Reviewerly/exHarmony huggingface dataset:
ANALISIS KESULITAN SISWA DALAM MEMBACA PERMULAAN DI KELAS 1 SEKOLAH DASAR

Reading skill is an aspect that exists in the language skills of elementary school students which must always be mastered by students. Difficulty reading is also a distraction and a barrier that can hinder an aspect of students' reading ability. The purpose of this study is to analyze students' difficulties in reading beginning in grade 1 of elementary school. Researchers used qualitative research methods using qualitative descriptive types. The research location was carried out in June 2023 at SD Negeri Cimone 6, with a total of 31 students. Data collection methods that will be used by researchers are observation, interviews, and documentation. The results of the study showed that students at SDN 6 Cimone who had difficulty reading beginning were grade 1 students. The type of students' initial reading difficulty was recognizing letters with almost the same shape. Beginning reading difficulties experienced by students are caused by internal factors and external factors. Efforts made by the teacher to reduce reading difficulties in students are by providing additional hours and designing learning that increases student enthusiasm for learning.
Digital Application Literacy and the Modern Classroom

Pivoting to online learning in a pandemic posed challenges for educators, administrators, parents, and students. This exploration examined quantitative data establishing the disparities of access to computers and the internet for students, the likelihood of canceled classes, and differing experiences with virtual coursework or remote learning on paper for students based upon gender and race/ethnicity.
Study on Cases of Execution of Leaders in Industry-University Cooperation: With focus on cases of design department at colleges in capital region

It is necessary to support diversified industry-academia collaboration activities including joint industry-academia technology development, customized technical guidance for difficulties and education for employers of industry, etc. by utilizing capabilities and resources that universities have in order to undergo transition to learner-oriented education that can fulfill the demands of future society. This study is on industry-academia collaboration type cases executed with corporations with the university playing the lead role through LINC project. This study aimed to create and proliferate a leading model by analyzing the operational cases of a design department at a college in capital region. In addition, the effects of this project was reviewed by analyzing its effects on establishment of foundation for industry-academia collaboration and cultivation of competent persons, and sharing and collaboration performances, etc. thereof through improvement of the university system into industry-academia collaboration system. As the result of the study, technology development performances in specialized areas including the effects of cultivation of competent persons by the university and effect of strengthening of industry-academia collaboration of companies, etc. increased continuously, thereby making contribution towards local development.
Analysis and Suggestions of University Curriculum in the United States for Cartoon Creation Education

Recently, due to the increase in the cultural and industrial value of the cartoon content that include the webtoon, educational demand has increased, and related departments have been newly established and the expansion of the quota at universities in charge of higher education. Reflecting this environment, this study was conducted based on the lack of related research that can be referred to when establishing a cartoon related department curriculum. The study aimed to closely analyze the curriculum of U.S. universities, which is considered a good example in terms of curriculum composition, and to derive contents that can be applied to related departments in Korea. For the analysis, three universities were selected according to the selection criteria, and individual analysis for each school was conducted in accordance with the analysis criteria set. And then, individual analysis contents were comprehensively analyzed, and drew the implications that can be considered and grafted in the composition of the curriculum in cartoon related departments. It is hoped that the analysis results of this study can be a basic study that can add value to cartoon content education.
Darwinian Model Upgrades: Model Evolving with Selective Compatibility

The traditional model upgrading paradigm for retrieval requires recomputing all gallery embeddings before deploying the new model (dubbed as "backfilling"), which is quite expensive and time-consuming considering billions of instances in industrial applications. BCT presents the first step towards backward-compatible model upgrades to get rid of backfilling. It is workable but leaves the new model in a dilemma between new feature discriminativeness and new-to-old compatibility due to the undifferentiated compatibility constraints. In this work, we propose Darwinian Model Upgrades (DMU), which disentangle the inheritance and variation in the model evolving with selective backward compatibility and forward adaptation, respectively. The old-to-new heritable knowledge is measured by old feature discriminativeness, and the gallery features, especially those of poor quality, are evolved in a lightweight manner to become more adaptive in the new latent space. We demonstrate the superiority of DMU through comprehensive experiments on large-scale landmark retrieval and face recognition benchmarks. DMU effectively alleviates the new-to-new degradation at the same time improving new-to-old compatibility, rendering a more proper model upgrading paradigm in large-scale retrieval systems.Code: https://github.com/TencentARC/OpenCompatible.
Instructor Usability Evaluation toward Metaverse Education Platform

