Reviewerly/exHarmony huggingface dataset:
NLC: An Efficient Caching Algorithm Based on Non-critical Path Least Counts for In-Memory Computing

The explosion of applications in data-parallel systems and ever-growing high-efficiency needs for data analysis have made parallel systems under enormous memory pressure when dealing with large datasets. Out-of-memory errors and excessive garbage collection can seriously affect system performance. Generally, for those data-flow tasks with intensive in-memory computing requirements, how to achieve efficient memory caching algorithms is a primary measure to make a trade-off between performance and memory overhead. By taking advantage of the latest research findings on the DAG-based task scheduling, we design a new caching algorithm for in-memory computing by exploiting the critical path information of DAG, called Non-critical path least reference count (NLC). The strategy is distinct from the existing ones in that it applies the global information of the critical path to the caching replacements rather than the task scheduling as most existing works do. Through empirical studies, we demonstrated that NLC can not only effectively enhance the parallel execution efficiency, but also reduce the number of evictions, improve the hit ratio, and memory utilization rate as well. Our comprehensive evaluations based on the selected benchmark graphs indicate that our strategy can not only fulfill the parallel system requirements but also reduce the costs by as much as \(19\%\), compared with the most advanced LRC algorithm.
Creativity As a Way to New Literacy Realization

This article is a synthetic study of creativity, based on research in the field of psychological, pedagogical and aesthetic scientific works. The urgency of the concept of ”creativity” is reflected upon, since it is different from the concept of ”creativeness” in that there is a shift of the public interest from the spontaneous and self appraised self-expression to the commercially determined and purposeful performance of orders. We understand creativity as a property of every person, this property can be improved by everybody. Creativity is not so much a special talent, as the possession of a set of operations that allow the individual to recombine knowledge. Creativity becomes a universal competence, a new literacy because it involves the mastering of thinking mechanisms as technical tools. In this regard, creativity refers to a new product which is neither a work of art, nor scientific theory, nor religious dogma. The article includes analysis of a conflict situation, which took place on the Biennale in Shiryaevo. The source of the conflict lay in the differing understandings of artistic jobs and creative jobs by artists and curators. The case was documented and presented at the exhibition “Local” in the Center of Contemporary Art (Yekaterinburg), dated April-May 2019.&#x0D; Keywords: creativeness, creativity, post-literacy, post-modernism, creative class
Digital Literacy and Its Use by Teacher Trainess at Secondary Level in Odisha

Digital devices and applications have been used in schools and teacher education institutes across the globe for teaching learning. All the prospective teachers must be digitally savvy to utilize it in school for teaching, assessment, management and professional development. This study intended to find out the level of digital literacy and its uses among teacher trainees at secondary level. Descriptive research method was followed for undertaking this study. Survey was conducted on sample of 170 trainees selected randomly from teacher education institutes under Utkal University, Odisha, India. Self developed questionnaire based on different aspects of digital devices and applications such as skills of trainees in digital technology, use of digital technology and applications by trainees for learning and teaching etc. was used at tool. Collected data were subjected to frequency and percentage analysis and accordingly conclusions were drawn. The study found that (i) majority of trainees can change screen brightness and contrast, minimize, maximize and move window screen, use search command to locate a file and download and install applications, (ii) more than 50% of trainees do not know learning management system, virtual worlds, podcasts and web design applications, (iii) around 70% of trainees are aware about storage of video in camera, manage junk mail and update username and password and less than 50% of trainees knew about voice typing and cyber security, (iv) majority of trainees use group email and whatsapp for academic work and only 20% of trainees use digital devices for using PPT in class, create digital learning materials, provide feedback to students. It is suggested that teacher education institutes must be equipped with digital devices and applications useful for teaching learning and professional development. Further, teacher educator must encourage and motivate trainees by integrated ICT in regular course work and across the subjects so that trainees can develop skills of using it for teaching, learning and assessment in schools.
Factored Phrase-based Statistical Machine Pre-training with Extended Transformers

This paper presents the development of a cascaded hybrid multi-lingual automatic translation system, by allowing a tight coupling between the two underlying research approach in machine translation, namely, the neuronal (deterministic approach) and statistical (probabilistic approach), while fully taking advantage of each method in order to improve translation performance.This architecture addresses two major problems frequently occurring when dealing with morphologically richer languages in MT, that is, the significant number unknown tokens generated due to the presence of out of vocabulary (OOV) words, and size of the output vocabulary.Additionally, we incorporated factors (additional word-level linguistic information) in order to alleviate data sparseness problem or potentially reduce language ambiguity, the factors we considered are lemmatization and Part-of-Speech tags (taking into consideration its various compounds).We combined a fully-factored transformer and a factored PB-SMT, where, the training data is pre-translated using the trained fully-factored transformer, and afterwards employed to build an PB-SMT system, parallelly using the pretranslated development set to tune parameters.Finally, in order to produce the desired results, we operated the FPB-SMT system to re-decode the pre-translated test set in a post-processing step.Experiments performed on translations from Japanese to English and English to Japanese reveals that our proposed cascaded hybrid framework outperforms the strong HMT state-of-the-art by over 8.61% BLEU and 7.25% BLEU, respectively, for validation set, and over 8.70% BLEU and 7.70% BLEU, respectively, for test set.
Tecnología de la información y comunicación en los posgrados PNPC

