Reviewerly/exHarmony huggingface dataset:
Automatic recommender algorithm of reviewers using machine learning

어떤 학술단체의 학술지에 소속된 연구자가 논문을 투고하는 경우 관련된 연구전문가들의 심사를 받고 게재여부가 판가름된다. 이때 학술지 책임자(편집위원장) 입장에서는 심사위원들의 전공 pool을 참고하여 주관적으로 심사위원을 배정하게 되는데, 이에 대한 배정이 연구주제와 관련하여 제대로 배정이 되었는지 타당성 문제가 발생하는 경우가 많다. 왜냐하면, 연구자들의 세부전공 분야는 끊임없이 변화하기 때문에 초기 입력된 전공 pool 정보만으로는 정확한 심사 배정에 한계를 가지게 된다. 본 연구에서는 이와 같은 심사위원 배정 혹은 평가위원 배정 문제를 머신러닝 기법을 활용하여 관련 연구자들의 연구주제 그룹 pool을 새롭게 생성하고 이로부터 무작위 배정을 자동으로 실행하는 심사위원 자동추천 알고리즘을 제안하고자 한다. 여기서 제안하는 자동추천 알고리즘 타당성을 확인하기 위해서 머신러닝 기법 중 비지도 학습알고리즘인 k-평균 군집방법을 이용하여 문서를 군집화하고, 그 결과를 이용하여 군집 소속정보를 원 데이터에 라벨링(labelling)하였다. 그다음 단계로 라벨링된 데이터를 텍스트분류에 많이 사용하는 나이브베이즈방법을 이용하여 문서(논문제목) 분류 모형을 개발하였으며, 평가용 데이터에 적용해본 결과 1.1%의 오분류을 보여주었다.In case of submitting someone’s manuscript, accepting for publication depends on peer reviewers’ decisions. The Editor of jounal chooses the related reviewers with considering their major fields. However, in this process, validation of allocating reviewers is often a problem because researcher’s major fields are changing in time. In this study, we propose the automatic recommender system of reviewers using machine learning techniques. To confirm the validity of our recommender system, first we cluster the documents using k-means clustering and then labelled the cluster information to the raw data. After labelling, we develop the text(thesis’ title) classification model using the naive bayes method. As a result of adopting our model to validation set, we found the misclassification error was 1.1%.
Descriptive Data Analysis Basics

In previous chapters, you were introduced to the Python language – the syntax, functions, conditional statements, data types, and different types of containers. You also reviewed more advanced concepts like regular expressions, handling of files, and solving mathematical problems with Python. Our focus now turns to the meat of the book, descriptive data analysis (also called exploratory data analysis).
Robot training in virtual environments using Reinforcement Learning techniques

In this work, we propose a framework to train a robot in a virtual environment using Reinforcement Learning (RL) techniques and thus facilitating the use of this type of approach in robotics. With our integrated solution for virtual training, it is possible to programmatically change the environment parameters, making it easy to implement domain randomization techniques on-the-fly. We conducted experiments with a TurtleBot 2i in an indoor navigation task with static obstacle avoidance using an RL algorithm called Proximal Policy Optimization (PPO). Our results show that even though the training did not use any real data, the trained model was able to generalize to different virtual environments and real-world scenes.
FishUI: Interactive Fisheye Distortion Visualization

Fisheye lenses provide major benefits for many applications due to their large field of view. However, they come at the cost of strong radial distortions leading to problems in a variety of signal processing tasks which have been developed with perspective lenses in mind. As such, while state-of-the-art image and video codecs excel in reducing redundancy and irrelevance in content captured with perspective lenses, the coding gain reduces significantly when fisheye lenses are applied. To improve the understanding of distortions introduced by fisheye lenses with respect to perspective lenses, we provide an interactive user interface for the visualization of fisheye block distortions.
Hateful Emotional Responses Scale (HatERS): Development and Initial Evaluation

