Reviewerly/exHarmony huggingface dataset:
Implementation of Knowledge Management on Hotel and Spa GSA Employee Performance

Purpose: This research is to know the implementation of Knowledge Management conducted by the management of a 5 star hotel and spa in Nusa Dua tourist area, Badung, Bali, Indonesia, for its Guest Service Agent employees.&#x0D; Research methods: The total respondent on this research is 10 which are Guest Service Agent employees and analysis by using SPSS 25.0. Analyze technique used is a multiple linear regression with personal knowledge, job procedure, and technology as an independent variable and employee performance as a dependent variable.&#x0D; Findings: Knowledge Management was is effective to improve the employee performance in the hotel researched. The technology variable has a significant effect on the performance of the guest service agent employees, as well as the variables of personal knowledge, job procedures and technology simultaneously positively influencing the performance of guest service agent employees. Implication: The management needs to pay more attention to the Knowledge Management that has been done and if possible it can be increased again
Automatically Generating Citation Graphs (and Variants) for Systematic Reviews

Citation graphs visualize citation relationships of publications. Hence citation graphs enable in-depth analysis about the impact of publications to research areas, such that citation graphs have great benefits for systematic reviews about a special field of research. In this contribution, we introduce a tool for automatically generating citation graphs from a set of paper documents, which runs stand-alone or integrated in a systematic reviews application. As systematic reviews often include many papers, we also propose several strategies to reduce the complexity of citation graphs and add additional information for in-depth analysis of the impact of single publications. In addition to citation graphs our tool also visualizes the publication selection process of systematic reviews. The generated graphs and developed strategies are evaluated using different instruments, including an user survey, in which they are rated positively.
Learning to Dynamically Select Between Reward Shaping Signals

Reinforcement learning (RL) algorithms often have the limitation of sample complexity. Previous research has shown that the reliance on large amounts of experience can be mitigated through the presence of additional feedback. Automatic reward shaping is one approach to solving this problem, using automatic identification and modulation of shaping reward signals that are more informative about how agents should behave in any given scenario to learn and adapt faster. However, automatic reward shaping is still very challenging. To better study it, we break it down into two separate sub-problems: learning shaping reward signals in an application and learning how the signals can be adaptively used to provide a single reward feedback in the RL learning process. This paper focuses on the latter sub-problem. Unlike existing research, which tries to learn one shaping reward function from shaping signals, the proposed method learns to dynamically select the right reward signal to apply at each state, which is considerably more flexible. We further show that using an online strategy that seeks to match the learned shaping feedback with optimal value differences can lead to effective reward shaping and accelerated learning. The proposed ideas are verified through experiments in a variety of environments using different shaping reward paradigms.
Demystifying Loss Functions for Classification

It is common to use the softmax cross-entropy loss to train neural networks on classification datasets where a single class label is assigned to each example. However, it has been shown that modifying softmax cross-entropy with label smoothing or regularizers such as dropout can lead to higher performance. In this paper, we compare a variety of loss functions and output layer regularization strategies that improve performance on image classification tasks. We find differences in the outputs of networks trained with these different objectives, in terms of accuracy, calibration, out-of-distribution robustness, and predictions. However, differences in hidden representations of networks trained with different objectives are restricted to the last few layers; representational similarity reveals no differences among network layers that are not close to the output. We show that all objectives that improve over vanilla softmax loss produce greater class separation in the penultimate layer of the network, which potentially accounts for improved performance on the original task, but results in features that transfer worse to other tasks.
Android-based Animation for Chemical Elements and Experiments as an Interactive Learning Media

The development of science and technology provides significant changes to the development of the teaching and learning process. The use of smartphone technology with various operating system platforms and Android is also widely used in the world of education. Various types of applications were created to support the learning process at school and outside of school. The purpose of this research is to create an alternative learning media in the form of an interactive animation application that utilizes smartphone technology on material or topic discussion of elements and chemical experiments in the eyes of chemistry lessons. This android-based interactive animation application is focused on periodic table material which provides basic information about an element as well as chemical experiments which include PH solutions, electrolyte solutions, and synthetic reactions in them. The application is designed using the Construct 2 application software, HTML 5 programming language, the Intel XDK compiler with the waterfall software development method, and BlackBox testing as a software testing method. It is hoped that this application can be implemented for chemistry subjects, especially for high school students, as an attractive alternative learning media to make it easier to understand the chemistry
MUSICAL CREATIVE WORK IN THE DISTANCE EDUCATION ENVIRONMENT