This document intends to describe the importance of the use of technology in the process of implementation, development, monitoring and evaluation of a postgraduate program adhered to the National Quality Postgraduate Program (PNPC) of the National Council of Science and Technology (CONACYT).In Mexico, according to the Register of the National Quality Postgraduate Program, there are 2,435 master's and doctoral postgraduates belonging to the PNPC, what he considers that a postgraduate degree in PNPC implies the responsibility of maintaining the educational quality of it.In this sense, this article based on a qualitative methodology with a documentary approach and descriptive method, allowed to obtain as a result that the entry and permanence of educational quality through the use and innovation of information and communication technology strengthens teaching actions, research, linking and teacher and student mobility.Regarding evaluation processes in PNPC-CONACYT, it is essential to have personnel with professional training and trained in the area of information technology.In conclusion, when considering the integration of information and communication technology in PNPC graduate programs, the Universidad Juárez Autónoma de Tabasco consolidates and strengthens educational innovation at the academic and research level.In the institutional scenario, the technological tools have allowed the constitution of innovations that grant greater scope in the indicators in the higher education sector, ensuring the permanence of postgraduate degrees in the PNPC-CONACYT.
Rancang Bangun Sistem Informasi Analisis Kepuasan dalam Proses Belajar Mengajar di SMA Negeri 3 Mataram Menggunakan MetodeQuality Function Deployment

A senior high school is responsible to deliver competitive human resources. A high school that has good facilities are more popular and attractive for junior high school students. To evaluate the school quality of service, we build a system to analyze the student's satisfaction with the learning process and services. To conduct the analysis, an information system was built to identify what components of the learning process needed to be improved. The method used is Quality Function Deployment (QFD) that clearly defines the needs and the expectations of students. The evaluation process was done by asking students to fill out a satisfaction questionnaire through the system. To get the analysis continuously this evaluation process can be carried out annually at the end of each school year. By using this computerized system, the evaluation results are obtained faster and more accurate.
GAMBARAN MOTIVASI BELAJAR PESERTA DIDIK SAAT PANDEMI COVID 19 (Studi Kasus pada Peserta Didik Kelas VII SMP N 1 Arjasari yang sedang Belajar dari Rumah karena Pandemi Covid 19)

Covid 19 is a new virus found in China and has now spread throughout the territory of Indonesia. This incident is certainly very influential for the learning motivation of students because students will feel bored with studying at home. The purpose of this study was to describe the learning motivation of grade VII students at SMP N 1 Arjasari during the Covid-19 pandemic. This research uses descriptive qualitative method which is a case study. The data collection techniques are interviews and documentation. The results showed that the five students at SMP N 1 Arjasari still had motivation of learning with the categories of having student aspirations and aspirations, student abilities, student conditions, and student environmental conditions. Keywords: Covid-19, Motivation of Learning
Transparent AI for Organizational Research: Using Fuzzy Cognitive Maps as Cognitive Architecture in Agent Based Models

Agent Based Social Simulation (ABSS) has been used to create simulations with agents that contain cognitive models to achieve more realistic and explainable results by mimicking human cognition. However when using this technique the decision model used by agents is often a black box. Fuzzy Cognitive Maps (FCMs) have been used to provide clear and transparent representations of cognition and could be used as models for agents in simulations to achieve results with better transparency. Utilizing FCMs to represent agents' cognitions in social and organizational modeling is still an emerging field with limited work done to show how FCM and ABM can be combined for greater model interpretability. This paper provides 2 major contributions: (1) the use of FCM for agent's design in social simulation as compared to previous research using different cognitive models, and (2) a system architecture consisting of 8 components that combine FCM and ABM for simulation.
DISTRIBUTIONS OF COUNTABLE MODELS OF QUITE O-MINIMAL EHRENFEUCHT THEORIES

follows the Code of Conduct of the Committee on Publication Ethics (COPE), and follows the COPE Flowcharts for Resolving Cases of Suspected Misconduct (http://publicationethics.
Pengembangan E-Modul Berbasis Android Mata Kuliah Struktur Beton II

