Reviewerly/exHarmony huggingface dataset:
Learning Monitoring Model with Biometric Devices for Business Simulation Games: PBP Methodology

Implementing business simulation games (BSG) to empower people is becoming a highly sought-after teaching strategy for universities; however, real-time monitoring and analysis of aspects related to learning and its relationship with elements provided by the game during its use still need to be studied. This work aims to present a proposed methodology for monitoring these simulators of organizational environments based on analyzing the player’s experience supported by biometric devices. The proposed experimental model, called PBP, considers an analysis from three perspectives (Physiological, Behavioral and Psychological), a combined way to offer usability information that occurs in real-time. With the application of the method, it is expected to explore to the maximum the potentialities and main resources that are significant for the players, collaborating with insights so that the developers can improve these educational support tools to prepare and motivate the professionals with the best skills and competencies needed to stand out in the labor market.
Towards 3D Scene Reconstruction from Locally Scale-Aligned Monocular Video Depth

Monocular depth estimation methods have achieved excellent robustness on diverse scenes, usually by predicting affine-invariant depth, up to an unknown scale and shift, rather than metric depth in that it is much easier to collect large-scale affine-invariant depth training data. However, in some video-based scenarios such as video depth estimation and 3D scene reconstruction, the unknown scale and shift residing in per-frame prediction may cause the predicted depth to be inconsistent. To tackle this problem, we propose a locally weighted linear regression method to recover the scale and shift map with very sparse anchor points, which ensures the consistency along consecutive frames. Extensive experiments show that our method can drop the Rel error of existing state-of-the-art approaches by 50% at most over several zero-shot benchmarks. Besides, we merge 6.3 million RGBD images to train robust depth models. By locally recovering scale and shift, our produced ResNet50-backbone model even outperforms the state-of-the-art DPT ViT-Large model. Combined with geometry-based reconstruction methods, we formulate a new dense 3D scene reconstruction pipeline, which benefits from both the scale consistency of sparse points and the robustness of monocular methods. By performing simple per-frame prediction over a video, the accurate 3D scene geometry can be recovered.
Effects of organizational agility on readiness for change in nurses: A cross‐sectional study

To investigate the correlation between organizational agility and nurses' readiness for change.The paradigm of agility in a healthcare organization is a novel concept that embodies the most advantageous organizational status. However, assessing the effects of organizational agility on nurses' readiness for change has not been previously studied.This cross-sectional study was conducted on 270 nurses working in a university hospital in Egypt. The study took place between January - March 2022, and participation was voluntary. Data were collected using the organizational agility scale and individual readiness for change scales. Data analysis was conducted using descriptive statistics, Pearson correlation, and structured equation modeling (SEM).The results indicated that nurses in the hospital exhibited a moderate level of agility. Nurses' readiness for change is high. The SEM showed that organizational agility accounted for 64% of the variance in nurses' readiness for change.Organizational agility is a significant predictor of nurses' readiness for change.As a means of ensuring that nurses are prepared for changes, nursing institutions should foster agility by instilling a vision for the future, enhancing staff capabilities, encouraging teamwork and open communication, and implementing total quality management, strategic planning, advanced nursing practice, participatory management, shared decision-making, and policy development.
Reasoning

Chapter 1 begins with the distinction between reasoning from associations and reasoning from rules – a distinction that will resurface in subsequent chapters on creativity and innovation. The associative system is reproductive, automatic, and emphasizes similarity. The rule-based system is productive, deliberative, and emphasizes verification. Daniel Kahneman’s (2011) best-selling book Thinking Fast and Slow introduced readers to how associative and rule-based reasoning influence the speed of responses. The third section on biases in reasoning describes Kahneman’s classic research with Amos Tversky on how the use of heuristics such as availability and representativeness influence frequency estimates. The final section discusses monitoring reasoning in which people use knowledge to improve their thinking skills. Monitoring reasoning is a metacognitive skill that controls the selection, evaluation, revision, and abandonment of cognitive tasks, goals, and strategies.
Probabilistic Modeling and Inference

In this chapter we provide an overview of data modeling and describe the formulation of probabilistic models. We introduce random variables, their probability distributions, associated probability densities, examples of common densities, and the fundamental theorem of simulation to draw samples from discrete or continuous probability distributions. We then present the mathematical machinery required in describing and handling probabilistic models, including models with complex variable dependencies. In doing so, we introduce the concepts of joint, conditional, and marginal probability distributions, marginalization, and ancestral sampling.
Hidden Markov Models

