Reviewerly/exHarmony huggingface dataset:
Development of Interisland Freshwater Supply System with Micro Hydropower System

The supply of freshwater must be conducted with considerable technical considerations based on community socioeconomic conditions.Thus, the supply of freshwater does not make the community oppose the operation and maintenance.Limbo Island is one of the islands that do not have freshwater potential; hence, people have to fetch water from Taliabu Island, which is about 3 nautical miles away.For this reason, providing freshwater with environmentally friendly technology is necessary.Given technical and operational considerations, the drinking water supply in Limbo Island comprises a system of underwater pipelines with electrical technologies and energy sources that are environmentally friendly and have low operational costs.The system does not require an operator with expertise or special education, such that it can be operated by locals.The supply of freshwater for Limbo Island is constructed with an underwater piping system with a capacity of 30 L/s to serve some of the people of Taliabu and Limbo Islands.The pipe used for crossing the sea is high density polyethylene (HDPE) pipe with a diameter of 110 mm and a nominal pressure specification of 20 bar; it has a thickness of 12 mm, with two pipes with a length of 5,800 m at the bottom of the sea.The flow system in the transmission and distribution pipe is run by gravity; thus, it does not require electrical energy.Electrical energy requirements are used for water treatment processes, such as for drive dozing pumps, mixers, compressors for pneumatic systems, lighting and other electrical needs.These requirements are met by the water energy that is processed through a micro hydropower of 12.5 kW.Micro hydropower strongly supports the operation of the water treatment plan, especially for those whose location is far from access to electrical energy by the electricity company, so that the water treatment plant operations can be carried out continuously and the operating costs are cheaper.
Corrections to “Analog Error-Correcting Codes”

In the above article <xref ref-type="bibr" rid="ref1" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">[1]</xref> , <xref ref-type="lemma" rid="lemma2" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Lemma 2</xref> contained an error, which also affects the proof of Theorem 1 therein. Specifically, Theorem 1 holds only when <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$\sigma = 0$ </tex-math></inline-formula> or when <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$\tau = 0$ </tex-math></inline-formula> ; otherwise, the “if” part in the theorem requires a stronger condition.
Feature selection to increase the attractiveness of visitors in Bangkalan tourism, Madura based on chi-square method

Visitors in traveling to a tourist attraction have several criteria in determining the features that increase the attractiveness of tourist attraction visitors. There are several types of tourist objects in the Bangkalan area, Madura, including natural, religious, and artificial attractions. And each tourist attraction has several features to attract visitors, including several public facilities at the tourist attraction, the trend of entrance ticket sales, management services, tourist attraction names, number of visitors, background, age of visitors, the time limit for visits, discounts: Admission ticket, gender of visitor. The complexity of the features involved, causes visitors to have difficulty making decisions to determine the destination tourist attraction. Therefore, in this study, the chi-square method was used to perform feature selection. The chi-square method is a data analysis method that performs comparative hypothesis testing based on an average of k independent samples, with each sample containing several classes or categories. The contribution of this study is to determine the destination of tourist objects with influencing features, using the chi-square method to produce dominant features and reduce features that do not have an effect. From the sample data of the Bangkalan Tourism Office, Madura shows that ten parts for 21 tourism and three types of tourism objects based on the learning process with 105 datasets with 11 features. From the test results, four features are very influential and meet the rejection criteria of =0.05, and the accuracy result is 76.19%. This proves that the chi-square method is able to provide better results in selecting features that are very influential in determining tourist attractions that have a lot of visitors. Keywords: Feature Selection, Improvement, Tourist Attraction Visitors, Method, Chi-Square.
Introduction to Chapter 2

Chapter 2, by Yuliani et al., makes a perfect lead-off to the contributions in this book. It and Chapter 7, by Kozanayi et al., in Zimbabwe are beautiful examples of what we hoped would emerge in our initial, open-ended inquiry to one-time ACM researchers: return visits and updates regarding what has happened in the locations we studied and among the peoples we collaborated with, in the early 2000s. As noted in Chapter 1, one of our initial hopes for ACM was that its intensive equitable interaction and facilitation, encouragement of learning processes and adaptation, and stronger links with outside actors might be the kind of process that could endure. Broadly, we sought sustainability; yet until recently, we have had no way to assess that.
Tolerance for the Free Speech of Outgroup Partisans

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A personalized risk stratification tool for perinatal morbidity and mortality using explainable artificial intelligence (AI)

