Reviewerly/exHarmony huggingface dataset:
Analysis of Software Effort Estimation Based on Story Point and Lines of Code using Machine Learning

Estimating the software work is a crucial job of persons participating in software project management.The difficulty in predicting effort is compounded by the fact that software development is always changing.Several techniques for estimating software development costs have been developed over the last three decades.There are a variety of cost estimation methodologies, algorithmic models, non-algorithmic models, and machine learning methods to choose from.To improve accuracy, machine learning approaches are combined with algorithmic or non-algorithmic models.Researchers in past worked on the effort and time estimation by using one type of development methodology in their work.Currently, the companies uses both agile and traditional techniques to software development.A comparison of agile and traditional development utilizing the neural network (NN) and genetic algorithm is presented in this research (GA).Estimation is performed on the Zia dataset and a github dataset using story points and lines of code, respectively.The smallest error and highest accuracy were attained utilizing machine learning approaches for projected effort values.The value of R2 based on story point is achieved using neural network and genetic algorithm is 0.97 and 0.96 respectively.On other hand, the value of R2 based on lines of code is achieved using neural network and genetic algorithm is 0.94 and 0.80 respectively.The mean magnitude relative error is used for comparison of proposed models with previous works.The dataset with the story point give best results followed by projects with lines of code.
Design and Implementation of a Framework for Multi-Cloud Service Broker

Cloud service broker (CSB) as an emerging technology intermediates heterogeneous multiple cloud services for both the providers and consumers. Recently, Cloud computing &amp; mobile cloud computing applications (MCA) have gained an enormous popularity, which has led to an increasing need for the development of platform independent Middleware/CSB to support all types of cloud service consumer applications including x86*x64 based standard OS &amp; ARM based mobile applications, web browsers, etc. Developing Platform Independent Hybrid CSB, however, is not an easy task. Developers have to deal with difficulties inherent from the different cloud controllers, cloud service providers environments, clients’ application types, network connection types (wired, wireless), GPS (Global Positioning Systems) information of cloud resources and clients’ etc. In this thesis, the proposed design of a middleware/CSB that abstracts the real-time resources of various clouds (private, public, home, Local) and stores the resources in its own Database. It will also store clients requests then analyzes the request to find the nearest available servers which is running the appropriate applications. Then the CSB will forward the destination servers information to the clients. Thesis goal is to achieve context awareness, location awareness, platform independence, portability, efficiency, and usability. Portability is achieved by following the J2ME platform specifications. The middleware has been implemented and tested on a real time Openstack cloud using by our newly designed Android Clients and platform independent Mozilla Firefox browser. The performance measurements of the middleware show that it achieves its efficiency requirements. Furthermore, the middleware’s database can be used for resource algorithm, pattern analysis, and for future requirements.
Offline Signature Identification Using Deep Learning and Euclidean Distance

Hand signature is one of human characteristic that human have since birth, which can be used as identity recognition. A high accuracy signature recognition is needed to identify the right owner of signature. This study present signature identification using a combination method between Deep Learning and Euclidean Distance. 3 different signature datasets are used in this study which consist of SigComp2009, SigComp2011, and private dataset. Signature images preprocessed using binary image conversion, Region of Interest, and thinning. Several testing scenarios is applied to measure proposed method robustness, such as usage of various Pretrained Deep Learning, dataset augmentation, and dataset split ratio modifier. The best accuracy achieved is 99.44% with high precision rate.
Usability theory

Usability theory has its roots in ICT. It has been adapted and applied in the workplace. Usability marks a shift from a functional-technical perspective on workplaces to a focus on user experience and the interaction between users and their work environments. Usability of workplace theory describes these interactions in terms of culture, context, and situation and relates them to core components of usability: effectiveness, efficiency, and satisfaction. The usability perspective can be applied in strategic, developmental, operational, and evaluative phases of workplace projects as well as in workplace-related processes and continuous improvement. Usability of workplaces is discussed as a theoretical approach and regarding the application in usability briefing, usability evaluations, and usability management.
Investigation of color values of inkjet and laserjet prints on recycled papers