The present investigation consists of two studies designed to provide a preliminary examination of a new scale for measuring hateful emotional responses to being hurt by an offender. Study 1 involved definition of hateful emotional responses, item development, analysis of internal consistency, and convergent and incremental validity. The scale was evaluated in a sample of 33 young (M = 26) college and community adults. A five-item hateful emotional responses scale was developed and psychometric properties of the scale were encouraging. Study 2 involved using the five-item scale developed and evaluated in Study 1 and examining factorial validity and sensitivity to change in hate as a result of attending a lecture on hate reduction. Results of confirmatory factor analysis showed that the scale had acceptable unidimensional factor structure and standardized loadings were all statistically significant and moderate to large in magnitude. The scale also showed expected sensitivity to change. Study 2 participants were 47 middle-aged (M = 50) churchgoers. These initial results suggest that the scale may hold promise for further development in samples of broader, larger, and more varied individuals, communities, and nations.
Similarities and Divergences in Electronic Game Review Texts

With the intensification of the electronic gaming industry and electronic gaming competitions, the repercussions of reviews involving games have become more common. Like a movie, an electronic game can be criticized for its features, including gameplay, story, audio, visuals, and multiplayer (if any). Because there are reviews written by specialists (critics) and ordinary users, there may be divergences and similarities between the reviews made by both audiences. Commonly, when The Game Awards (TGA) score comes out, players open forums and discuss their reviews about the games, their features, and if the prize should have been for the winner. This paper verifies the similarities and divergences of electronic game reviews between critics and ordinary users using text processing and information retrieval techniques. We collected reviews about eight games from the Metacritic website; four games played for TGA's best game of the Year Award. Our results indicated that the story element is the most commented by both types of users and that ordinary users tend to use gameplay and graphics when referring to the gameplay and visual elements, respectively. Critics and ordinary users do not often comment on the audio and multiplayer aspects. By using these results, game software engineers can consider new gameplay patterns and story or player modeling.
A study on the directions of the development of elementary Chinese textbooks based on multi-cultural education.

In the current elementary Chinese education, the implementation of the perspective of multi-cultural education has great significance since it can positively bring the multi-cultural characteristics of Korean society into class and can develop students’ competence for cosmopolitans living in the age of multi-culturalism. Against this backdrop, this study aims to seek the directions of the development of elementary Chinese textbooks needed for the integrated operation of elementary Chinese education and multi-cultural education. As a baseline study for the ultimate goal, elementary Chinese textbooks currently used at schools were analyzed for evaluation. Then, the results of the analysis were used to propose the directions of the development of textbooks on multi-cultural education in the following areas: the purpose of the textbooks, the presentation of contents, and learning activities. It is expected that, from this study, there will be active discussions on Chinese education, which will not only develop students’ linguistic competence of Chinese but also cultivate the multi-cultural competence at the elementary school in the future.
A COMPARATIVE STUDY BETWEEN WORD WALL AND FLASH CARD TO INCREASE STUDENTS’ VOCABULARY OF VIII GRADE STUDENTS AT SMP NEGERI 5 TOLITOLI

The aims of this research are to find out whether the Word Wall and Flash Card media can increase students’ vocabulary of eighth grade students at SMPN 5 Tolitoli. The design of this research was true-experimental research. The sample of this research is consisted of 38 students’ is VIII A 19 and VIII B 19, which using random sampling. The data obtained from pre-test and post-test. In the class Word Wall post-test, it found that the mean score of the students is 73,26  was higher than pre-test 52,84 And the mean score of the class Flash Card in post-test is 72,00  was higher than pre-test 40,11. The testing hypothesis showed that the value of t-count was lowest than t-table (0,269<2.028). In Conclusion, there was no significant difference whether the of word wall and flash card in increasing students’ vocabulary at SMPN 5 Tolitoli. Key words: Compare, Word wall, Flash card, Vocabulary
Chip and System Design of Real Time Object Detection Based on LS-R-YOLO Network

