Reviewerly/exHarmony huggingface dataset:
Remote education and teaching performance in educational institutions of Huancavelica in times of COVID-19

The objective of this study was to describe the performance of teachers at the secondary level of the district of Huancavelica-Peru, in the implementation of a remote education in times of the Covid-19 pandemic, digital and social-emotional behavior in a social situation of isolation. The study is of a qualitative nature, framed in the type of socio-critical interpretive paradigm research, designed through grounded theory methodology, with the application of the semi-structured interview in a sample of 4 teachers from the different curricular areas, 4 hierarchical teachers (managers and coordinators) and 6 students of the VII cycle of secondary education. The following conclusions were reached;(1) Teachers in these times of the Covid-19 pandemic have been facing complex moments of work, due to the drastic change from face-to-face education to remote education, which has a format very different from the traditional one, making use and management of resources technological, through synchronous and asynchronous work. (2). The teaching performance in these times of the Covid-19 pandemic refers to digital skills, which must be strengthened in the proper use and management of technological resources, and these difficulties have allowed teachers to make substantial changes in their behavior socio-emotional, frequently showing anxiety, loneliness, stress, sadness, worry, anger and negative thinking, as they require strengthening their socio-emotional adaptive capacity, to adequately face the challenges that the implementation of this new remote educational service modality.
Expert System for Diagnosing Diabetes Mellitus Disease using Forward Chaining Method

In this era of globalization, computers are needed in almost all aspects of life. Computers are tools to help process a job so that it can be easier and more efficient. An expert system can function as a consultant providing advice to users as well as an assistant for experts. One way to overcome and help detect the level of risk of Diabetes Mellitus. Diabetes Mellitus is a disease which is a syndrome in the human body where high body sugar levels occur due to a lack of the hormone insulin. Several types of diabetes mellitus are: Diabetes Mellitus Type 1, Diabetes Mellitus Type 2, Gestational Diabetes Mellitus and Other Types of Diabetes Mellitus. As for the symptoms of Diabetes Mellitus, namely, Polyuri (frequent urination), Polyfagi (easy to feel hungry), Polydipsi (easy to feel thirsty), and others. Expert System is a computer program system that seems to have the ability of an expert in a certain field of knowledge. In this study, the method used is the forward chaining method and the programming languages ​​used are PHP and HTML for web applications. The database uses MySQL, the tools and editors used are XAMPP version 1.7.3. the system built is very helpful for an expert in diagnosing Diabetes Mellitus.
The Limits of Pairwise Correlation to Model the Joint Entropy. Comment on Nguyen Thi Thanh et al. Entropy Correlation and Its Impacts on Data Aggregation in a Wireless Sensor Network. Sensors 2018, 18, 3118

Information theory is a unifying mathematical theory to measure information content, which is key for research in cryptography, statistical physics, and quantum computing [...]
Ordinal synchronization mark sequence and its steganography for a multi-link network covert channel

A multi-link network covert channel (MLCC) such as Cloak exhibits a high capacity and robustness and can achieve lossless modulation of the protocol data units. However, the mechanism of Cloak involving an arrangement of packets over the links (APL) is limited by its passive synchronization schemes, which results in intermittent obstructions in transmitting APL packets and anomalous link switching patterns. In this work, we propose a novel ordinal synchronization mark sequence (OSMS) for a Cloak framework based MLCC to ensure that the marked APL packets are orderly distinguishable. Specifically, a unidirectional function is used to generate the OSMS randomly before realizing covert modulation. Subsequently, we formulate the generation relation of the marks according to their order and embed each mark into the APL packets by using a one-way hash function such that the mark cannot be cracked during the transmission of the APL packet. Finally, we set up a retrieval function of the finite set at the covert receiver to extract the marks and determine their orders, and the APL packets are reorganized to realize covert demodulation. The results of experiments performed on real traffic indicated that the MLCC embedded with OSMS could avoid the passive synchronization schemes and exhibited superior performance in terms of reliability, throughput, and undetectability compared with the renowned Cloak method, especially under a malicious network interference scenario. Furthermore, our approach could effectively resist the inter-link correlation test, which are highly effective in testing the Cloak framework.
The effects of electronic games on the behaviors of students in elementary stages، their social states and their academic achievements

