
The Use Of Information And Communication Technologies In Education

The article is devoted to one of the topical problems of the education system, the transformation of all levels of education in the context of information and communication technologies used in the educational process. Now the state faces the challenge of enhancing the quality of education in order to train highly qualified specialists who meet modern requirements of the time. Achieving the quality of education is possible only if the educational process uses modern practice-oriented, individualized forms of training that meet the requirements of didactics and scientific and technological progress of society. The competency-based approach allows us to solve the above problems, because in the process of this approach, students quite successfully, due to the use of various interactive technologies in the educational process, master the competencies necessary for their self-realization as individuals, as future specialists. In addition, the educational environment of the institution plays a large role in the formation of competencies, since it is the environment that creates the conditions for the improving of the intellectual and creative potential of a developing personality. Currently, technologies are changing rapidly, and the use of digital resources when organizing the educational process with students is of great importance. The introduction of digital resources in the educational process is justified by the demand for society in these technologies.
Indonesian lexical bundles in research articles: Frequency, structure, and function

Recent studies show that lexical bundles in English are pervasively found in academic discourse. In addition, the characteristics of lexical bundles found vary and differ across registers and genres. Nevertheless, it is still interesting to carry out in languages other than English. This study aims to discover the characteristics of Indonesian lexical bundles that cover frequency, structure, and function in research articles. This study adopted a mixed-method. Identification of the lexical bundle was carried out using WordSmith 7.0 on a corpus comprising 3,125,546 words, taken from 1126 texts, and consisting of six disciplines. With a frequency threshold of 40 per million words and a minimum distribution of 5 texts, 197 lexical bundles have been obtained, consisting of three- to six-word bundles with a total occurrence of 51,813 times. In terms of structure, the incomplete structure is dominating the bundles by 78.7%, with a total frequency of occurrence 38,749 times. This research finds that the pattern of lexical bundles can be classified into five types: noun-based, prepositional-based, verb-based, adjective-based, and clause-based bundles. Lexical bundles in research articles are generally clause-based (49.2%). This indicates that Indonesian lexical bundles vary in structure. The use of clause fragments and passive verbs are the main features in this genre. In terms of the discourse function, research-oriented bundles are the functions that are commonly used, while participant-oriented bundles are the least. Each discourse function has its own structural characteristics. It is also found that one lexical bundle can have two functional categories. These findings contribute to a better understanding of the characteristics of written academic discourse. From the pedagogical point of view, the ﬁndings can be used as learning material for both native and non-native speakers.
The Effect of Facebook, WhatsApp, Twitter and Email on SMEs Performance: Empirical Evidence from United Arab Emirates

Social media marketing tools are a phenomenon that has become an important aspect of the marketing mix and revolutionized the way companies interact with their customers. It is a new field of research and literature quick scan revealed that not many studies exist on social media marketing tools on SMEs in Abu Dhabi UAE. However, the few existing studies, without scientific proof to SMEs in Abu Dhabi UAE data, have been rushing to conclude that the emergence of social media marketing tools has led to the death benefits of social media for SMEs’ performance.
The Unexpected Consequence of Incremental Design Changes

Human designers may find it difficult to anticipate the impact of small changes to some games, particularly in puzzle games. However, it is not difficult for computers to simulate all mechanical impacts of such small changes. This suggests that computers might be able to aid humans designers as they build and analyze game levels. This paper takes one step towards this larger goal by studying how Exhaustive Procedural Content Generation (EPCG) can be used for analysis of incremental changes of existing game levels. Using an incremental EPCG approach, we analyze all of the levels in the popular puzzle game Snakebird, showing that incremental variations in the level designs can significantly increase the length of the shortest possible solution. A user study on a subset of these modified levels shows that the modified levels are both interesting and challenging for humans to play. Thus, through the analysis of Snakebird, we demonstrate the broader potential for incremental applications of EPCG.
Fuzzification of training data class membership binary values for neural network algorithms

We propose an algorithm improvement for classifying machine learning algorithms with the fuzzification of training data binary class membership values.This method can possibly be used to correct the training data output values during the training.The proposed modification can be used for algorithms running individual learners and also as an ensemble method for multiple learners for better performance.For this purpose, we define the single and the ensemble variants of the algorithm.Our experiment was done using convolutional neural network (CNN) classifiers for the base of our proposed method, however, these techniques might be used for other machine learning classifiers as well, which produce fuzzy output values.This fuzzification starts with using the original binary class membership values given in the dataset.During training these values are modified with the current knowledge of the machine learning algorithm.
A Good Story Is One in a Million: Solution Density in Narrative Generation Problems

Narrative generation systems can be classified on a spectrum from strong autonomy to strong story. Systems on the strong autonomy side treat characters as fully independent agents but may struggle to meet the author’s requirements, while those on the strong story side direct character behaviors centrally but may struggle to create the illusion of character believability. In this paper, we use benchmark story generation problems as a framework to compare the spaces of stories that could be generated by prototypical strong story and strong autonomy systems. Comparing the relative solution densities of these spaces helps us quantify how common certain desirable narrative properties are. This can be informative for system designers when deciding, for instance, whether to strictly enforce all desired properties or to generate and filter from a broader class of solutions.
Solving Generalized Wave and Heat Equations Using Linear Canonical Transform and Sampling Formulae

Several essential properties of the linear canonical transform (LCT) are provided. Some results related to the sampling theorem in the LCT domain are investigated. Generalized wave and heat equations on the real line are introduced, and their solutions are constructed using the sampling formulae. Some examples are presented to illustrate our results.
Randomized benchmarking in the presence of time-correlated dephasing noise