This study investigated instructors' perceptions of the Metaverse education platform and identified what is needed for sustainable Metaverse education based on usability testing. Data were collected from ten instructors who used the Metaverse platform MOIM during a semester at a university in Seoul. Results indicated that technical and environmental factors affected the usability of the platform. Participants reported limitations in avatar diversity, class progress, and interaction due to technical limitations, as well as constraints related to operable OSs and devices, technical support, and error handling during class. However, the participants believed that the current Metaverse technology could be positively applied to the educational field with supplementation. The study concludes that it is necessary to supplement the Metaverse technology for it to be more effective and efficient for education purposes.
Effects of Visual and Tactile Elements on Game Users' eXperiences in Virtual Reality Games

This study measured the effect of visual and tactile elements in Virtual Reality (VR) games on game user experience. We conducted an experiment with 44 participants in a VR shooter game. We manipulated the visual complexity, perspective, and controller weight of the game environment. We found that the rate of first-person perspective usage was higher when the visual complexity of the shooter game was high. We also found that there were significant differences in presence and flow according to visual complexity, with higher presence when the visual complexity was low and higher flow when the visual complexity was high. Weight, a tactile factor, did not have a significant effect on user experience. These findings suggest that in future VR game development, developers should consider the amount of information in the game and use a third-person perspective along with a first-person perspective for effective development.
Effects of Online Classes during the COVID-19 Pandemic on Self-Directed Learning in Dental Hygiene Students

Objectives: This study aimed to investigate the importance of self-directed learning in dental hygiene students undergoing online education during the COVID-19 pandemic and identify factors affecting self-directed learning, thereby preparing basic data to improve dental hygiene students’ competency. Methods: Convenience sampling method was used to collect data from 215 dental hygiene students in the Daejeon and Chungcheong regions from April 1-30, 2021, and a self-administered questionnaire was used. Results: In dental hygiene students, self-directed learning, self-efficacy, and class satisfaction scores were 3.30, 3.32, and 3.15 points, respectively. Self-directed learning was positively correlated with self-efficacy and class satisfaction. Self-efficacy and class satisfaction had significant effects on self-directed learning with an explanatory power of 77.9%. Conclusions: Therefore, self-efficacy had the greatest effects on self-directed learning in dental hygiene students. Institutional support and efforts must be provided to improve self-efficacy and class satisfaction.
The Development of a Color Practical Education Program and the Analysis of Its Effectiveness in Connection with ‘Art Appreciation and Criticism’ as the High School Curricular Subject

This study recognized a problem about which the color education in public education of our country is being performed focusing on a theory with emphasizing the relevant sections in each of the emotional approach from the art subject and of the physical approach from the science teaching. And then, the color practical education program at high school was developed centering on the 2009 and 2015 Revised Curricula. During the two months of October and November in 2022, it applied the program targeting 20 third graders at D high school in Seoul who take the class for ‘Art Appreciation and Criticism’ and confirmed its effectiveness through the pre and post questionnaires. Key effectiveness questions include 7 items in totally 3 realms such as ‘awareness, understanding and attitude’ regarding the color education. The following are the research results according to this. First, the perception of importance on color appeared to be high in both before and after (t=1.099). The understanding about color could be known to have increased after the class (t=5.477). Finally, the attitude of trying to use color could be seen to have heightened either in daily life or in other fields after the practical training lesson (t=4.152). As the scientific technology advances, a human being’s sensitivity adjective of looking at the world is also changing rapidly. Hence, the transition to color education is urgent that is reflected the education focusing on the latest theory and diverse practical skills. These findings show the need to develop a variety of practical education for students who perceive the significance of color at ordinary times. This study is expected to be likely used as basic data that suggests the directivity of new color education at the point of time requiring this change.
Bidirectional Optical Flow NeRF: High Accuracy and High Quality under Fewer Views

Neural Radiance Fields (NeRF) can implicitly represent 3D-consistent RGB images and geometric by optimizing an underlying continuous volumetric scene function using a sparse set of input views, which has greatly benefited view synthesis tasks. However, NeRF fails to estimate correct geometry when given fewer views, resulting in failure to synthesize novel views. Existing works rely on introducing depth images or adding depth estimation networks to resolve the problem of poor synthetic view in NeRF with fewer views. However, due to the lack of spatial consistency of the single-depth image and the poor performance of depth estimation with fewer views, the existing methods still have challenges in addressing this problem. So this paper proposes Bidirectional Optical Flow NeRF(BOF-NeRF), which addresses this problem by mining optical flow information between 2D images. Our key insight is that utilizing 2D optical flow images to design a loss can effectively guide NeRF to learn the correct geometry and synthesize the right novel view. We also propose a view-enhanced fusion method based on geometry and color consistency to solve the problem of novel view details loss in NeRF. We conduct extensive experiments on the NeRF-LLFF and DTU MVS benchmarks for novel view synthesis tasks with fewer images in different complex real scenes. We further demonstrate the robustness of BOF-NeRF under different baseline distances on the Middlebury dataset. In all cases, BOF-NeRF outperforms current state-of-the-art baselines for novel view synthesis and scene geometry estimation.
Research on the inverse kinematic algorithm of the robot arm of the minecart