The most interesting in electronic games by children let psychologists and experts to study these games and their impact on their users from different perspectives. It has two sides of effects. They have positive aspects that appear in many aspects of the child's life. Besides the education that the child acquires through increasing the concepts، information and skills development، they develop intelligence and speed of thinking. Many games contain puzzles and need mental skills to solve them. On the planning and initiative، and saturation of the imagination of the child in an unprecedented manner، and increase its activity and vitality، and become a high knowledge of modern technology، and good to deal with and use and dedicated to his benefit. It also encourages children to devise creative solutions to adapt to and adapt to the conditions of the game، and extend their impact to the practical reality; it enables him to apply some of the skills he gained through playing on the ground in real life. But on the personal level it develops the child's violence and the sense of crime because the large proportion of these games depends on the child's amusement and enjoyment of killing others، and teach adolescents methods and methods of committing the crime and tricks، As they develop in their minds violence and aggression through the frequent exercise of such games، the result is a violent and aggressive child. These games also make the child live in isolation from others، and the ultimate goal is to satisfy his desires to play. Thus، the child's self-centered personality، self-love and introversion are formed and affected the communities that are widespread. The rate of murder and theft has increased As well as moral crimes، and these games have also been shown to affect the general health of the child in the long term; it leads to the injury of many health diseases and mental disorders، and playing for long periods of the child has the behavior of alcoholism Aloswasi.
미용 전공 여대생의 학교 생활 만족도가 진로 결정 효능감에 미치는 영향

The current study aimed to explore curriculum satisfaction and search for improvement measures among female college students with cosmetology-related majors. An in-depth investigation was conducted on the impact of school life satisfaction on career decision-making efficacy. The study involved understanding of a variety of values and analysis of the effect of school life satisfaction on career decision-making efficacy. A survey was conducted among 461 female college students located in Seoul, Gyeonggi-do, Incheon and Chungcheong-do. Frequency analysis was performed to examine the demographic characteristics. In addition, an exploratory factor analysis and a correlation analysis were also done. The study findings are as follows. First, the overall school-life satisfaction was relatively higher in 2- or 4-year colleges compared to online colleges by school type. According to sub-categories, student satisfaction was higher in curriculum courses, professors, physical environment, and outcome quality. Second, satisfaction on professors, curriculum courses, outcome quality, physical environment, and peer relationship were found to be the critical sub-categories of school-life satisfaction in future career planning of the female college students with cosmetology-related majors. The present study found out that school-life satisfaction was an important factor that influenced career decision=making efficacy, which included goal setting, career information, problem resolution, and future planning in female college students with cosmetology-related majors. The study is meaningful in the context that the results are expected to be used as a reference base for making rational decisions by female college students with beauty-related majors. Further studies are obviously required and the present research can serve as a resource in the advancement of beauty industry.
Study on Combinatorial Algorithm in Linear Model

Gauss-Jacobi combinatorial algorithm is an alternative approach to traditional iterative estimation methods. The combinatorial algorithm is often used for outlier diagnosis in nonlinear models, where the other parameter estimation methods lose their efficiency. The paper describes comparison of both of Gauss-Jacobi and Gauss-Markov models applied on parameter estimation process of levelling network for the reason to find the efficiency of combinatorial algorithm in simply linear model.
Attention, Desire and Human Subjectivity in the Digital Age

The paper traces the role of social media specifically Instagram in constructing a regime of self-improvement and its effect on consumption patterns and reproduction of desires. Desire is explored through a post-structuralist lens focusing on various aspects of how it functions. While, the role of social media in our lives and the importance of self-improvement regime are explored historically.
Digitalization of Education: Scientific Consistency vs. Radical Change Under the Impact of COVID-19?

Recently, the digitalization of education has been one of the dynamically developed issues across whole the levels of educational systems.However, the dynamic of the research in this area has accelerated much more than it has been originally expected via extrapolating the time line of research activities.The reason is mainly the pandemic COVID-19 and its impact on the distance learning and ICT technologies incorporation into standard educational processes without previous testing phase.Thus, even the attention paid to the digitalization of education has raised, its practical range has growth unproportionally and current situation has shown that in many aspects real practical needs are not covered by appropriate theoretical approaches.Following this fact, the aim of this paper is to analyse trends in the scientific approaches to the digitalization of education and to state whether there is consistency or radical change in detected trends under the impact of COVID-19.The scientific contribution of the fulfilment of such an aim consists in the identification of convergence eventually divergence between the theory and practice of selected field.Methodologically, bibliometric analysis provided in scope of Web of Science database via VOSviewer platform has been chosen as appropriate one.Based on such an approach, it has been analysed the basic dataset from years 2019-2021 where the consistency resp.radical change in the trends in the digitalization of education under the impact of pandemic COVID-19 has been identified.On the case study of this issue, the intensity of interactions between cotemporary theory and practice can be prospectively discussed in wider context of the usefulness of the science.
Penerapan Data Mining Clustering Dalam Mengelompokan Buku Dengan Metode K-Means