In this chapter we introduce and apply hidden Markov models to model and analyze dynamical data. Hidden Markov models are one of simplest of dynamical models valid for systems evolving in a discrete state-space at discrete time points. We first describe the evaluation of the likelihood relevant to hidden Markov models and introduce the concept of filtering. We then describe how to obtain maximum likelihood estimators using expectation maximization. We then broaden our discussion to the Bayesian paradigm and introduce the Bayesian hidden Markov model. In this context, we describe the forward filtering backward sampling algorithm and Monte Carlo methods for sampling from hidden Markov model posteriors. As hidden Markov models are flexible modeling tools, we present a number of variants including the sticky hidden Markov model, the factorial hidden Markov model, and the infinite hidden Markov model. Finally, we conclude with a case study in fluorescence spectroscopy where we show how the basic filtering theory presented earlier may be extended to evaluate the likelihood of a second-order hidden Markov model.
Standardization of reference specification in English-language scientific journals in China

The correctness of bibliographic references and citations for retrieving information is essential. However, many journals are still receiving manuscripts with reference formats different to those specified in the journal guidelines. Consequently, this increases the difficulty for editors to process the manuscripts and restricts the production process. This paper discussed the specification format of bibliographic references and citations in English-language scientific journals from the perspective of the reference specification itself. Based on the current four mainstream styles used in the bibliographic references and citations of international English-language scientific journals, combined with the reference examples of ten English-language scientific journals launched in China and our work experience, we suggested the specific suggestions on the standardization of reference specification in English-language scientific journals in China. It is recommended to simplify the essential information (author’s name, article title, journal title, and year of publication) for bibliographic references and citations, add a hyperlink to the homepage of the reference cited, and prioritize adding the digital object identifier (DOI) of all the references. This standardization suggested can speed up the information processing of references, which can reduce the burden on authors and readers, save more time for editors to provide more services for scholars, and better realize the article links and communications on the Internet.
A Quantitative Modeling Analysis Method of Mental Models Combined with Link Tables

As the basic structure of human cognition, mental models manifest the structure of people's cognition, experience and knowledge of the real world. Most of the existing studies focus on the structure and content of mental models, and a more objective and comprehensive approach to modeling mental mode
Pengembangan Media Pembelajaran Bahasa Indonesia Berbasis Game Edukasi Berbantu Canva Dalam Kurikulum Merdeka

This research is motivated by the low learning outcomes of students in learning Indonesian. The low learning outcomes are due to the unavailability of more interesting teaching materials to help students understand learning, this makes student learning outcomes low. To overcome this, researchers are trying to develop teaching materials in the form of educational game-based Indonesian language learning media in class IV SD Negeri Koto Baru that are valid, practical, and effective. This type of research is developed using the ADDIE development model which consists of the analysis stage (Analysis), the planning stage (Design), the development stage (Development), the implementation stage (Implementation), and the evaluation stage (Evaluation). The results of the validation assessment of Indonesian learning educational games on the validity test by three validators who have an average of 89.58% are included in the very valid category, meaning that the educational game is in accordance with the content, graphic feasibility, and language. The practicality test with an average of 92.33% is categorized as very practical, meaning that educational games can be used easily in the learning process. While the effectiveness results with an average of 84% are categorized as very effective, meaning that this educational game can improve student learning outcomes.
Upaya Peningkatan Keterampilan Membaca Siswa Menggunakan Model Cooperative Integrated Reading and Composition

This research aims to determine three things: (1) students' reading abilities in Indonesian before using the CIRC model; (2) how the CIRC model can be used to improve students' reading abilities in Indonesian; and (3) students' reading abilities in Indonesian after using the CIRC model. Classroom Action Research is the methodology employed (PTK). The study took place at MIS NU in the Barus District's Pasar Batu Gerigis. Each cycle of this study includes four steps: planning, acting, monitoring, and thinking about what you learned. Participants included 26 fourth-year students (16 male and 10 female) from MIS NU Pasar Batu Gerigis. The study’s overarching goal is to find effective ways to implement the CIRC learning model in Indonesian classes so that students can develop stronger reading skills. Sheets of observations, tests, and written documentation are all examples of data collection methods. It was determined that 1) only 6 students out of a total of 23 had a classical completion percentage of 23 percent with an average score of 4.4 before using the CIRC learning model. Using the CIRC model, 14 students achieved 54% classical completeness and an average score of 6.0 on a reading comprehension assessment after the first cycle of student learning. In addition, students' reading abilities improved even further in the second cycle, with 22 students achieving an 85 percent classical completeness rate and an average score of 8.2. The data presented above demonstrate that students in class IV at MIS NU Pasar Batu Gerigis have improved their reading comprehension to the extent that classical learning has been completed (at the 85% level).
Perancangan E-Distribution Sebagai Media Promosi Dan Penjualan (Studi Kasus : A3 Cell)