Late preterm delivery is frequently considered when competing maternal risks begin to outweigh perinatal risks, but tools for precise, personalized perinatal risk estimation are lacking. Traditional regression methods do not capture the complex interactions specific to each possible combination of risk factors, which can be synergistic rather than simply additive. AI-based Probabilistic Graphical Models (PGMs) can quantify these synergies transparently. We aimed to develop an ‘explainable AI’ machinery for personalized perinatal morbidity risk estimation using variables from clinical and social determinants of health domains. Prospectively-collected longitudinal data from a cohort of 7,646 nulliparas were analyzed. The primary outcome was a composite of perinatal morbidity and mortality (Fig footnote). Data were randomly sectioned into training and testing sets (75-25 split). Chi-squared and mutual information feature selection were performed on the training data. The top 12 variables identified by both methods were selected as features for logistic regression (LR) and PGM models, which were used to plot receiver-operating characteristic (ROC) curves and estimate the relative risk (RR) of the outcome conferred by late preterm birth (PTB) in various scenarios. LR and PGM models were trained to predict perinatal outcome (n=5,734) and tested on the remaining cohort (n=1,912). Predictive features included preeclampsia, metrics of fetal growth, uterine artery Doppler, maternal stress and education, and gestational age (GA) at delivery. The PGM (Fig) performed better than the LR model (AUC 0.72 vs 0.64). The PGM-estimated RR conferred by late PTB with other factors ranged from 1.3±0.4 to 6.5±1.1, demonstrating the variability in risk given different factor combinations (Table). PGMs outperform LR models for morbidity prediction, provide clinical interpretability of risk relationships, and identify synergies arising from specific variable combinations.View Large Image Figure ViewerDownload Hi-res image Download (PPT)
Introduction to Chapter 4

This chapter builds on the work reported in Chapters 2 and 3. It is the only one in this collection to explicitly address the ‘wickedness’ of societal problems – as highlighted in Chapter 1. Kusumanto et al. evaluate the appropriateness of ACM as a tool to address them. The authors first outline the increasing severity of Jakarta’s flooding problem, showing its links to rising sea levels, climate change, high and growing population densities, and upriver forest and land use change. They then build on Kusumanto’s long-term experiential involvement in the Jambi site, combining that with the diverse set of knowledges of her co-authors, including the more technical angle, extracting elements of both that seem applicable, and identifying likely challenges as they conduct a ‘thought experiment’.
Beta Testing Techniques in Non-Functional Testing of Gamified Learning Applications for Lecture Learning Media During the Covid-19 Pandemic

The Covid-19 pandemic has changed lecture procedures and habits. Lecturers and students must get used to carrying out lectures online. Initial observations made by researchers on the use of e-learning turned out to have several obstacles. The biggest obstacle lies in student learning motivation and lecture activities. The solution to this problem is to build a gamified learning application (e-learning combined with game elements). The use of gamification can have a positive effect and can increase understanding and motivation in learning activities. The focus on this writing is not on the process of designing and building the application but on the process of testing a gamified learning application that has been built. The test model carried out is non-functional testing using beta testing techniques. Beta testing is done by distributing questionnaires to users to provide an assessment of their experience in interacting with the application. The purpose of this study is to determine the level of usefulness of the application whether it has been successfully felt by users during interactions on this application. There are five assessment components using five Linkert scales with thirty-five respondents. From the results of the assessment, a percentage of value of 87% was obtained with good categories in the aspects of usefulness, ease of use, ease of learning and satisfaction.
A MODEL OF A VIRTUAL TUTOR CAPABLE OF SEEKING THE ANSWER TO THE LEARNERS CONCERN IN THE TEACHERS COURSE MATERIAL

In the operation of online and distance learning institutions, tutors are responsible for coaching, mentoring, and guiding learners during their courses. However, when a learner needs a tutor, the tutor is sometimes overwhelmed and unable to satisfy the learner in time.Moreover, the mode and time of work differ from student to student, which makes monitoring very difficult. Thus, to overcome the unavailability of a tutor or teacher, we proposed a conversational agent that can address the concerns of students in real time based on the teachers course. The objective was to design a chatbot that can interact with the learner, understand his/her concerns and provide accurate answers at any time, autonomously browsing the course of the concerned teacher. We used a natural language processing (NLP) method to enable our chatbot to understand human language and respond to questions asked. The results showedthat our chatbot manages to provide an adequate response depending on the context.
Exploring the Experiences of Preservice Early Childhood Teachers in the Play-oriented Teaching Materials Production Class

This study explored the experiences that prechild teachers experienced while playing like infants by using the experience that appears in the process of producing teaching materials based on the Play-Oriented curriculum revised in 2019. As a result of the study, students learned the meaning of early childhood and play-oriented curriculum in the process of producing teaching materials, and the importance of cooperation. In addition, they feel more meaningful in the process of producing teaching materials than the results. Repeated trial and error gave them a sense of achievement and opportunity to solve the problem. The free and supportive atmosphere in class motivated students and gave them the pleasure of immersion. Students expanded to another play in the process of playing like infants with produced teaching aids, and they discovered problems with teaching aids in the process of playing, which became an opportunity to learn. Students felt that their competency was improved by using the knowledge they had learned so far, and they learned that the role of teachers was also important when teaching in the field. This study proposes to use the teaching materials produced by students to explore the actual appearance of infants playing and to supplement them to produce play-oriented teaching materials.
Experice-based Peaceful Unification Education for University Students