Library as a means of information and knowledge sources for storing library materials used by users to explore the science of information sources. The study was conducted at one of the libraries in the city of Batam. This library has a diverse collection of books such as general books, scientific works, languages, history, and so forth. The problem that often occurs is that borrowed books are sometimes not available, besides that the library is also experiencing difficulties because they do not know how many books are borrowed so that the Library review records of borrowing transaction books on guest books. For this reason, a system is made by processing large amounts of data using the k-means data mining technique. From the results obtained, the borrowed books that have been processed get the most borrowed books in cluster 1 with 9 items, the least borrowed books are in cluster 2 with 15 items, the most borrowed books are in cluster 0 with 12 items.
Virtual City@Chalmers: Creating a prototype for a collaborative early stage urban planning AR application

Contemporary urban planning require multi-stakeholder collaboration to create liveable, accessible and resilient cities. Information and communications technologies can play an important role. This paper presents and discusses the development of a prototype for an indoor multi-stakeholder augmented reality (AR) application to support collaborative design in early stage urban planning. The prototype is integrated into VirtualCity@Chalmers, a platform for modeling, simulation, and visualization of urban environments. Based on a user-centered approach, four main steps were carried out: literature study, interview study, development of guidelines, and development of the first version of a collaborative AR prototype. The guidelines for the prototype development address design and layout, collaboration, analysis, and object creation and manipulation. At the current state of development, the AR application allows users to visualize a projection of three-dimensional assets over a flat surface. Further research will focus on user testing and integration of simple Computational Fluid Dynamics simulations.
GAME MOBILE ANDROID PEMBELAJARAN NILAI-NILAI PANCASILA

Knowing and understanding Pancasila as the basic of the state is mandatory for all Indonesian people, especially for children in the life of nation and state in order to maintain unity and unity of the Republic of Indonesia. Pancasila learning can be applied through games that will introduce and provide understanding for elementary school. Introduction and understanding of Pancasila values for elementary school in the form of android-based educational game using game maker studio software that support in making educational game. The results of the study show that the Educational Game has become a new alternative in learning as well as playing media. The results of testing on the android platform indicate that this game can be installed on several android platforms ranging from KitKat, Lollipop, Marshmallow, and Oreo. In using the game also shows good performance on each button. This game has been through several stages of design and testing and the results of questionnaires from 50 respondents indicate the level of feasibility of Educational Games to be used with a percentage of 86.28% which means that most users consider this game interesting and can play and understand Education Games.
E-Commerce Website

Building a single page web application for ecommerce, to create a platform over online portals that facilitates online transactions of goods and services through transfer of information and trade over the Internet. In this project we are going to build a dynamic webpage which is different from the usual website, where in we are introducing to a website which dynamically loads the content and details of the products and services to the user in which he is interested in. Users will have a great experience while surfing on the web site because in a dynamic web page user need not load the entire page. Single page applications are fast and responsive because it does not load the entire page which significantly increases the website’s speed and efficiency
A Study for immerge VR Applied in RC Building Earthquake Damage Assessment

The damage to the building structure after damage caused by external forces will be used for subsequent treatment such as repair, reinforcement or demolition.However, the current evaluation methods mostly require professionals' experience and academic background, which cannot be widely popularized.Therefore, general personnel such as users or insurance claims personnel must conduct preliminary investigations.However, if the form of structural damage is displayed in unit parts, there will be a huge gap with real structure damage conditions after hazard.If we can build a three-dimensional model of analysis and theoretical structure damage and user can enter the virtual space for observation training, it will effectively improve the accuracy of future practical application.For actual structural damage behavior, researchers used experiments in the laboratory tests, the structure analysis by software such as SAP program provide function of pushover to analysis the structure behavior subjected to lateral force, which we can evaluate the behavior of the structure from the original state to the destruction.This paper we used the SAP pushover function to analyze the failure mode of the structure at different stages.The failure mode of the system is evaluated by the stress analysis then we setup SketchUp model to simulate the damage behavior in different stages.Then import the 3D model to cloud VR system users can view the models in 3D immerge environment.To establish immerge VR structural damage assessment training system.Users can actually observe structural damage in a VR not only to protect users from the risk of entering the actual building to define the damage it can also improve the accuracy of future practice judgments.
Proposed Training Program to Improve the Job Performance of Najran University's Administrative Staff in the Area of E- management