Musical creativity in computer environment creates the possibility for free mastery of all sound material and its artistically efficient application in practice. The digital environment also contributes to the sustainable identification of the synesthetic regularity of music (spatial-auditory communications, the color hearing), which creates optimal conditions for a deeper understanding of the music semantics and its functioning. These opportunities are important for the formation of new approaches to the problems of a professional musician training, including the development of promising methods of modern music education. The article discusses the implementation of the actual remote musical educational process features on the example of activity of the Educational and Methodical Laboratory “Music & Computer Technologies” at the Herzen University (St. Petersburg). Here, a system of professional retraining and advanced training of musician teachers was developed, it is based on the virtual learning environment Moodle freely distributed. The authors pay special attention to its educational elements, which allow to organize the process of teaching musical creativity in a digital format. They consider with concrete examples both the learning process itself and the control measures that allow to  form consistently the key competencies of the music teacher. This is necessary for his professional activities in the digital educational environment. http://mediamusic-journal.com/Issues/11_5.html
universitas negeri padang STUDI LITERATUR PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE QUIZ TEAM TERHADAP HASIL BELAJAR IPS SISWA KELAS VIII SMP

This study aims to determine the effect of the application of the Quiz Team learning model on student learning outcomes. The method used is quantitative, the research is a literature study, namely analyzing several journals to determine the effect of the Quiz Team type learning model on student learning outcomes. The results showed that this model was able to increase the students' ability to be more responsible in learning in a fun way and did not make students afraid. This model can be applied to all subjects, and in research also uses different methods. This literature study states that there is a significant effect on student learning outcomes  Keywords:  learning model, Quiz Team, learning outcomes
Impact of Flush+Reload Cache Side-channel Attack on the CPS Environment and Detection Technique of Flush+Reload Cache Side-channel Attack

The security of computer systems is highly critical in CPS (Cyber-Physical Systems) as the use of physical systems controlled by compromised computing systems poses a threat to the users. In this paper, we first describe a security attack that exploits the weaknesses of computer hardware, known as the cache-side channel attack, and discuss the impact of the attack on the CPS environment. Next, we propose a two-stage attack detection technique that can dynamically detect the cache-side attack based on flush+reload by using hardware performance counters while supporting online monitoring. The experimental results demonstrate that our proposed technique can detect the attacker processes effectively with zero failure rates when co-operating with certain applications.
PENINGKATAN KETERAMPILAN BERBICARA MELALUI KEGIATAN DISKUSI KELOMPOK DENGAN TEKNIK PROBING PROMPTING PADA SISWA KELAS X SMA NEGERI 3 MAKASSAR

Improving Speaking Skills through Group Discussion Activities with Probing Prompting Techniques for Class X Students of SMA Negeri 3 Makassar. This study aims to improve speaking skills through group discussion activities with the probing prompting technique for class X.2 students of SMA Negeri 3 Makassar. This type of research is a class action research (class action reaserch) which consists of 2 cycles where each cycle is carried out only two meetings. Research procedures include planning, implementing, observing and reflecting. The subjects in this study were 33 students of class X.2 SMA Negeri 3 Makassar. The data collection techniques used in this study were: tests, observation sheets and documentation. The results showed that there was an increase in speaking skills through group discussion activities with the probing prompting technique in class X.2 SMA Negeri 3 Makassar in giving the test cycle I obtained an average score of 72.06 with a percentage of 73% and increased in the second cycle 79 test. , 93 with a percentage of 80.0%. Learning Indonesian using probing prompting learning techniques can improve students' speaking skills Keywords: Speaking, Probing Prompt, and Discussion
5G Multimedia QoE Optimization based on Deep Reinforcement Learning algorithms (A2C)