This study aimed to seek for effective educational methods by sharing experiential cases of peaceful unification education for college students and also considering the characteristics of college students. This study shared the peaceful unification education performed as a part of extracurricular activity of C university in K province during the second semester of 2021. C university performed varied education including five times of special lecture on peaceful unification, experiential peaceful unification education, and unification field trip during a semester. Among them, the experiential peaceful unification education aimed to add meanings to it by combining lecture and experiential activities, which aimed to share opinions of participated college students. As college students are the key generation that should design and prepare for the unification process of South and North Korea and the unified future, they need to be encouraged to participate in it. The peaceful unification education of college would need to connect the educational content, major, and college students who are the subjects of unification education, and also to reflect the characteristics of the generation.
A Study on the Development of Functional (Educational) Music Board Game Content for the Elderly

This study aims to develop functional (educational) music board games for the quality of life and cognitive ability of the elderly in the aging society. To this end, this study conducted basic data surveys centered on literature research and music board games from February to August 2022. In advice from one game development expert and one of the music specialists clinical therapists, music functionality (educational) board The development direction and educational goals of the game were set, and the functional music board game for the elderly was developed to improve the cognitive ability of the elderly and basic learning of music. In particular, in this study, the design was made to reminiscent of the rural countryside, so that the elderly recalled their memories as a child and gained emotional effects. In this study, we focused on the development of functional (educational) music board game that acquired basic learning of music and combined the fun and interesting elements of the game. Based on this, many studies are expected to complement the problems, and the music board game research for the elderly who can contribute to the life of the elderly as well as the emotional effects of the elderly, as well as the educational effects, and to contribute to the improvement of cognitive abilities.
A Case Study of the Extra-curricular Integrated Promotion Program - Focused on K University's Extra-curricular WEEK

본 연구는 K대학교의 비교과 통합 홍보 프로그램 운영 사례 연구를 통해 대학 내 우수한 비교과 프로그램을 공유하고 확산하여 비교과 교육과정 발전에 기초자료를 제공하는 데 목적이 있다. 현재 K대학교에서 운영하는 비교과 현황을 탐색하여 학생이 오프라인상에서 비교과 프로그램에 대한 정보와 참여 기회를 접하는 데에 어려움이 있음을 확인하였다. 이를 위해 교육혁신팀 비교과부를 중심으로 ‘비교과의 즐거움엔 끝이 없다’를 주제로 비교과 통합 홍보 프로그램 ‘비교과 WEEK’를 설계하였다. 그동안 교내에서 분산하여 운영되어 오던 비교과 프로그램과 관련된 정보를 모아 ‘비교과 설명회 및 학생 사례 발표’, ‘비교과 우수사례 전시’, ‘부서별 비교과 홍보 부스’ 운영의 세 가지 세션을 구성하였다. 비교과 WEEK 운영 결과 10개의 부서가 3일간 운영한 통합 홍보 행사에 1,355명의 학생이 참여하였다. 참여 학생의 후기를 텍스트 마이닝으로 분석한 결과 비교과 WEEK에 참여한 학생은 다양한 정보와 참여 기회를 얻었고, 비교과에 흥미를 느끼게 되었으며, 학업적 동기를 부여한 것으로 확인된다. 앞으로 K대학교는 비교과 운영 부서의 긴밀한 협조와 정보 공유를 통해 더욱 발전된 통합 홍보 행사를 운영해 갈 것으로 예측된다. 추후 교내뿐 아니라, 타 대학과의 협력을 통한 우수한 비교과 운영 사례를 공유하여 연구를 축적해 간다면 비교과를 통해 학생의 역량을 함양해 나갈 뿐 아니라 대학의 교육 혁신을 위한 방향성을 탐색하는 계기가 될 것으로 기대한다.This study aims to provide primary data for the development of the Extra-curricular by sharing and spreading excellent Extra-curricular in universities through K University’s Extra-curricular operation case study. By exploring the current status of Extra-curricular operated by K University, it was confirmed that it was difficult for students to get information and opportunities to participate in the Extra-curricular program offline. To this end, the Extra-curricular WEEK was designed under the theme of “There is no end to the joy of Extra-curricular,” focusing on the Extra-curricular department of the education innovation team. By collecting information related to the Extra-curricular program, which has been distributed on campus, three sessions were organized: ‘Extra-curricular briefing session and student case presentation’, ‘Extra-curricular best practice exhibition’, and ‘Extra-curricular promotion booth by department’. While the Extra-curricular WEEK operation, 1,355 students participated in the integrated promotion event operated by 10 departments for three days. As a result of analyzing participants' reviews through text mining, they answered that they obtained various information and opportunities to participate, became interested in Extra-curricular, and gave academic motivation. In the future, K University will operate a more advanced integrated promotional events through close cooperation and information sharing with Extra-curricular operation department. Suppose that research is accumulated by sharing excellent Extra-curricular operational cases through cooperation with other universities. In that case, it is expected that it will be possible to explore the direction of university education innovation as well as the capacity development of students.
A Collaborative Action Research on the Improvement of Global Citizenship Education in Elementary School Teacher Research Community