The aim of this study is to compare laserjet printing and inkjet printing properties on recycled papers. In the study, we recycled reference papers prepared in accordance with the INGEDE 11p standard. After recycling the papers, we produced test papers in the laboratory environment and examined the physical and optical properties of the obtained papers. We applied calendering process at 100 oC temperature and 20 bar pressure on the obtained test papers. After this process, we printed trigromy color measurement scales with inkjet and laserjet printers on the test papers obtaine Finally, using the spectrophotometer, we determined the printing properties of both print types.When we examined the results, we determined that in most of the printability parameters, laserjet had a superior performance and was a more usable printing system. For example, while the inkjet cyan density value is 0.94, the laserjet is 1.05. While M + Y trapping value was 28.23 in inkjet, it was 92.20 in laserjet. For example, we found the Gloss value as 2.53 in inkjet and 4.23 in laserjet. While inkjet cyan print chroma value is 44.03, it is 48.09 in laserjet. In addition, we determined that laserjet printing reached a wider area as a color gamut.Based on the color measurement results of both printing types, we have determined that the printability of recycled papers is reasonable. We have determined with experimental results that laserjet printing produces better quality prints in a short time, especially in the office environmen
Computer-assisted sign language translation: a study of translators’ practice to specify CAT software

Abstract Professional Sign Language translators, unlike their text-to-text counterparts, are not equipped with computer-assisted translation (CAT) software. Those softwares are meant to ease the translators’ tasks. No prior study as been conducted on this topic, and we aim at specifying such a software. To do so, we based our study on the professional Sign Language translators’ practices and needs. The aim of this paper is to identify the necessary steps in the text-to-sign translation process. By filming and interviewing professionals for both objective and subjective data, we build a list of tasks and see if they are systematic and performed in a definite order. Finally, we reflect on how CAT tools could assist those tasks, how to adapt the existing tools to Sign Language and what is necessary to add in order to fit the needs of Sign Language translation. In the long term, we plan to develop a first prototype of CAT software for sign languages.
Holistic Model for Guiding Good Design Quality in Learning Multimedia Design Development

Development of electronic learning (E-learnings), learning resources are teaching materials and a variety of information developed and packaged in various forms based on information and communication technology and used in the learning process.For this reason, special techniques for subject design, techniques are needed.specific learning, special methodologies through various media, and special organizational and organizational arrangements.In multimedia learning, the design process requires design methods, development tools, inspection models and skills in Information Technology systems.It is necessary to formulate a Holistic Method which considers all related aspects in order to guide the quality of good design in designing Multimedia Learning.Implementing the findings of the Holistic Method formulation to build multimedia learning with good design quality.This study formulates the stages of multimedia development which include: Creative Brief, Design, Material Preparation, Scripting, Testing, Distribution.The multimedia software development process will be guided by 15 guiding elements which are grouped into 5 elements.CONTENT first guiding element include : Perception of meaning, Information Message, Storytelling.APPEARANCE second guiding elements include :
Newly-single and loving it: improving higher-order must-alias analysis with heap fragments

Theories of higher-order must-alias analysis, often under the guise of environment analysis, provide deep behavioral insight. But these theories---in particular those that are most insightful otherwise---can reason about recursion only in limited cases. This weakness is not inherent to the theories but to the frameworks in which they're defined: machine models which thread the heap through evaluation. Since these frameworks allocate each abstract resource in the heap, the constituent theories of environment analysis conflate co-live resources identified in the abstract, such as recursively-created bindings. We present heap fragments as a general technique to allow these theories to reason about recursion in a general and robust way. We instantiate abstract counting in a heap-fragment framework and compare its performance to a precursor entire-heap framework. We also sketch an approach to realizing binding invariants, a more powerful environment analysis, in the heap-fragment framework.
Developing of Teaching Materials: Using Animation Media to Learning English Vocabulary for Early Childhood

Given the importance of vocabulary, teachers must ensure teaching media that can help students learn English vocabulary more easily. In addition, it must equip them to learn in an interesting way so that they are more enthusiastic withinside the coaching and studying process. There are so many learning media that can be applied for learning English, one of which is video. Thus, this study will explain how animated media can help vocabulary learning for early childhood and the uses and benefits of animated media. This study uses document analysis as the main way to generate arguments in this article such as Teaching English documents, articles and books and Document articles from national and international online publications. Based at the research, it may be visible that the software of lively motion pictures contributes to students' vocabulary mastery. The results showed that students can easily recognize the given words because they learn by using animated videos because it not only displays written words but also pictures
Model Driven Development of Information Security System