Many real-world systems require a complex abstraction of the long-term consequences of a specific configuration, as well as the actions you take on them. Reflecting the configuration of these systems implies a response accordingly, which, properly coded, could be treated as a Reinforcement Learning problem.Two of the most powerful fields in recent years are Deep Learning and Reinforcement Learning. In general, the first is responsible for simulating Neural Networks to achieve greater efficiency in training models, while the second seeks to predict what actions an agent should take, maximizing the reward received. One of the algorithms that combines both disciplines is Advantage Actor-Critic (A2C).Due to the innovations produced in the telecommunications sector with the standardization of the new 5G networks, new business opportunities are appearing, being one of the most outstanding multimedia content control under a 5G network.Thanks to the innovations of these networks, it is possible to send content over long distances with low latency, with one of the challenges to guarantee a Quality of Experience (QoE) through automated control of intermediate processes. This research project focuses on the development of the A2C algorithm using Deep Reinforcement Learning techniques, for the automation of the bitrate control of a multimedia transmission, focusing efforts on guaranteeing a QoE. A set of components for the streaming handling is recreated, obtaining various metrics to feed the encoded states of the model, using the actions that the model will predict in real-time to configure the maximum bitrate to transmit. To assess the performance of the training, several reward functions are developed, focusing the most important on the Mean Opinion Score (MOS) evaluated by a quality probe acting in the viewing position by an end-user.The evaluation of the developed models included the development of various Test Cases in which we modified the reward functions to emphasize the importance of the available metrics, including inquiries about the challenge of real-time training. The thesis concluded with a discussion on the potential directions to take in futureresearch, as well as possible extensions in system optimizations.
Video and Sound

To add another dimension of interaction to your Augmented Reality experience, you can incorporate sound and video to your scenes. It is especially effective when they are the result of interacting with items in the scene.
Dal plain language all'easy-to-read per lettori con disabilità intellettive: oltre la semplificazione

This paper deals with the topic of text simplification discussing two models of writing that make texts easier to read and understand. First, it briefly discusses plain language, which has been debated in Italy since the beginning of the 1990s as a tool to improve government communication. However, even though several initiatives tried to promote it, it is still little used, and it has not defeated bureaucratese. Second, this paper presents “Easy-to-Read”, a model of linguistic adaptation designed to write texts that are easy to read and understand for people with intellectual disabilities. Its features of conciseness and simplicity also make it suitable for other categories with reading difficulties due to psychological and neuropsychiatric conditions, social factors, and/or poor knowledge of a language. Plain language and Easy-to-Read share several traits, although Easy-to-Read is a more specific application designed for readers with special needs. Easy-to-Read is a relatively new concept: several guidelines have already been created for some languages, along with the European ones, designed during the Pathways project by the European association Inclusion Europe. Yet, the existing guidelines often lack extensive linguistic indications and can prove insufficient to write proper easy-to-read texts. After presenting Easy-to-Read, the paper will discuss some methodological issues, such as some problems regarding the existing guidelines for the Italian version of Easy-toRead; the complexity of the needs of its recipient; and the absence of proofs, as Easy-toRead currently lacks a more scientific approach and further studies are still needed. Finally, the paper briefly discusses the need to spread both plain language and Easy-toRead in order to foster the participation in social life of people with reading difficulties or intellectual disabilities and promote their right to information.
PHILIP CASHIAN (b. 1963)The Sun’s Great Eye (2008)

This chapter highlights British composer Philip Cashian’s <italic>The Sun’s Great Eye</italic> (2008). In this short but arresting work, Cashian manages, with an impressive display of sleight-of-hand craftsmanship, to assimilate some of the more obvious characteristics of fashionable minimalism within a scheme that combines repeated patterns with asymmetrical rhythmic contours. The result, ingenious and highly concentrated, is not in the least mechanical, but has charm and a natural musicality. The fascinating piano part is written on just one stave, to be shared by both hands. This emphasizes the close interweaving of both protagonists as equal partners, and adds subtly to the feeling of intimacy and unforced expression. Through elliptical rhythmic hurdles and differing alignments, the voice glides in and out, in supple, lilting fragments which must seem effortless, bearing no hint of the hard work needed to acquire perfect coordination and accurate pitching, or the necessity of counting beats in groups of two and three.
Analysis of students' approach to the study of informatics during pandemic quarantine

The COVID-19 pandemic and the subsequent quarantine measures to stop its spread in particular states have significantly affected the educational process at all levels of the educational system Almost instantly, teachers and students were forced to change their common practices in education, access to information and its sharing, including our educational institution Although the Learning Management System (LMS) Moodle was previously actively used in the educational process of our course, in order to streamline studies in state of emergency, it was necessary to change the approach in its environment It was required to implement and actively use multiple tools of LMS which have not been used before and to change the rules of implementation and evaluation of the students Our course is dedicated to the informatics for the students of the economic studies In Slovakia, still persists the general opinion that information and communication technologies (ICT) should be the domain of men, because of its technical background, although there is a gradual improvement in the view of women in the field of ICT Given the above facts, it was interesting to investigate, how this awareness of the need for active use of ICT and its knowledge will reflect in students’ activity during the studying of the subject Therefore, during the pandemic quarantine, the activity of our students was monitored and their opinions and feelings were compared between the genders The paper will show the description of the implementation and adjustment of the educational process during the pandemic quarantine and the subsequent evaluation of the data obtained from different perspectives, especially focusing on the different approaches of both genders in the study © 2020, Institute of Economic Sciences All rights reserved
THE RELATIONSHIP BETWEEN STUDENTS’ PERCEPTION AND SATISFACTION ABOUT THE IMPLEMENTATION OF ONLINE LEARNING TOWARDS SCIENCE LEARNING OUTCOMES