This action research focuses on understanding the improvement process of global citizenship education conducted in an elementary school teacher community located in Seoul. Although the members of teacher community have diverse careers and subject backgrounds, they pursued common problem-solving through mutual communication. The results of the collaborative action research were as follows: First, research participants pursued the success of instruction while promoting the reflective practice of global citizenship education through group deliberation. Second, the teachers who participated in the research showed various patterns of acceptance of the teacher educator's instructional consulting, which were discriminatory responses such as active acceptance, selective acceptance, passive acceptance and alternative practice. Third, although elementary school teachers selected a common topic in the process of designing and implementing global citizenship education, they showed a differentiated appearance in the way the instruction is developed. The above research results create the need to practice teacher education while systemizing the goals and contents of global education.
Few-shot Named Entity Recognition with Joint Token and Sentence Awareness

Abstract Few-shot learning has been proposed and rapidly emerging as a viable means for completing various tasks. Recently, few-shot models have been used for Named Entity Recognition (NER). Prototypical network shows high efficiency on few-shot NER. However, existing prototypical methods only consider the similarity of tokens in query sets and support sets and ignore the semantic similarity among the sentences which contain these entities. We present a novel model, Few-shot Named Entity Recognition with Joint Token and Sentence Awareness (JTSA), to address the issue. The sentence awareness is introduced to probe the semantic similarity among the sentences. The Token awareness is used to explore the similarity of the tokens. To further improve the robustness and results of the model, we adopt the joint learning scheme on the few-shot NER. Experimental results demonstrate that our model outperforms state-of-the-art models on two standard Few-shot NER datasets.
Analysis of the Comparison of Selective Cloud Vendors Services

Cloud computing refers to a location that allows us to preserve our precious data and use computing and networking services on a pay-as-you-go basis without the need for a physical infrastructure. Cloud computing now provides us with powerful data processing and storage, exceptional availability and security, rapid accessibility and adaption, ensured flexibility and interoperability, and time and cost efficiency. Cloud computing offers three platforms (IaaS, PaaS, and SaaS) with unique capabilities that promise to make it easier for a customer, organization, or trade to establish any type of IT business. We compared a variety of cloud service characteristics in this article, following the comparing, it's straightforward to pick a specific cloud service from the possible options by comparison with three chosen cloud providers such as Amazon, Microsoft Azure, and Digital Ocean. By using findings of this study to not only identify similarities and contrasts across various aspects of cloud computing, as well as to suggest some areas for further study.
A Differentiable Signed Distance Representation for Continuous Collision Avoidance in Optimization-Based Motion Planning

This paper proposes a new set of conditions for exactly representing collision avoidance constraints within optimization-based motion planning algorithms. The conditions are continuously differentiable and therefore suitable for use with standard nonlinear optimization solvers. The method represents convex shapes using a support function representation and is therefore quite general. For collision avoidance involving polyhedral or ellipsoidal shapes, the proposed method introduces fewer variables and constraints than existing approaches. Additionally the proposed method can be used to rigorously ensure continuous collision avoidance as the vehicle transitions between the discrete poses determined by the motion planning algorithm. Numerical examples demonstrate how this can be used to prevent problems of corner cutting and passing through obstacles which can occur when collision avoidance is only enforced at discrete time steps.
A Two-tiered Collaborative Design for Observational Science Activities in Simulated Environments

Elementary school science focuses on the early phases of science inquiry: observation, description, data collection, reflection, and reporting. Technologies afford opportunities to scaffold and extend the domains of inquiry, but successful adoption depends on their integration with classroom organization and practice. In elementary schools, small group and whole class activities dominate over solitary activity, and the effective use of traditional desktop computer systems has proven to be a difficult challenge for classroom teachers. Increasingly affordable large-format displays more naturally support small-group collaboration, but require careful activity design to maximize utility. We describe an activity design employing large displays that accommodates both the constraints of the classroom and the play experiences of children in support of observational science learning.