AbstractOne way that is currently being widely used in an effort to support and increase company income is the use of internet facilities in the trade sector. By utilizing the internet as a medium to market products in large quantities and distribute them to online buyers, it is called E-Distribution. E-Distribution A3 Cell as a store engaged in selling internet quota and cellphone accessories currently does not own and use information media and technology in terms of information dissemination. So far, the system used is in the form of disseminating information from one consumer to another and is limited to the area around A3 Cell. A3 Cell relies on manual information, transactions in A3 Cell are still recorded in the Ledger, the search and report generation process takes a long time. Based on this, an E-distribution-based system is needed that can assist A3 Cell in providing updated product information and improving services to consumers without time and place restrictions. The results of the research that have been designed and tested show that the information system that has been created provides convenience in the sales process, data management of the distribution of goods as well as based on the results of the black box.
Pengembangan Media Pembelajaran Game Edukasi Tajwid Berbasis Android

Technology brings people to see beyond the outside world, open their minds to think, and build creativity to create new things. One technology that is currently developing very rapidly is technology in the form of smartphones, especially those based on Android. Android games are one of the entertainment media that are the people's choice to eliminate boredom or just to fill spare time. In addition to being a medium of entertainment, games can also be a medium of learning to improve one's brain development. Learning media such as interactive Tajweed science using educational game media are still rare, even educational games with the theme of learning about Tajweed Science are not yet available. Android-Based Tajweed Educational Game Design which is expected to provide education, convenience and entertainment that are more interesting, efficient, effective, and efficient.
Prototipe Sistem Deteksi Jarak Kendaraan Roda Empat Untuk Mengurangi Angka Kecelakaan Berbasis Arduino

Based on the research, we need a technology that can be used to monitor the distance when driving in order to reduce the rate of road accidents. The purpose of the author is to make a device on vehicles using Arduino. So the author makes a solution with a report entitled" Design and build a distance detection device on cars to reduce the number of accidents in Lampung based on Arduino". This tool utilizes an ultrasonic sensor as a distance reader,so that the driver can determine the distance between the vehicle and the object in front or behind the vehicle. Based on the results of research that has been tested using the Black box testing method, and the use of the device is in accordance with the function.
Sistem Informasi Geografis Penyebaran Lokasi Toko Bunga Berbasis Web di Kota Bandar Lampung

AbstractInformation technology is developing very rapidly now, so that it is able to make people carry out activities easily. The presence of developing technology is targeted to get better results more easily with the accuracy of its use, one of which is the website. The website is also stored on a server in a name, namely a domain or sub domain that can connect a navigation application to find a location is GIS or Geographical Information Systems. So far the public knows the location of the flower shop through the website, Instagram and Facebook, this method causes the information obtained to be incomplete and takes a lot of time to find the location of the flower shop and the number of flower shop availability is sometimes not proportional to the number of flower shop seekers. In addition, flower shop seekers also do not have information about the location of flower shops and many immigrants do not know about the Bandar Lampung area, so they have difficulty getting to the flower shop. Based on this, the authors propose to design a geographic information system to determine the location of the web-based flower shop in Bandar Lampung. The results of this study are able to display information about flower shops, able to provide relevant information about flower shops in Lampung based on the user's location.
SISTEM INFORMASI PENELITIAN DAN PENGABDIAN DOSEN PROGRAM STUDI SISTEM INFORMASI MENGGUNAKAN METODE RATIONAL UNIFIED PROCESS (RUP)

Besidesproviding the education, a lecturer has an obligation to carry out the research and dedication for society. Research and dedication were one of requirements to increase the lecturers’ functional position and as an assessment reference of department accreditation. Data processing of lecturers’ research and dedication in Computer Science Department used a spreadsheet. The use of spreadsheets has been able to process the data of the research and dedicationwell, but it still constrained by the actors who have not been able to maximize all the functions of a spreadsheet.This study was conducted to develop information systems of lecturers’ research and dedication in Computer Science Departmentas a management tool of department in data processing of lecturers’ research and dedication. System development method that is used is the Rational Unified Process (RUP). RUP is a collection of best practices from software development industry. RUP has six mains workflow those are business modeling, requirements, analysis and design, implementation, testing, and deployment. Lecturers’ research and dedication information systems in Computer Science Department has been developed using the RUP. RUP method provided flexibility to the programmer in develeoping software. Keywords: information systems, RUP, lecturer, research, dedication.
Implementasi Telegram untuk Budidaya Lumbricus Rubellus Berbasis IoT