In this paper, point cloud and image feature distribution algorithms are adopted. First, we use the depth information of the LiDAR point cloud to perform object segmentation. Secondly, we use the result of object segmentation to find the ROI (region of interest) on the color image and set it as the input of the R-YOLO neural network for object detection. Finally, our algorithm will simultaneously obtain LiDAR point cloud and image recognition results in real time. In addition, we will use a cell-based design flow to implement high-speed convolution chips to improve system performance.
Research on Hybrid Teaching Mode Based on "Cloud Class Intelligent Vocational Education" --- Take "Introduction to Internet of Things" as an Example

The advent of the era of ＂Internet+＂has made intelligent classroom an inevitable trend of current education. Based on the cloud class intelligent vocational education platform, this paper takes the course "Introduction to Internet of things" as an example, and constructs a hybrid teaching mode through the integration of online and offline resources. Through the actual classroom teaching, this paper analyzes the traditional teaching and hybrid teaching, and discusses their possible shortcomings. By reflecting on its shortcomings, new ideas are put forward for the innovation and practical application of hybrid teaching mode in vocational education in the future. This paper mainly introduces the application advantages of the "cloud class intelligent vocational education" hybrid teaching mode in the "Introduction to the Internet of Things", analyzes the problems in the application of the hybrid teaching mode in the course of "Introduction to the Internet of Things", and studies the specific problems and countermeasures.
Unsupervised stereo image depth estimation of midan recovery structure

Abstract The stereo image depth estimation is an important fileld in computer vision. At present, most of the researches on depth estimation based on deep learning make use of the mathematical characteristics of the image, such as left-right consistency and pixel distribution characteristics. In this paper, we pay attention to the relationship between the grid representation, which is a distance representation mode of biological system, and the depth representation. Inspired by the concept of Fourier decomposition, we propose a median recovery network structure. The Experiment shows that this network structure has a certain effect on depth estimation.
KLASIFIKASI ALGORITMA C4.5 UNTUK MENENTUKAN POTENSI SISWA DALAM BERWIRAUSAHA (STUDI KASUS SMK LINGGA KENCANA, SMK PERWIRA BANGSA DAN SMK BINA RAHAYU)

Depok city adjacent to the capital city of Jakarta, the population growth is very rapid, so the population density is increasing. However, not all residents who are at work age have received employment. Approximately 80,000 people more, unemployment in the city of Depok, almost 50 percent dominated by high school graduates. Therefore the authors used a sample of data from the questionnaire results in SMK Lingga Kencana Pancoran Mas Depok, SMK Perwira Bangsa, and in SMK Bina Rahayu in hopes to reduce the number unemployment in Depok city. Based on the problem to know the potential of students than in this research will be proposed use of one method in Data Mining to predict how big potency and interest of students of SMK by using algorithm C4.5. This algorithm is used because it can make the classification rules easy to understand and can build a decision tree quickly and requires only some configuration. Based on previous research conducted by Aswan Supriyadi (2012) concluded that by using the Algorithm C4.5 method, can predict pass or not pass the competency exam. The result of evaluation and validation with the confusion matrix by using training data show an accuracy level on Algorithm C4.5 equal to 81.22%.
UPAYA PENINGKATAN HASIL BELAJAR BAHASA INGGRIS SISWA DENGAN MODEL PEMBELAJARAN ACTIVE LEARNING

This study aims to improve the learning outcomes of the English language by applying the active learning model at SMPN 14 Mataram. The research method used is classroom action research with research subjects, namely students of class IX-E totaling 25 students. Data collection tools used were observation and assessment sheets. Analysis of research data using qualitative and quantitative descriptive analysis. The results of this study indicate that the lecture or conventional method is less effective in increasing student achievement in understanding the material of the report text on English subjects. By applying this method students appear to be more active in learning and enthusiastic in learning increases, the classroom atmosphere becomes lively and there is The increase in learning outcomes is quite good. From the results of each cycle obtained in the first cycle the class average value obtained by students was 64.87, in the second cycle it was 78.12.
Sistem Pakar Diagnosa Mastoiditis Menggunakan Metode VCIRS Dan Naive Bayes