The purpose of this study was to determine the relationship between perceptions and student satisfaction regarding the implementation of online learning on student cognitive learning outcomes in science subjects at SMPN 1 Jabon. The method used in this study was the ex-post facto type of quantitative corelation method. The population used in this study were all students of SMP 1 Jabon class VII with a sample of 68 students. Data collection techniques used were questionnaires and documentation. The data analysis technique used to test the hypothesis was multiple correlation analysis techniques. The results of this study indicate that: 1. There is a relationship between perceptions about the implementation of online learning on the cognitive learning outcomes of students in science subjects, 2. There is a relationship between student satisfaction about the implementation of online learning and student cognitive learning outcomes in science subjects, 3. There is a positive relationship and significant between student perceptions and satisfaction with the cognitive learning outcomes of class VII students in science subjects for the 2019/2020 school year. Where the Fcount price is 5,261. This value is greater than the Ftable value at the 5% significant level of 3.14. So the price Fcount> Ftable.
Full-field harmonic deformation measurement using short-time stereo high-speed imaging — with application to anisotropic viscoelastic porous media

This paper proposes a method for the measurement of full-field three-dimensional displacement transfer functions using short-time harmonic high-speed imaging. The methodology makes use of stereo di ...
Efficient Diverse Response Generation in Attention-based Neural Conversational Model with Maximum Mutual Information

Diversity} of generated responses is important for a data-driven neural conversational model (NCM) for non-task-oriented conversation. A criterion of maximum mutual information (MMI) and generating N-best outputs are both effective ways to increase the diversity. Generally, a beam search is used for generating N-best outputs. However, the beam search is likely to produce similar outputs in the N-best results. We propose a simple and efficient N-best search, namely N-greedy search, for an encoder-decoder recurrent neural network (RNN) with an attention mechanism. We built an NCM with a fictive chitchat corpus and generated responses based on the MMI criterion and N-greedy search. All of four objective indices of diversity showed increases, and a subjective evaluation clearly showed a reduction in the number of dull responses.
PELAKSANAANPEMBELAJARAN KETERAMPILAN BERBICARA DI SMA ADABIAH PADANG

ABSTRACT This study aims to describe the implementation of learning speaking skills in class XII Natural Sciences Adabiah Padang. In this study, the implementation of learning includes three main components, namely: (1) learning material for speaking class XII SMA Adabiah Padang, (2) learning methods of speaking class XII SMA Adabiah Padang, and (3) evaluating speaking learning class XII SMA Adabiah Padang. This type of research is a qualitative research with descriptive methods. This research was conducted in the SMA Adabiah Padang. The data in this study were observation, interviews, and study documentation about the understanding and implementation of learning speaking skills conducted by Indonesian language teachers at SMA Adabiah Padang, which were obtained from data sources. The techniques used are observation, interviews, and documentation studies. Techniques used to analyze data are data identification, data presentation, and drawing conclusions. Based on the research findings and research results, the following three things can be concluded. (1) The use of learning materials in SMA Adabiah Padang has implemented learning materials with excellent categories. Teaching material is selected and determined with consideration and attention to problems, including (a) the objectives to be achieved to be relevant, (b) the level of students' thinking ability, (c) the scope (scope) and sequences need to be arranged so that it is systematic and clearly, and (d) time and equipment are also considered. (2) The application of learning methods in SMA Adabiah Padang has implemented the learning methods in very good categories because it has used many methods in the learning process such as the question and answer method, lectures, assignments, discussions, and demonstrations. (3) The evaluation of learning in SMA Adabiah Padang is good. The teacher evaluates speaking skills with the appropriate aspects, namely intonation, pronunciation, fluency, expression, appearance, and gesture. Kata Kunci: Pelaksanaan, Keterampilan, Berbicara, Mata pelajaran bahasa Indonesia