Abstract A reverse kinematics solution algorithm for the robot arm of the minecart is proposed based on the structure and motion characteristics of the robot arm, the geometric method is combined with the algebra method, and the trajectory of each joint point on the mechanical arm is calculated inversely by using the motion trajectory of the roller on the mining wheel to reverse-calculate the trajectory of each joint point on the mechanical arm, and the joint angle of the mechanical arm is obtained according to the trajectory of each joint point. The results are compared and analyzed through the Robots Toolbox toolbox in Matlab to verify the correctness and validity of the inverse calculation results. It lays a foundation for future research on key issues such as path planning and trajectory tracking control of the robot arm of the minecart.
Delving Into Crispness: Guided Label Refinement for Crisp Edge Detection

Learning-based edge detection usually suffers from predicting thick edges. Through extensive quantitative study with a new edge crispness measure, we find that noisy human-labeled edges are the main cause of thick predictions. Based on this observation, we advocate that more attention should be paid on label quality than on model design to achieve crisp edge detection. To this end, we propose an effective Canny-guided refinement of human-labeled edges whose result can be used to train crisp edge detectors. Essentially, it seeks for a subset of over-detected Canny edges that best align human labels. We show that several existing edge detectors can be turned into a crisp edge detector through training on our refined edge maps. Experiments demonstrate that deep models trained with refined edges achieve significant performance boost of crispness from 17.4% to 30.6%. With the PiDiNet backbone, our method improves ODS and OIS by 12.2% and 12.6% on the Multicue dataset, respectively, without relying on non-maximal suppression. We further conduct experiments and show the superiority of our crisp edge detection for optical flow estimation and image segmentation.
Thematic Modeling of Professional Communication Practices of Helping Specialists

The paper examines the content and structure of professional communicative practices of helping specialists in digital professional communities, and also identifies psychological influence techniques used to manage interaction with the audience. A platform with profiles of psychologists offering their services was selected for the study. With the help of parsing methods, all the specialists' questionnaires were saved. Further, thematic modeling was carried out using LDA methods. 10 main topics and 55 unique terms describing the content of the professional discourse of helping specialists were identified. As a result, the components of the communicative strategy of using digital resources were evaluated: the presence of professional vocabulary, basic terminology, descriptions of transformational techniques, the presence of a product image, an image of the result, a description of the target audience, the presence of suggestive manipulative technologies. The model of monitoring the professional digital community as a whole, the possibilities of the platform for implementing elements of the communicative strategy of specialists were also described..
Editorial to the “Best of GECCO 2022” Special Issue: Part I

The ACM Proceedings of the ACM on Measurement and Analysis of Computing Systems (POMACS) focuses on the measurement and performance evaluation of computer systems and operates in close collaboration with the ACM Special Interest Group SIGMETRICS. All ...
Bringing Children Closer to Science and the Universe with New Technology

In the era of technology and social networks, it is difficult to attract ch[ildren to science. To change this, three applications have been developed whose primary goal is not pure entertainment, but to educate and encourage scientific exploration in children. These applications were developed using new technologies, i.e. augmented reality, virtual reality and Ultraleap. Each application brings the intrigue of the universe to children in an interesting way by providing them with age-appropriate content and information about the universe. In these applications, interactive space travels can be taken to learn about the Sun and planets, and fun games can be played to stimulate interest in further observations and knowledge about the universe. The paper describes the applications and the multidisciplinary context of their development, as well as the potential of the new technologies in education.
Rechteck Fyrkant: If they were the same thing, they were the same thing, but they are not.