Mastoiditis is a disease in the form of infection on the back of the human ear, commonly known as the mastoid bone, which generally affects babies aged 6 to 13 months. Mastoiditis can destroy the spine of the human ear and cause hearing loss which can lead to death if not treated in time. This causes parents to first bring their baby to consult a mastoiditis specialist with the aim of obtaining information on the diagnosis of the disease experienced by their baby. The problem that often occurs when parents consult a specialist is the inefficient time to consult a specialist due to limited time and a large queue of patients, so that specialist doctors cannot always serve all patients who come for consultation. In overcoming the problems with the diagnosis of mastoiditis described above, the authors assess that a diagnostic aid based on information technology is needed in the form of an expert system with an effort to provide mastoiditis diagnosis information. Therefore in this study, designing an expert system for diagnosing mastoiditis by applying the variable centered intelligent rule system (VCIRS) method and the naive Bayes method. This research is expected to provide positive benefits to an expert and also to people who are generally not familiar with the specifics of mastoiditis which is commonly referred to as mastoid
Tableau-based translation from first-order logic to modal logic

We define a procedure for translation of a given first-order formula to an equivalent modal formula, if such exists, by using tableau-based bisimulation invariance test. Previously developed tableau procedure tests bisimulation invariance of a given first-order formula, and therefore tests whether that formula is equivalent to the standard translation of some modal formula. Using a closed tableau as the starting point, we show how an equivalent modal formula can be effectively obtained.
СОЦИАЛЬНО-ЭМОЦИОНАЛЬНОЕ ОБУЧЕНИЕ КАК НОВОЕ НАПРАВЛЕНИЕ РАЗВИТИЯ ПЕДАГОГИЧЕСКОЙ НАУКИ И ПРАКТИКИ

The article is devoted to the review of scientific achievements in the implementation of psychological and pedagogical programs for the development of emotional intelligence in the field of education. It is shown that this problem is relevant in both domestic and foreign science. In the educational process, attention is paid to such concepts as emotional and educational environment, social and emotional learning. The necessity of introducing the ideas of emotional intelligence into practical activities is identified and justified. A tool for assessing the emotional competencies of individuals and organizations is shown, and the question arises of what is necessary to be able to do in order to become emotionally competent. Special educational programs aimed at developing emotional competence are being developed. The conclusion is given on the methodological foundations that must be relied upon in the development and implementation of psychological and pedagogical programs for the development of emotional intelligence.
영어 토론 학습과 앱 활용 읽기의 창의성 개발

The Fourth Industrial Revolution requires a change in the educational system for developing creativity and communication skills that cannot be dealt with by artificial intelligence. Currently, the education system needs to be changed into a system that utilizes knowledge creatively as a structure. The purpose of this study is to examine discussion learning and English reading on creativity development. The results of the study are as follows. First, the solution for the next generation education in the era of the constantly changing Fourth Industrial Revolution depends on the development of human creativity talents only. The educational direction of this age should aim at learning that can cultivate creative ability. Second, discussion learning is the basis of communication skills, teamwork skills, analytical skills, and ethical skills that are essential for the Fourth Industrial Revolution era. Discussion learning is a source of creativity development by improving problem solving ability and planning and critical thinking ability. Third, reading through English applications such as Lingbe, Memrise, and HelloTalk is effective for creativity development. Reading learning enriches the learner's thoughts and imaginations, allowing them to understand things in a new and original way. In other words, the learner himself develops his own values through logical thinking, new judgment about the subject and ability to solve the problem. Imagination is the basis of creativity, and discussions and reading of English applications are the basis of creativity development because they use critical thinking logic.
A Timeline Optimization Approach of Green Requirement Engineering Framework for Efficient Categorized Natural Language Documents in Non-Functional Requirements