This study is a research and development which has the aim to develop learning instructional materials in the form of Android-based e-modules in Concrete Structure II. The method used in this research is Research and Development with ADDIE model. This development model has 5 stages, namely analyzing, designing, developing, implementing, and evaluating. However, this research only applies to the development stage. The measuring instrument used is an instrument to measure the feasibility of teaching materials by material experts and media expert. This research was carried out by material experts value was 93,26% which could be categorized as "Very Decent". While the value by media experts obtained a value of 97,22% which can be categorized as "Very Decent".
HUBUNGAN KECERDASAN EMOSIONAL TERHADAP HASIL BELAJAR SISWA

&#x0D; The aim of this study was to determine the relationship between emotional intelligence and student learning result in SMKN 1 Ciruas. The method was quantitative method and took place in SMKN 1 Ciruas. The subject on this study were all accounting students as many as 113 students. The data of learning result was obtained by using teacher assessment and the questionnaire sheet was used to got students’ responses. This study used quantitative data analysis technique. The result showed that there was a positive relationship between emotional intelligence and students learning result. It was known from the data analysis that rtest (0.701) &gt; rtable (0.184).
The Clay Hand Illusion and the Embodiment of Unfeasible Objects

In an artistic exploration, clay hands and nonhand-like, unfeasible clay objects were created by the participant and used to perform an alternative version of the rubber hand illusion. Most participants felt ownership even over these unfeasible objects, raising questions about the embodied experience of objects that we make.
Cybercrime is Very Dangerous Form of Criminal Behavior and Cybersecurity

Computer crime is a form of criminal behavior in which the use of computer technology and information systems is manifested as a mode of crime or the computer is used as a means or purpose of perpetration with which is producing some relevant criminal consequence. Computer crime is also an unlawful violation of property in which computer data is intentionally altered (manipulated by a computer), destroyed (computer sabotaged) or used in conjunction with hardware (theft of time). Objective of this paper is consideration of using new computer technology in everyday life. Unfortunately, some users using new technology for criminal acts. For Analysis, author use official resources from books, scientific papers and online resources. Even though it is a new technology, police and justice successfully deal with different types of computercrimes.
GenPR: Generative PageRank Framework for Semi-supervised Learning on Citation Graphs

Nowadays, Semi-Supervised Learning (SSL) on citation graph data sets is a rapidly growing area of research. However, the recently proposed graph-based SSL algorithms use a default adjacency matrix with binary weights on edges (citations), that causes a loss of the nodes (papers) similarity information. In this work, therefore, we propose a framework focused on embedding PageRank SSL in a generative model. This framework allows one to do joint training of nodes latent space representation and label spreading through the reweighted adjacency matrix by node similarities in the latent space. We explain that a generative model can improve accuracy and reduce the number of iteration steps for PageRank SSL. Moreover, we show that our framework outperforms the best graph-based SSL algorithms on four public citation graph data sets and improves the interpretability of classification results.
Virtual Reality Visualization of Tongkonan Traditional House as Promotional Media for Cultural Tourism using ADDIE Model

Indonesia is a country that is rich in culture and customs. Indonesia also has great potential in the field of tourism, especially cultural tourism. The key to attracting tourist visitors lies in the information media provided. In this paper, a desktop-based application is developed with 3D virtual reality graphics model technology with Tongkonan traditional house from the Toraja tribe and their environment as the object. This 3D virtual reality visualization aims to be an interactive promotional media for the millennial generation in introducing cultural tourism, especially the Tongkonan traditional house of Toraja. In this application, the user can explore the traditional house objects as a whole – with the help of navigation control in the form of keyboard and mouse. The ADDIE model method was used in designing this desktop application. The user response test was used to measure respondents' attitudes toward the application using the Likert scale and succeeded in getting the very good category in 17 questionnaire statements and the good category in three questionnaire statements. Therefore, it can be concluded that the VR visualization of Tongkonan Traditional House can act as an interactive promotional media to the millennial generation.
Knowledge Advancement and Application in E-business for SME’s in Nigeria: An Epilogue (A Case of Delta State)

SMEs continuously seeking for knowledge advancement to improve their performance and keep pace with the new ways of doing business, the acquisition of knowledge equip SMEs to come to terms with the realities of the new order. This study examined knowledge advancement and application in e-business for SMEs in Nigeria. To achieve these laudable objectives two hypotheses were formulated to establish whether or not there is a relationship existing between the two intervening variables i.e. knowledge advancement and application in e-business and the growth and development for SMEs in Nigeria in general and Delta state in particular. Survey research design was adopted, while data were obtained from structured questionnaire and analyzed using Pearson’s product-moment coefficient of correlation. From the analysis, the results indicated that there is an existing relationship between the variables. Based on the findings it was concluded that for SMEs to stand the test of time, the need to continue to seek for new ways of doing business and innovation becomes imperative. Among others, the study recommended that SMEs should embark on intensive training, skill acquisition and development exercise to keep pace with the new order.
Android-Based E-Booklet Development to Train Students’ Critical Thinking And Attitude of Caring for Environment

