Reviewerly/exHarmony huggingface dataset:
Dynamic аrchetypes оf еmotions аs tools of psychotherapeutic work: the "Stimulus, Emotion, Type" мethod

B a c k g r o u n d . The article substantiates the idea of the author's method of express diagnosis and psychotherapeutic study of a typical human emotional response: "Stimulus, Emotion, Type" (SET). The technology involves the interpretation of emotions as evolutionarily formed dynamic archetypes of adaptation, which makes it possible to gain a deeper understanding of the content of the client's conflict reactions and effectively transform them. M e t h o d s . As a result of theoretical generalization and empirical research, nine typical modes-archetypes of human experiences were identified: Dramatization, Avoidance, Caution, Dependence, Isolation, Rivalry, Research (Awareness), Expansion, Balanced Acceptance of Reality. In the methodology, they are represented by a deck of associative cards with an indication of emotions that replace the basic experience, and a card that reveals their archetypal characteristics. Projecting the client's current emotions onto the map of the evolutionary unfolding of modes of experience helps to establish an archaically condensed action and predict its course. R e s u l t s . The essential reading of an individual pattern of experiences allows you to quickly distance the client from tense emotional states, decipher the symbolism of the leading archetypal experience, and discuss a strategy and tactics for solving the problem that are more effective for this conflict situation. С o n c l u s i o n . The productivity of the method was confirmed in the process of mathematical and statistical analysis of the results of empirical research and proved practically. SET technology is an effective tool for developing algorithms for psychotherapeutic work.
Information on Mapping and Vaccination Data in a Locality System

During the pandemic, technological innovation provided a platform with a range of uses, including in the healthcare industry. Technology is currently being used in vaccination drives run by many governments across the world to help spread vaccines quickly and efficiently. The technology makes healthcare personnel more effective at their professions and greatly raises the standard of service in the industry. The researchers undertook this study to create a suitable and long-lasting immunization database with a mapping method to give a better perspective of the immunization status. To gather essential information for this study, the researchers spoke with the local health officer in the targeted area. The obtained data then served as the basis for the system’s capabilities and features, becoming the target problems addressed by the developers. The investigation found that the majority of procedures and interactions are carried out manually and recorded on an unprotected, antiquated Excel spreadsheet. The researchers’ technology also shows to be a superior way to deal with the problems and difficulties while making their health-related transactions and operations quicker, safer, and much more effective.
The Role of Social Media in Enhancing English Language Proficiency

In today's interconnected world, social media has emerged as a dynamic and influential platform that transcends geographical boundaries. Beyond its primary function of communication and networking, social media has increasingly played a pivotal role in the realm of education, particularly in enhancing English language proficiency. This abstract delves into the multifaceted ways in which social media contributes to the improvement of English language skills. The accessibility and ubiquity of social media platforms provide learners with a plethora of opportunities to engage with the English language. From reading articles and watching videos to participating in discussions and joining language-focused groups, individuals can immerse themselves in an English-rich environment that complements traditional language learning methods. Social media fosters interactive learning experiences. Through online language exchange partnerships, learners can connect with native speakers or proficient speakers of English, enabling realtime practice and feedback. Additionally, language learning applications and educational communities on platforms such as Facebook and Reedit facilitate collaborative learning and resource sharing. The gamification of language learning on social media adds an element of fun and motivation. Apps and challenges that encourage users to complete language-related tasks, quizzes, or word-of-the-day exercises create an engaging and enjoyable learning process. The social aspect of social media cannot be overlooked. Engaging with a global audience on platforms like Twitter or Instagram allows learners to explore diverse linguistic nuances and cultural contexts, thereby enriching their language skills. Engaging in discussions, commenting on posts, and even creating content in English contribute to language development. Social media analytics tools provide learners with valuable insights into their progress. Tracking language proficiency growth through language-learning apps or data analysis of social media interactions enables learners to set and achieve specific language goals. Social media has evolved into a powerful ally for those seeking to excel in the English language. This transformation underscores the adaptability of language learning in the digital age, opening new avenues for effective andenjoyable language acquisition.
Unveiling the unusual: a task view for anomaly dection in R

Anomalies play a critical role in statistical analysis, as their presence in data can lead to biased parameter estimation, model misspeci cation, and misleading results if classical analysis techniques are blindly applied. Additionally, anomalies can themselves be carriers of signi cant and critical information, and identifying these critical points can be the primary goal of investigations in many elds such as fraud detection, object tracking, system health monitoring, and environmental monitoring (e.g., for bush res, tsunamis, oods, earthquakes, and volcanic eruptions)
Classification of Device Addiction to Students Using SAS-SV with K-Nearest Neighbor Algorithm Method