The system's functional requirements (FR) and non-functional requirements (NFR) are derived from the software requirements specification (SRS). The requirement specification is challenging in classification process of FR and NFR requirements. To overcome these issues, the work contains various significant contributions towards SRS, such as green requirements engineering (GRE), to achieve the natural language processing, requirement specification, extraction, classification, requirement specification, feature selection, and testing the quality attributes improvement of NFRs. In addition to this, the test pad-based quality study to determine accuracy, quality, and condition providence to the classification of non-functional requirements (NFR) is also carried out. The resulted classification accuracy was implemented in the MATLAB R2014; the resulted graphical record shows the efficient non-functional requirements (NFR) classification with green requirements engineering (GRE) framework.
Brightness preservation single-image dehazing algorithm based on local visual pattern

A brightness preservation dehazing algorithm based on the atmospheric scattering model is proposed. We introduce a novel pixel-patch-wise transmission. It not only can keep the scene radiance depth from becoming underestimated, it also preserves image color and brightness. First, based on the correlation of saturation and brightness in hue, saturation, and intensity color space, a pixel-wise transmission is estimated. To add the local information into the transmission, then a novel patch-wise visual mask by the free-energy principle is presented. With this mask, we can optimize the transmission and atmospheric light. Since the proposed method takes account of pixel, patch, and pattern information, it can restore more natural haze-free scenes. Experimental results demonstrate that our method achieves better restorations compared with some other state-of-the-art approaches.
PROBLEMS OF THE ESSENCE AND STRUCTURE OF ANALOGY AS A METHOD AND RESULT OF SCIENTIFIC AND EDUCATIONAL COGNITION

From analogue as philosophical and logical and gnoseological essence up to its essence and structure as a method and result of the scientific and educational cognition that identifies the interactions of different systems, phenomena, objects. This is the conception idea and the intention of the author to open the leading gnoseological role and the place of analogy among other prognostic methods of experimental pedagogy and psychology. Analogy as the general scientific method under the certain conditions is able to interfere in the well-organized heuristic activity such methods as modelling, thoughtful experiment, retrospection, intuition and others. This is a topic of out discussion in the article.
ОРГАНИЗАЦИОННО-МЕТОДИЧЕСКИЕ УСЛОВИЯ ИСПОЛЬЗОВАНИЯ МУЛЬТИМЕДИЙНЫХ ТЕХНОЛОГИЙ В ПРОЦЕССЕ ДУХОВНО-НРАВСТВЕННОГО ВОСПИТАНИЯ МЛАДШИХ ШКОЛЬНИКОВ

Abstract. The article shows the problem of the widespread use of multimedia technologies in the field of education. Multimedia is described as an effective educational technology, its quality: interactivity, flexibility and integration of various types of educational information, as well as the ability to take into account the individual characteristics of students and increase their motivation. It is shown that for the formation and development of spiritual and moral qualities of younger students it is necessary to observe certain conditions and use all the variety of ways and means offered by modern pedagogical science and developed by practice. A questionnaire survey was conducted with parents of students about the importance and relevance of spiritual and moral development and the importance of using multimedia technologies in the educational process. Diagnostic goals are formulated: the study and assessment of the level of moral education by the main indicators of the level of education. To diagnose and identify the level of formation of moral qualities of elementary school students, observation and a survey were chosen.
The influence of project teaching on creativity and achievements of students in studying social contents within the subject Nature and Society

Creativity represents the point in which all contradictions of contemporary social development are summed up, refracted and reflected. Therefore, the question arises: "Is school a place that does (not) encourage creativity?" Creativity, as a psychological, social and pedagogical phenomenon, has a markedly positive impact on the overall development of a child or, in case of school, a student. The project teaching method calls for the school to be open and to be more closely connected with its environment, in order to enhance the students' independence and creativity, self-initiative, responsibility, cooperativeness, ability to apply information and communication technologies as well as digital teaching tools as sources of knowledge. This article presents the project method as an element of stimulating students' creativity in teaching the subject Nature and Society, planned for the third grade of elementary school. By reviewing the relevant literature as well as by experimental research on a convenience sample of students, we have identified acceptable options and some effects of applying this method. At the same time, we have also raised a number of issues that should be addressed later in order to further stimulate the development of creativity through teaching.