This study aimed to develop a proposed training program to improve the job performance of Najran University (NU) administrative staff in the area of e- management. The study used the descriptive approach. To this end, a questionnaire was constructed for this purpose, consisting of 55 statements divided into six domains (e- planning, e- organization, e- communication, e- control, e- evaluation, and e- decision making). The sample consisted of 84 male and female employees, who were randomly selected from the research population. Findings of this current study showed the total means of the questionnaire obtained (3.9), which is considered as "moderate". Concerning the six domains, their means were between (2.98- 3.35). The results also indicated that there were no statistically significant differences among the participants on the performance of administrative staff that could be attributed to the variables of the study (gender, qualification, years of experience in the university, and the participation in the training courses). Based on the results of the study, the proposed training program for developing the performance of NUadministrative staff was constructed in accordance with a list of training needs. A number of recommendations were made in light of the results of the study.
Problems of export of educational services of the Russian Federation

Currently, the export of educational services is a global business, which is aimed at making a profit and opportunities to expand cultural and economic ties between countries through the implementation of educational services to “consumers” of the educational services market.
KOMPETENSI DATA LIBRARIAN DALAM RESEARCH DATA MANAGEMENT: SYSTEMATIC LITERATURE REVIEW

This paper investigates the Data Librarian (DL) competencies in Research Data Management (RDM). Using the systematic literature review of paper published over the last ten years from 2010 to 2020 through databases subscribed by Brawijaya University Library. A total of 243 research articles yielded that meet the selection criteria and finally 15 studies were included in this study. The results obtained show that: (1) many articles discussing the competence of DL in the field of RDM are still written from and about librarians in academic libraries; (2) the most used methods of research are survey, case studies, and mixed-method; (3) the competence of DL presented varies each paper, however, the most common competencies are technical skills, followed by knowledge, non-technical skills, and abilities. This study provides an overview of libraries in Indonesia to be able to prepare and develop librarian competencies in their roles in the field of RDM.
IMAGE RETRIEVAL BASED ON IMAGE SIZE IN SUPERVISED LEARNING

This paper mainly aims at the image size retrieval system to display the images based on the image size. The image size may varies different size to be retrieved in the images. We have to find out and visualized the image size by sea born graph. Supervised learning of semantic searching is a method that allows users to draw generic and return similar drawn images. To analysis the top level of the images based on the image size. And to retrieve the images based on the image size. To analyse the image size based on the sea born graph and to find out the vector.
Does cryptocurrency pricing response to regulatory interventiondepend on underlying blockchain architecture

Blockchain technology appears to be ready to revolutionise a broad number of industries. However, the blockchain itself contains a number of inefficiencies and areas for improvement, namely:transaction fees and transaction speeds. Directed acyclic graphs (DAGs) address, and improveon these inefficiencies and a number of digital currencies utilising this technology have alreadybegun to appear. This paper provides an explanation of the technology behind DAG-based assets, while identifying and highlighting strategic advantages that DAGs possess over traditionalblockchains. We conduct an EGARCH volatility analysis of a range of blockchain-based and DAGbased cryptocurrencies in the aftermath of a range of market shocks, taking the form of regulatoryannouncements such as bans and broad restrictions for cryptocurrencies. We find that DAG-basedassets become increasingly responsive to market shocks as they mature. Such behaviour mirrorsthat of established cryptocurrencies such as Bitcoin, Ethereum and Litecoin, providing evidencethat DAG-based cryptocurrencies now share similar characteristics to traditional blockchain-chainbased products.
Introduction to the National Mineral Deposit Database of China (2020)

Abstract The National Mineral Deposit Database of China (2002) (also referred to as the Database 2002) has been ranking top in terms of daily data distribution volume in the National Geological Archives of China (also referred to as the NGAC).
Self-Supervised Graph Representation Learning via Topology Transformations

We present the Topology Transformation Equivariant Representation learning, a general paradigm of self-supervised learning for node representations of graph data to enable the wide applicability of Graph Convolutional Neural Networks (GCNNs). We formalize the proposed model from an information-theoretic perspective, by maximizing the mutual information between topology transformations and node representations before and after the transformations. We derive that maximizing such mutual information can be relaxed to minimizing the cross entropy between the applied topology transformation and its estimation from node representations. In particular, we seek to sample a subset of node pairs from the original graph and flip the edge connectivity between each pair to transform the graph topology. Then, we self-train a representation encoder to learn node representations by reconstructing the topology transformations from the feature representations of the original and transformed graphs. In experiments, we apply the proposed model to the downstream node classification, graph classification and link prediction tasks, and results show that the proposed method outperforms the state-of-the-art unsupervised approaches.