A gadget is a small electronic device with a particular purpose, often thought of as an innovation of new goods. Not only to help facilitate human activities, but gadgets are also a part of the lifestyle for modern citizens. With this innovative feature, the gadget has attracted users more and more, or in other words, users have become more addicted to the gadget. This study aims to investigate how addictive gadgets are to students at the Department of Informatic Engineering, Khairun University, Ternate, Indonesia using K-Nearest Neighbor (KNN) Algorithm. In KNN, there is a Training dataset where one set of data contains the class's value and a predictor that will be used as one of the requirements for determining a suitable grade per the predictor. In contrast, the Testing dataset contains the new data that will be classified based on the model made and the accuracy of classification in the data collection process. Questionnaires were made using Google forms, then distributed through the internal groups of the Informatics Engineering department of Khairun University. A total of 78 questionnaires were successfully collected. The results showed that the testing accuracy with k = 3 is 86% and k = 5 is 80%. This show that KNN algorithm can be applied to measure the level of addiction to students.
Analysis of Model-Free Reinforcement Learning Algorithm for Target Tracking

Target tracking is a process that can find points in different domains. In tracking, some places contain prizes (positive or negative values) that the agent does not know at first. Therefore, the agent, which is a system, must learn to get the maximum value with various learning rates. Reinforcement learning is a machine learning technique in which agents learn through interaction with the environment using reward functions and probabilistic dynamics to allow agents to explore and learn about the environment through various iterations. Thus, for each action taken, the agent receives a reward from the environment, which determines positive or negative behavior. The agent's goal is to maximize the total reward received during the interaction. In this case, the agent will study three different modules, namely sidewalk, obstacle, and product, using the Q-learning algorithm. Each module will be training with various learning rates and rewards. Q-learning can work effectively with the highest final reward at a learning rate of 0.8 for 500 rounds with an epsilon of 0.9.
The Implementation of the Use Top-Down And Bottom-Up in Teaching Listening Comprehension on Third-Grade Students of MTS Ma’arif Ketegan Tanggulangin

This research is aimed to analyze how is the teacher’ implementation in the use of the Top-Down and Bottom-Up in teaching Listening comprehension. The location where the researcher taken place were at MTS Ma’arif Ketegan Tanggulangin, the research subject was the English teacher of the third-grade students who taught 3 classes. In addition, the research method of qualitative descriptive was used in this research by doing class observation and interview. The results of this research were shown that Song by Maher Zain was using as the teaching media. Furthermore, in applying the Top-down strategy, the English teacher used several implementations such as: design a discourse schema, use key terms, Infer the text's environment, Infer the participants' roles and objectives, make inferences about causes and effects, and Prepare for questions about the topic or scenario. Meanwhile for the Bottom-up strategies. First, the teacher taught the vocabulary that will be utilized in the listening activities. Then, all students were given a sheet to do the exercise. Finally, the English Teacher played the audio, and the students had to complete the activity based on what they had heard.
Fluorescence-guided surgical system using holographic display: from phantom studies to canine patients

SignificanceHolographic display technology is a promising area of research that can lead to significant advancements in cancer surgery. We present the benefits of combining bioinspired multispectral imaging technology with holographic goggles for fluorescence-guided cancer surgery. Through a series of experiments with 43D-printed phantoms, small animal models of cancer, and surgeries on canine patients with head and neck cancer, we showcase the advantages of this holistic approach.AimThe aim of our study is to demonstrate the feasibility and potential benefits of utilizing holographic display for fluorescence-guided surgery through a series of experiments involving 3D-printed phantoms and canine patients with head and neck cancer.ApproachWe explore the integration of a bioinspired camera with a mixed reality headset to project fluorescent images as holograms onto a see-through display, and we demonstrate the potential benefits of this technology through benchtop and in vivo animal studies.ResultsOur complete imaging and holographic display system showcased improved delineation of fluorescent targets in phantoms compared with the 2D monitor display approach and easy integration into the veterinarian surgical workflow.ConclusionsBased on our findings, it is evident that our comprehensive approach, which combines a bioinspired multispectral imaging sensor with holographic goggles, holds promise in enhancing the presentation of fluorescent information to surgeons during intraoperative scenarios while minimizing disruptions.
Trajectory Planner for UAVs Based on Potential Field Obtained by a Kinodynamic Gene Regulation Network