<p xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" class="first" id="d219533e58">Generative audiovisual performance where human and machine interact. An original, customised and computerised hyperinstrument generates highly synchronised audiovisuals that are affected by the human performer. Based on a couple of video white noise generators, unpredictable rhythmic sequences and tessitura are calculated and perceived by the audience as precisely synchronised audible and visible events. Retinal images and positive after-images, resulting from instinctive saccade movements, are naturally assembled by audience individual visual experience. In <i>Rechteck Fyrkant</i> the visual doesn’t follow the audible and the audible doesn’t follow the visual, they don’t just concur, they occur as unit.
Digital Image Processing Using YCbCr Colour Space and Neuro Fuzzy to Identify Pornography

Pornography is a severe problem in Indonesia, apart from drugs. This can be seen based on data from the Ministry of Communication and Informatics in 2021 which found 1.1 million pornographic content online. The increasing number of access to pornographic content sites on the internet can prove this. Several studies have been conducted to produce preventive formulas. However, this research flow has not been effective in solving the problem. This is because the results of the identification value in the output image obtained are not quite right. This study proposes a procedure for identifying pornographic content in digital images as an alternative approach for the early stages of a destructive content access prevention system. The formulation uses the YCbCr color space to analyze human skin on image objects that represent exposed body parts and the classification process with the Neuro Fuzzy approach. The performance of this formula was tested on 100 digital images of random categories of human objects (usually covered, skimpy, and naked) taken from the internet. The test results are at a relatively good level of accuracy, with a weight of 70% for the entire test data.
A Study on the Safety Management of UAS by Analyzing Its Accident Factors

This study investigated the accident cases of the U.S. Air Force and the R.O.K. Army. It analyzed the accident factors of the unmanned aircraft system using case analysis on unmanned aircraft system operators of the R.O.K. Air Force. Following the analysis this paper suggested safety operation plans for the R.O.K. Air Force. The risk factors of unmanned aircraft system were summarized by collecting and analyzing accident cases of unmanned aircraft system by the U.S. Air Force, collecting and analyzing accident risk factors of RQ-4 operators of the R.O.K. Air Force. Through the analyzed risk factors, a safety operation plan for the semi-automatic unmanned aircraft system and the fully automatic unmanned aircraft system was presented.
Sistem Pendukung Keputusan Penentuan Penerima Jaminan Kesehatan Masyarakat Dengan Metode SAW Pada RSUD Raden Mattaher Provinsi Jambi

RSUD Raden Mattaher Provinsi Jambi is a hospital owned by the Jambi Provincial Government located in the city of Jambi, established in 1948 with type C and joined with the Dinas Kesehatan Tentara (DKT). On November 19, 1972 it was moved to Jl. Lt. Gen. Suprapto No. 31 Telanaipura Jambi. This hospital was built on a land area of + 75,000 M2 with a building area of + 41,590 M2. Jaminan Kesehatan Provinsi (JAMKESPROV) is a health care effort whose financing is managed in an integrated manner. In addition, JAMKESPROV is a guarantee program for the payment of health care costs provided by the Jambi Provincial Government to the people of Jambi. The target of the Jamkesda Program is all people of Jambi Province who do not have health insurance in the form of Jamkesmas, ASKES and other health insurance. The Jambi Province Health Insurance program has weaknesses, among others, participant data is still not accurate, socialization is not optimal, and there are fees for getting cards. In addition, other problems are that there are participants who do not use the card when seeking treatment, the presence of Jamkesmas patients who incur costs, and the poor quality of service for Jamkesmas patients. To solve the problems that occur the authors conduct research and design a Decision Support System for Determining Acceptance of Public Health Insurance in the Health Sector with the SAW method. It is hoped that it can provide input and speed up the requirements process in supporting the decision of the recipient of the Public Health Insurance at RSUD Raden Mattaher Provinsi Jambi. And an alternative is to improve the Public Health Insurance service in determining who is entitled to Health Insurance at Raden Mattaher Hospital, Jambi Province. In this study, the UML (Unified Modeling Language) system modeling method includes Use Case Diagrams, Activity Diagrams and Class Diagrams.
Remembering Passwords: The Role of Instructions

Most users follow predictable patterns and create weak passwords because they are unaware how to generate strong, secure passwords (Ur et al., 2015). Yet, more secure, system-generated passwords tend to be more difficult to remember (Vu et al., 2003). The current study examined whether system-generated passwords could be made more memorable through use of different types of instructions that help the users associate text and/or images to the passwords or password components. Over 100 participants were asked to memorize three system-generated passwords for three fake accounts: bank, email and social media, either in a lab-based setting with a moderator or completely online. Participants were given no instructions, text-based instructions, image-based instructions, or a combination of both text and image-based instructions to help them understand and memorize each password. Participants were then asked to recall their password after no delay or a short delay. We found that users were able to remember complex system-generated passwords when provided with detailed text-based or image-based instructions to help the users map the password components to a structure. Our findings did not clearly show which instructional technique was better. Future studies should explore additional instructional techniques for password generation and memorization.