Lumbricus Rubellus (earthworm) has various benefits: serving as livestock feed, medicine, cosmetics ingredients, and organic fertilizer from vermicompost. Earthworm cultivation is not difficult, but requires extra monitoring due to various challenges that affect their growth and development. One key factor to consider is the weather, as prolonged hot temperatures during droughts can disrupt the growth of earthworms. To address this challenge, a monitoring and control device was designed to regulate the temperature and humidity of the cultivation area automatically. Additionally, the device provides information about the age of the cultivated earthworms for predicting the harvesting period. These functions were realized by utilizing various sensors, such as the DHT11 sensor for room temperature measurement with 95.05% accuracy and the Soil Moisture sensor for soil humidity measurement with 96.3% accuracy. Furthermore, a fan and water pump were employed to automate temperature and humidity regulation. The main control unit for this system is the NodeMCU ESP8266. Telegram application was used as a platform to monitor and control this IoT-based device remotely. With this device, the process of earthworm cultivation is expected to be more accessible.
PERANCANGAN LEMBAGA PEMBINAAN KHUSUS ANAK KELAS IIA GORONTALO DENGAN PENEKANAN HUMANISTIK

The emergence of laws and regulations that specifically discuss the process of punishingchildren in conflict with the law has become a relief for the juvenile criminal justice system.Th laws and regulation that one of which can bring out the Institute for Special Developmentof Children, hereinafter referred to as LPKA, is proof of the government’s seriousnesstoward the fate of children in conflict with the matters realting to the criminal process forchildren have begun to be specialized without having the same process as adults. LPKA isan example of humane and child-friendly criminal media for children. Therefore, this studyis conducted to participate in achieving the goals of the LPKA. This study aims to explorefurther the role of architectural design that can hel achieve the goal of fostering a humaneand child-friendly LPKA. The finsing indicates that a certain emphasis is needed to producearchitectural design concepts that is in accordance with the aim of this study. Thus, thehumanistic emphasis is chosen as the design concept. It is hoped that this concept canrealize a humanist dan child-friendly LPKA design.Keywords: humanism, design concept, LPK
PELAKSANAAN GERAKAN LITERASI DI SDN 88 PEKANBARU

This research describes the implementation of the school literacy movement at SDN 88 Pekanbaru. The type of research chosen is a qualitative approach, the instruments used are interview guidelines and observation guidelines. The results showed that the implementation of the school literacy movement (GLS) at SDN 88 Pekanbaru had not been carried out optimally. Literacy is a language skill possessed by a person in communicating reading, spe aking, listening and writing, one of the most common supports for literacy is the library, schools can implement a library visit program. The library visit program is an organized activity that is applied to students regularly every week with different classes to carry out literacy activities. Qualitative research is research that is descriptive in nature and tends to use analysis. Process and meaning (subject perspective) are emphasized in qualitative research. The theoretical basis is used as a guide so that the research focus is in accordance with the facts in the field. In addition, this theoretical basis is also useful for providing an overview of the research setting and as material for discussing research results.
Macro and micromanagement practices of reading comprehension programs in selected grade schools in the post-pandemic

After years in distance learning, grade school teachers are now facing the threat of declining reading comprehension among elementary pupils in post-pandemic settings. Teachers observed a spike in the number of non-readers and frustrated readers in intermediate grade levels. Teachers expressed concerns about the state of the education system in the aftermath of the pandemic. The purpose of this exploratory study was to establish an understanding of the challenges and mechanisms of macro- and micro-management strategies of grade school institutions. There were six teachers and six reading coordinators who participated in the study. The findings suggested that while reading comprehension was a problem before the pandemic, teachers realized a surge in the number of non-readers after opening back to face-to-face classes. This was an unanticipated phenomenon that called the academic institutions to respond immediately. Significant mechanisms of reading comprehension programs were profiling, initial detection, policy-based initiatives, and institution-based design. Collaborative and collective responsibility represented macro-management practices, while initiative and responsiveness reflected micromanagement practices. These practices and strategies provided conceptual and phenomenological underpinnings relevant to early-education reading comprehension.
Virtual Reality Cleanroom Suite Introduction Video on Students’ Knowledge and Confidence during USP 797 Simulation

The objective of this study is to assess the impact of an introductory virtual reality (VR) video prior to a second-year USP 797 cleanroom in-person activity on student knowledge and confidence.