Quadrotor unmanned aerial vehicles (UAVs) often encounter intricate environmental and dynamic limitations in real-world applications, underscoring the significance of proficient trajectory planning for ensuring both safety and efficiency during flights. To tackle this challenge, we introduce an innovative approach that harmonizes sophisticated environmental insights with the dynamic state of a UAV within a potential field framework. Our proposition entails a quadrotor trajectory planner grounded in a kinodynamic gene regulation network potential field. The pivotal contribution of this study lies in the amalgamation of environmental perceptions and kinodynamic constraints within a newly devised gene regulation network (GRN) potential field. By enhancing the gene regulation network model, the potential field becomes adaptable to the UAV’s dynamic conditions and its surroundings, thereby extending the GRN into a kinodynamic GRN (K-GRN). The trajectory planner excels at charting courses that guide the quadrotor UAV through intricate environments while taking dynamic constraints into account. The amalgamation of environmental insights and kinodynamic constraints within the potential field framework bolsters the adaptability and stability of the generated trajectories. Empirical results substantiate the efficacy of our proposed methodology.
EFL STUDENTS' LISTENING COMPREHENSION AND THE RESPECTIVE CONSEQUENCES OF AUDIO-VISUAL MEDIA AT SENIOR HIGH SCOOL IN MEDAN

This study is to find out audio visual media has a significant effect to the students’ listening comprehension. The research applied quantitative design. The samples were 60 students which divide into two groups, namely experimental group and control group. The instrument of the study was multiple choice tests about conversations and stories. Based on the result of this research, the implementation of audio visual media have effect to students’ listening comprehension at the second year senior high school students score experimental group from 60 in pre-test up to 80 in post-test. The findings should that t-observed 4,05 &gt; t-table 1,66 , means that t-observed is higher that t-table. So , Ha is accepted and H0 is rejected audio visual media has significant effect on students’ listening comprehension.
DEVELOPMENT OF ANIMATED VIDEOS BASED ON CANVA FOR LEARNING MATHEMATICS TO IMPROVE CLASS STUDENT LEARNING OUTCOMES III AT SD NEGERI 056002 LORONG IBADAH

This research aims to develop canva based animated videos. This research is research and development (R&amp;D).This research uses the ADDIE development model. The ADDIE development model consists of analyze, design, develop, implement and evaluate. The research was carried out by SD Negeri 056002 Lorong Ibadah. The research subjects were 25 class III students consisting of 16 male students and 9 female students. The research object is canva based animated video. The collection techniques used are observation, tests and questionnaires. The data analysis techniques used in this research are: (1) feasibility analysis of canva based animated videos); and (2) analysis of the effectiveness of canva based animated videos. Based on the validation results carried out by material experts, 89.75% was in the very feasible category, while the media expert validation results were 93.50% in the very feasible category. Results of trials carried out using canva based animated videos on class III students It is known that as many as 22 students were said to have completed the trial, and 3 students were said to have not completed the trial. This is proven by the percentage result of 92%, which is in the very effective category. Based on the description above, it can be concluded that canva based animated videos are said to be very feasible and very effective for use in the classroom III at SD Negeri 056002 Lorong Ibadah.
Implementation of Primary School’s Literacy Movement in Bekasi

Gerakan Literasi Sekolah (Literally, School Literacy Movement) is a government program to increase students’ interests in reading from the primary level to university level. This program has been carried out in SD Hasanah Qur’anic School since 2019. This research was due to describe the implementation of SLM and to describe the stages of SLM at SD Hasanah Qur’anic School. This research used qualitative research methodology which focus on a descriptive study. The focus of this research was fifth grade students of SD Hasanah Qur’anic School, Bekasi. To carry out the data, the researcher utilized observation and in-depth interview. The results showed that class VI was enthusiastic to participate in the program. Teachers implemented the program using fun activities. However, the limitation of resource books influenced students’ reading experience. Besides, most students reported that they did not have sufficient resource books at home.
Penerapan Strategi Pembelajaran Crossword Puzzle untuk Meningkatkan Hasil Belajar IPS Siswa Sekolah Dasar Negeri