It is vital for the modern organization to protect its information in all forms -electronic and physical.Traditionally, the threat to information systems comes from outside to inward direction.Nowadays, corporate information is more vulnerable to internal threats operating from the inside out by employees of the organization -"Insiders".In this article we discuss method for development of information security system (ISS), by using Model Driven Engineering, which is dealing with models and model transformation.We focus on protection of information that is sensitive to the organization, protecting it from leakage or theft by insiders.The development of the ISS take into account the legislation, standards and regulations in force in the respective territory for the protection of confidential or sensitive information.Model building and subsequent transformation is performed by using appropriate tools such as Conceptual modelling and standardized Unified Modeling Language (UML).In the process of development of the ISS we create the following models: Conceptual (Guiding Model) model, Project Model, and we carry out transformation of a Conceptual Model to a Project Object Oriented Model of ISS.
Sensitivity of N400 effect during speech comprehension under the uni- and bi-modality conditions

N400 is an objective electrophysiological index in semantic processing for brain. This study focuses on the sensitivity of N400 effect during speech comprehension under the uni- and bi-modality conditions. Varying the Signal-to-Noise Ratio (SNR) of speech signal under the conditions of Audio-only (A), Visual-only (V, i.e., lip-reading), and Audio-Visual (AV), the semantic priming paradigm is used to evoke N400 effect and measure the speech recognition rate. For the conditions A and high SNR AV, the N400 amplitudes in the central region are larger; for the conditions of V and low SNR AV, the N400 amplitudes in the left-frontal region are larger. The N400 amplitudes of frontal and central regions under the conditions of A, AV, and V are consistent with speech recognition rate of behavioral results. These results indicate that audio-cognition is better than visual-cognition at high SNR, and visual-cognition is better than audio-cognition at low SNR.
Fostering a Values-Based Attitude towards a Person in Secondary Schools in the Post-Soviet Space

The article justifies the idea that a child is at the heart of educational activity. Subsequently, an educational activity aims to increase the creative potential and social activity of humane personality and recognize the priority of the free development of personality, the value of human beings and preserve their environment. Accordingly, the article aims to develop and verify the conceptual and methodological principles of the scientific and methodical system for cultivating a values-based attitude towards personality in students and introduce the technologies that will enhance their social decency. The article analyzes theoretical foundations, defines the principles and pedagogical conditions for developing the system of values-based orientations in students from the post-Soviet space on the example of Ukraine and verifies the effectiveness of these conditions experimentally. The experimental stage of the research employs the following methods to obtain the initial data: brainstorming, questionnaires, the methodology of unfinished sentences, “Q-sorting”, diagnosing the socio-psychological adaptation, diagnosing indicators and forms of aggression, empathic abilities, revealing the ability of effective cooperation and constructive communication, assertive behaviour (Diagnosis of accepting others, Goodwill scale, Express trust diagnostics, Express diagnostics of the level of person’s social isolation); a methodology for identifying the attitude “altruism-egoism” of the personality, value orientations, the integral person’s self-esteem, the assessment of moral development. Through all the parts of the experiment, the positive moves in learning the basic humanistic values were done in the value structure of the personality. The analysis of the data gathered during the investigation gives reasons to state, that during the experiment systematic changes of the educational process were made, the level of fostering a values-based attitude to a person among students has increased.
KNOWLEDGE MANAGEMENT AND FIRM INNOVATIVENESS: THE MEDIATING ROLE OF INNOVATIVE CULTURE ON MNEs IN MALAYSIA

This study exhibits the mediating effect of innovative culture on the correlation amid knowledge management and firm innovativeness.The implications of organizations which does not practice a creative culture will manifest in the failure to respond and adapt successfully to shifts in the competitive nature of the market world and thus would not be able to produce better outcomes.A convenient sampling approach is used to pick 296 Malaysian dependent MNE samples from different industries.Structural Equation Modeling (SEM) AMOS 24.0 is utilized in the whole study to evaluate the connection among the concepts (e.g."knowledge management, innovative culture and firm innovativeness") as well as to evaluate the probabilistic strength of its framework.The outcomes emphasized on all four extents of knowledge management, namely knowledge acquisition, knowledge conversion, knowledge application and knowledge protection were confidently and considerably associated to firm innovativeness.In either side, the partnerships regarding development of information and business innovation and knowledge management and company innovation have been mediated by innovative culture.The research paper offers management teams & professionals with an ability to better appreciate skills and capacities such as KM and firm innovativeness.The findings of this research demonstrate that innovative culture, knowledge acquisition, knowledge conversion, knowledge application and knowledge protection enhance firm innovativeness.This study provides useful insights for managers who wish to enhance innovation culture activities in MNEs, and offers useful guidance to international business scholars, encouraging further research in this area.
Bayesian Uncertainty and Expected Gradient Length - Regression: Two Sides Of The Same Coin?