Biology subjects in high school learn everything about life. In this case it involves skills and reasoning. This study aims to analyze the validity, effectiveness, practicality, and characteristics of android-based e-booklets. This research is a research and development or R&amp;D. The development in this study adopted a 4-D model which included four stages namely define, design, develop, dissemination. The results of the study on the validity test showed that the material experts obtained a value of 92.14% with a very good category. Based on the results of the validation of media experts obtained a value with a percentage of 86.29% in the very good category. The results of the research on the effectiveness of android-based e-booklet are 1) classical completeness ≥ 80%, 2) N-Gain test results are different and better (has increased). Cognitive learning outcomes (students' critical thinking) showed that the percentage of students’ classical completeness was 88.27%, the N-Gain Test was in the high (53%), moderate (45%), low (2%) category. Based on the analysis of affective and psychomotor competencies with very good criteria. The results of research on students’ attitudes of caring for environment showed that the percentage of students' scores was 82% with an excellent category. Based on the effectiveness analysis it can be concluded that the android-based e-booklet is effectively applied in biodiversity subject. In the analysis of the results of the practicality of the android-based e-booklet media showed a very good response from teachers and students. The characteristics of an android-based e-booklet consist of a cover, a menu display consisting of preface, KI and KD, material, and evaluation questions.
PENGEMBANGAN SPACE GEOMETRY FLIPBOOK AUDIO VISUAL BERBASIS LITERACY DIGITAL UNTUK SISWA SMP

bertujuan untuk menghasilkan media space geometry flipbook (SGF) audio visual berbasis digital literacy untuk siswa SMP yang valid, praktis dan efektif. Jenis penelitian ini merupakan r esearch and d evelopment dengan tahap a nalysis, d esign, d evelopment, i mplementation, dan e valuation yang berorientasi pada produk. Subjek dalam penelitian ini adalah siswa SMP yang berkemampuan tinggi, sedang, dan rendah. Instrumen yang digunakan meliputi lembar validasi, lembar angket, lembar observasi, dan tes evaluasi. Hasil penelitian menunjukan bahwa media SGF yang dikembangkan valid menjadi sarana belajar siswa. Media ini praktis digunakan karena siswa mampu mengoperasikan media dengan lancar, serta 74 % siswa dapat menyelesaikan soal evaluasi dengan ketercapaian skor minimal 70. Hasil observasi pada siswa memperoleh persentase 78,25% terkait ketercapaian digital literacy . Abstract This study aims to produce a valid, practical, and effective media space geometry flipbook (SGF) based on digital literacy for junior high school students. This type of research is research and development with the stages of analysis, design, development, implementation, and evaluation that are product-oriented. The subjects in this study were high, medium, and low-ability junior high school students. The instruments used include validation sheets, questionnaire sheets, observation sheets, and evaluation tests. The results showed that the developed SGF media was valid as a means of learning for students. This media is practical to use because students can operate the media smoothly, and 74% of students can complete evaluation questions with a minimum score of 70. The observation results in students obtained a percentage of 78.25% related to the achievement of digital literacy.
Memory Protection Generative Adversarial Network (MPGAN): A Framework to Overcome the Forgetting of GANs Using Parameter Regularization Methods

Generative adversarial networks (GANs) suffer from catastrophic forgetting when learning multiple consecutive tasks. Parameter regularization methods that constrain the parameters of the new model in order to be close to the previous model through parameter importance are effective in overcoming forgetting. Many parameter regularization methods have been tried, but each of them is only suitable for limited types of neural networks. Aimed at GANs, this paper proposes a unified framework called Memory Protection GAN (MPGAN), in which many parametrization methods can be used to overcome forgetting. The proposed framework includes two modules: Protecting Weights in Generator and Controller. In order to incorporate parameter regularization methods into MPGAN, the Protecting Weights in Generator module encapsulates different parameter regularization methods into a “container”, and consolidates the most important parameters in the generator through a parameter regularization method selected from the container. In order to differentiate tasks, the Controller module creates unique tags for the tasks. Another problem with existing parameter regularization methods is their low accuracy in measuring parameter importance. These methods always rely on the first derivative of the output function, and ignore the second derivative. To assess parameter importance more accurately, a new parameter regularization method called Second Derivative Preserver (SDP), which takes advantage of the second derivative of the output function, is designed into MPGAN. Experiments demonstrate that MPGAN is applicable to multiple parameter regularization methods and that SDP achieves high accuracy in parameter importance.