The teacher's role in managing learning is very important. The teacher must have a relevant strategy so that students can achieve learning outcomes according to predetermined criteria. However, in practice, many student learning outcomes in social studies subjects in class V at SDN Girimukti I Cikelet do not meet the KKM. So to solve these problems, a solution is given through a more relevant learning strategy, namely the Crossword Puzzle learning strategy. This study uses a quantitative approach. This research was conducted by raising the problem of how to apply the Crossword Puzzle Learning Strategy to improve student learning outcomes in Social Science subjects for class V SDN Girimukti I Cikelet, Garut Regency. This study aimed to determine the application of the Crossword Puzzle Learning Strategy to improve social studies learning outcomes for fifth-grade students at SDN Girimukti I Cikelet, Garut Regency.
Covid – 19: An Indication towards Digital Humanities

The word ‘Humanities’ in its condensed form is generally associated with teaching of English. But it has a major role to play in area of arts and literature, philosophy, language, history etc. It also involves analytical practices, interpretation and critique: annotation and editing, historical research, interplay of self and society. Associating one more term ‘digital’ with Humanities gives a new perspective to look at humanities. One can say that it is persuasion of knowledge with digital methods/digital tools. The activities of DH scholars include enhance of digital section where human experience remain the central concern. Digital tools illuminate efforts for humanities. There has been gradual transformation of traditional humanities to Digital Humanities since the invasion of computer and computational methods. Present upheavals in world due to Covid -19 have forced all of us to change our each and every conventional definition of socio-cultural life and life standards. Almost complete dependency on technology for knowledge sharing by using different digital tools has made us think about possibilities never thought before. For ex. Work from home culture, a digital off shoot of traditional working method, was never taken a serious note before Covid -19. In time to come, it would also affect literature and history or any dominated discipline of Humanities, as the prime job of humanities is to pen-down all these historical changes. The raw material of Humanities itself has changed and hence the final product has to be and shall be entirely different. Present paper aims at an indication and possibilities in rise of Digital Humanities during this pandemic time of Covid -19. Humanities has a familiar world of knowledge that depends on library or classrooms that is basically associated with print and books. But terms like social distancing, quarantine, WFH culture has positively boosted a new perspective to look at geo-political, cultural, economic experiences. It has provided raw material to both- Humanities and Digital Humanities. Traditional Humanities would pen down the experience in print form. Digital humanities would help create coexistence of traditional knowledge along with effective use of digital technologies.
ReShader: View-Dependent Highlights for Single Image View-Synthesis

In recent years, novel view synthesis from a single image has seen significant progress thanks to the rapid advancements in 3D scene representation and image inpainting techniques. While the current approaches are able to synthesize geometrically consistent novel views, they often do not handle the view-dependent effects properly. Specifically, the highlights in their synthesized images usually appear to be glued to the surfaces, making the novel views unrealistic. To address this major problem, we make a key observation that the process of synthesizing novel views requires changing the shading of the pixels based on the novel camera, and moving them to appropriate locations. Therefore, we propose to split the view synthesis process into two independent tasks of pixel reshading and relocation. During the reshading process, we take the single image as the input and adjust its shading based on the novel camera. This reshaded image is then used as the input to an existing view synthesis method to relocate the pixels and produce the final novel view image. We propose to use a neural network to perform reshading and generate a large set of synthetic input-reshaded pairs to train our network. We demonstrate that our approach produces plausible novel view images with realistic moving highlights on a variety of real world scenes.
Informational Overload of Russian Studying Youth: Myth and Reality

The article investigates some aspects of the media use of young people in Russia in the current conditions in terms of the information load of young people and their ability to interact with various information flows. The author raises issues of information noise, abundance of information flows, information intoxication – phenomena that often characterize the life in the information age. Through a survey and in-depth interviews, the author checks assumptions about the level of information overload of students, their ability to work with educational and external information, and to protect themselves from manipulative influences from various digital media. The objectives of the study also included correlating the empirical results obtained with the concept of «digital natives», evaluating how applicable it is to the current generation of Russian youth, and how the characteristic features of young people growing up in the digital world affect the process of their media use, causing, among other things, their ability to learn. The results of the survey, as well as an analysis of the pedagogical experience of learning and teaching in Russian universities over the past decades, allowed the author to draw conclusions about the lack of specialized courses in the practice of university teaching that help students learn how to work effectively with multiple information flows and with information in general, as well as the need taking into account the axiological, motivational and practice-oriented components of the media literacy in the development of concepts and strategies for the digital transformation of the Russian education.