Active learning algorithms select a subset of data for annotation to maximize the model performance on a budget. One such algorithm is Expected Gradient Length, which as the name suggests uses the approximate gradient induced per example in the sampling process. While Expected Gradient Length has been successfully used for classification and regression, the formulation for regression remains intuitively driven. Hence, our theoretical contribution involves deriving this formulation, thereby supporting the experimental evidence. Subsequently, we show that expected gradient length in regression is equivalent to Bayesian uncertainty. If certain assumptions are infeasible, our algorithmic contribution (EGL++) approximates the effect of ensembles with a single deterministic network. Instead of computing multiple possible inferences per input, we leverage previously annotated samples to quantify the probability of previous labels being the true label. Such an approach allows us to extend expected gradient length to a new task: human pose estimation. We perform experimental validation on two human pose datasets (MPII and LSP/LSPET), highlighting the interpretability and competitiveness of EGL++ with different active learning algorithms for human pose estimation.
SENTIMENT ANALYSIS OF COVID-19 TWEETS

Sentiment analysis involves techniques used in analyzing texts in order to identify the sentiment and emotion dominant in such texts and classify them accordingly. Techniques involved include but not limited to preprocessing of texts and the use a machine learning or lexical based approach in classifying these texts. In this research, attempt was made to adopt a machine learning approach to classify tweets on Covid-19 which is considered a global pandemic. To achieve this noble objective, a cross-dataset approach was applied to train four machine learning classification algorithms: Support Vector Machine (SVM), Random Forest (RF) and Naïve Bayes (NB), as well as K-Nearest Neighbors algorithm (KNN). The final result will not only assist us in knowing the best performing algorithm, it will also assist in creating awareness on Covid-19 with the final objective of destigmatizing the patients through the analysis of sentiments and emotions on Covid-19 and finally use the same result for containing the spread of the pandemic
Development of networking cooperation for implementing advanced professional training programs

Nowadays, Russian vocational education is overcoming a stage of profound transformations associated with the post-industrial society's peculiarities, which main characteristics are computerization and digitalization of the economy. Transformations in the digital economy determine new requirements for specialists' training, their competencies, and qualification. The rapid changes in socio-economic conditions cause the need to transform the vocational training system to meet the demands for specialists with competencies that correspond to the current technologies and methods of production. The solution to the relevant problems is facilitated by vocational education's devotion to "anticipation/advance" and "interaction" principles, which are being successfully implemented in the activities of advanced vocational training centers opened in Russia in 2019. The advanced vocational training ensures the development of new and promising professions in great demand by the regional economy. Simultaneously, the interaction principle's implementation allows ensuring interdepartmental coordination when performing the social order for vocational education made by the state, society, and individuals. The article considers forms and features of the interaction between educational organizations and partners, including social partnership, networking cooperation, public and private partnership, educational and technological clusters. The paper presents the Kemerovo region center's performance results for advanced vocational training concerning the creation of a regional network for educational organizations and enterprises involved in the joint development and implementation of advanced vocational training programs intended for specialist training.
The Development of Student Worksheet Based on Contextual Approach about Coordination System 11th Grade Senior High School

This research in general is aimed to develop student worksheet base on contextual approach on the coordination system for senior high school in grade 11 using metode of 4-D development. The subjects of this research is one of lecturer majoring in biology at Padang State University, two teachers of SMAN 3 Padang, and 30 students in grade 12 of SMAN 3 Padang as potential users of the product. Data that used in this research is primary data. Instrument of data collection in this research is a questionnaire of validity and practicalicity filled out by expert and students. The result for validity is 91,2% that criteria is very valid. Result for practicalicity from teacher is 90,5% that criteria is very practical and from stucent is 81,3% that criteria is practical.st
Aplikasi Virtual Tour 360° Sebagai Media Pengenalan Desa Wisata Edukasi Kopi Cupunagara, Subang

In the midst of the COVID-19 pandemic problem which indirectly limits people's physical activities, this has resulted in a drastic decrease in the volume of people and goods. The use of the Virtual Tour 360 ° application technology can be used to overcome promotional problems due to the impact of the COVID-19 pandemic, as well as be a positive value and alternative for the field of work. The Virtual Tour 360 ° application itself is a simulation of a real location consisting of several videos and photographic media, to provide the experience of visiting a location just by looking at the monitor screen. The design of this virtual tour application idea requires support from various parties, especially local governments, managers and application developers so that it can be implemented and released properly. With this idea, it is hoped that it can become an additional means of traveling for tourists and introduce desa wisata edukasi Kopi Cupunagara easily, quickly, and relevant.&#x0D; Keywords: Virtual Tour 360°, Educational Tourism Village Kopi Cupunagara, Promotion