Randomized benchmarking (RB) has emerged as a popular and easy-to-implement experimental technique for gauging the quality of gate operations in quantum computing devices. A typical randomized benchmarking procedure identifies the exponential decay in the fidelity as the benchmarking sequence of gates increases in length, and the decay rate is used to estimate the fidelity of the gate. Our current theory of RB, based on the assumption of time-independent or static noise in the gates, predicts an exponential decay in the fidelity. Observed deviations from the standard exponential decay are usually attributed to some amount of time correlations in the noise, though the precise mechanisms for deviation have yet to be fully explored. In this paper, we examine this question of randomized benchmarking for time-correlated noise---specifically for time-correlated dephasing noise for exact solvability---and elucidate the circumstances in which a deviation from exponential decay can be expected, as well as point out situations where exponential decay prevails despite the presence of time correlations.
A Scalable Framework for Learning From Implicit User Feedback to Improve Natural Language Understanding in Large-Scale Conversational AI Systems

Sunghyun Park, Han Li, Ameen Patel, Sidharth Mudgal, Sungjin Lee, Young-Bum Kim, Spyros Matsoukas, Ruhi Sarikaya. Proceedings of the 2021 Conference on Empirical Methods in Natural Language Processing. 2021.
Creating a Psychologically Comfortable Educational Environment as a Factor of Successful Academic Program Acquisition by Technical University Students

The paper analyses two psychological and pedagogical concepts, namely, the need-informational theory of emotions and the self-determination theory.These theories are focused on the priority of the students' activity.Thus, the educational process should create opportunities for a student to predict a result of his/her activity and to give it a predominant status.It is also necessary to develop an environment intended to demonstrate independence and creativity, focus on positive emotions and a need for self-respect, as well as to maintain an acceptable level of anxiety.The target criterion is to provide a psychologically comfortable educational environment.From this perspective, we described and analysed our experience of a transdisciplinary approach to teaching the Russian Language and Business Communication course, as well as to the blended learning technique for teaching the Informatics and Information Technology in Radioelectronics and the Mathematical Analysis courses.The former case demonstrated a qualitative effect of mini-research tasks performed by the students.As for the latter case, we carried out several experiments that detected a significant difference of the examination scores with higher grades and lower anxiety level in the experimental groups (as compared to the control ones).
Internet User and Economic Growth: Empirical Evidence from Panel Data

There has been an increasing interest among academicians pertaining to the relationship between internet user and economic growth. The adoption of internet creates effective platform of business trade that provides expediency and convenience in doing business globally and thus results in tremendous dependency on technology to expand business locally and internationally. Hence, the use of internet plays a crucial role in the economic development of a country and undoubtedly to a certain extent affects economic growth of a nation. This paper aims to examine the relationship between internet user and economic growth in seven selected Southeast Asia countries. Panel Autoregressive Distributed Lag (ARDL) (PMG) model is employed in examining the relationship between internet user and economic growth from year 1997 to 2013. Consistent with endogenous growth theory proposed by Romer (1986), this study reveals that internet user and trade positively and significantly affect the economic growth in selected Southeast Asia countries. The increase in the use of internet thus is philanthropic to the users and can lead to faster economic growth. Worldwide acceptance of this new information technology makes internet indubitably requires exceptional attention by promoting and encouraging its use particularly amongst individual users and enterprises to improve their standard of living and for the betterment of their countries in handling daily activities more effectively.
PAIndemic: A Planning Agent for Pandemic

Cooperative games are an important challenge for AI research. One example of this genre of games is the board game Pandemic, characterized by the challenges it presents, including its considerable search space and hidden information, especially when the cooperators are not able to communicate explicitly. The game pushes players to prioritize between short term and long term objectives, which forces them to not only plan their own individual actions but also to cooperate with the other players in order to win the game. In this paper we present a planning agent which uses state-space planning with a domain-specific heuristic, combined with a Monte Carlo sampling approach to predict possible outcomes in the face of hidden information. We performed several experiments with our agent, including a comparison with a baseline version that does not use planning. Our experiments showed that our agent is able to win about a third of the games played in a realistic game setup.
Risk and Demographics’ Influence on Security Behavior Intentions

Behavioral information security has become an important aspect of information security. In this study, we extend previous works on developing a comprehensive tool to measure security behaviors (i.e. Security Behavior Intentions scale - SeBIS(Egelman &amp; Peer, 2015)). We extend the work on SeBIS by 1) proposing the use of security domain-specific risk as opposed to a generic risk measure, 2) investigating differences in SeBIS across age, gender, education and experience, and 3) providing suggestions for improving SeBIS measures. Survey results from our study provide support for security risk - device securement relationship, a previously unsupported link. We also uncover the role of demographics in influencing SeBIS. Overall, our study contributes to, and further establishes SeBIS as a predictive tool for measuring security behaviors.
Application Of Digital Technologies In Modern Educational Institutions

The article is devoted to the problems of education digitalization, in particular, the possibilities of modern digital technologies, the description of their application reasonability and promising areas of development and use. Education, as well as a number of other industries (such as healthcare and telecommunications), has changed significantly due to the increasing spread of digital technologies. As usual, trends in the introduction of digital technologies in educational and research activities are determined by commercial organizations - private universities, business schools, and corporate universities. Public educational institutions are increasingly beginning to consider the digital transformation that is taking place worldwide in this case, due to the spread of the covid19 pandemic, forcing schools, colleges and higher education institutions to switch to distance learning. Within a few weeks, distance work has become a daily reality for many Russian companies. The digital University model is a software package that provides educational, managerial and communicative learning functions. The introduction of digital technologies allows you to: go from learning in the classroom to learning anywhere and at any time; design an individual educational way, thereby meeting the educational needs of the individual student; turn students not only into active consumers of electronic resources, but also creators of new resources