Reviewerly/exHarmony huggingface dataset:
Improving Writing Skills Based on Developing Learning Models of Non-Examples Examples, Think Talk Write and Mind Mapping (Exwrimap)

The purpose of this study was to assess the improvement of students‘writing skills in English by relying on a combination of three learning modelsExamples Non-Examples, Think Talk Write, and Mind Mapping which were laterabbreviated as EXWRIMAP. It is a collaboration of existing models, namely:Examples non-examples model is a learning model that in the process relies onimages, Think Talk Write is a learning model that motivates on students‘ writingskills, and Mind Mapping is a learning model that is considered to provide additionalEnglish vocabulary. The research methodology used is a research and developmentmethod with the ADDIE model. The study began with the performance analysis andneeds analysis stages of Junior High School (Madrasah Tsanawiyah) students. Themost common problem is writing skills in English subjects. It occurs because of thelack of students‘ English vocabulary which is difficulty in writing. The next stage isto design a draft of EXWRIMAP model based on the analysis results. To developthe model, the Delphi technique was judged by experts through Delphi 1 limited trialand Delphi 2. The Delphi process and limited trial need support from suggestionsand input from experts for improvement and refinement of the model. The techniqueof collecting data fulfilled by observation, questionnaires, and test instruments forthe test of the effectiveness of the model. They portrayed the students‘ enthusiasmfor the application of the model, students‘ responses to the model, the feasibility ofthe model by experts and model teachers, the students‘ pretest and post-test scores.The results of Delphi 2 were a draft model that was tested by the implementationstage in two schools which were considered to represent all Junior High School inCitamiang District, namely: Junior High School (Madrasah Tsanawiyah) SukabumiCity and Junior High School (Madrasah Tsanawiyah) Ummi Kulsum. The sameinstrument was used and its result showed the increasing in students‘ writing skillsin Language subjects. English with a score of 94.46 and 94.07 in the post-test. Thisshowed the success of the research with the proven learning model EXWRIMAP canimprove the writing skills of students in English subjects.
IMMUNI: INQUADRAMENTO E PRIME CONSIDERAZIONI AD UN MESE DAL VIA- IMMUNI: FRAMING AND FIRST CONSIDERATIONS ONE MONTH FROM THE START

The adoption of Immuni by the Italian government, as an active tool in the fight against the spread of Covid - 19, has raised, and still raises, several concerns, primarly regarding the protection of privacy and fundamentals freedoms. A month after the launch of the application in the app stores, these fears seems to be mirrored in the determination of Italian citizens to download the app. The flaws of a not yet run-in system emerge, leaving room for reflective ideas on the need to make corrections capable of making this system more efficient and worthy of trust.
SHEEN: Set of Heuristics to Evaluate Mobile Applications that Interact with External Equipment

The heuristic evaluation is a cost-effective method that identifies usability problems with interfaces and interactive systems. In order to perform it, a set of heuristics must be selected, which can be of two types: generic or domain specific heuristics. Currently, with the dissemination of mobile devices and their applications in people's daily lives, several mobile applications that interact with external equipment have emerged, with particularities in terms of their use. The inexistence of domain-specific heuristics for this field, led us to propose our own set following the methodology proposed by Quiñones et al. to develop usability and UX heuristics for specific domains. This paper presents the application of such methodology to propose a set of heuristics suitable to evaluate mobile applications that interact with external equipment. For this, we have taken into account 3 mobile applications, and integrated 4 experiments, to improve and validate the results.
Like hiking? You probably enjoy nature: Persona-grounded Dialog with Commonsense Expansions

Existing persona-grounded dialog models often fail to capture simple implications of given persona descriptions, something which humans are able to do seamlessly. For example, state-of-the-art models cannot infer that interest in hiking might imply love for nature or longing for a break. In this paper, we propose to expand available persona sentences using existing commonsense knowledge bases and paraphrasing resources to imbue dialog models with access to an expanded and richer set of persona descriptions. Additionally, we introduce fine-grained grounding on personas by encouraging the model to make a discrete choice among persona sentences while synthesizing a dialog response. Since such a choice is not observed in the data, we model it using a discrete latent random variable and use variational learning to sample from hundreds of persona expansions. Our model outperforms competitive baselines on the Persona-Chat dataset in terms of dialog quality and diversity while achieving persona-consistent and controllable dialog generation.
Towards QoE-Driven Optimization of Multi-Dimensional Content Streaming

Whereas adaptive video streaming for 2D video is well established and frequently used in streaming services, adaptation for emerging higher-dimensional content, such as point clouds, is still a research issue. Moreover, how to optimize resource usage in streaming services that support multiple content types of different dimensions and levels of interactivity has so far not been sufficiently studied. Learning-based approaches aim to optimize the streaming experience according to user needs. They predict quality metrics and try to find system parameters maximizing them given the current network conditions. With this paper, we show how to approach content and network adaption driven by Quality of Experience (QoE) for multi-dimensional content. We describe components required to create a system adapting multiple streams of different content types simultaneously, identify research gaps and propose potential next steps.
Extending the key semantic domains method beyond English corpora:Wmatrix version 5

The key semantic domains method (Rayson, 2008) implemented in Wmatrix (versions 1 to 4) extends the keywords approach which has been widely applied in corpus linguistics research. Key semantic domains facilitates the discovery of concepts and groups of words collected within semantic fields which are unusually frequent or infrequent compared to a reference corpus, and can exploit significance and effect size measures in the same way as the key words approach. Key semantic domains have proved useful in a number of different areas of linguistic research: literary characterisation (Balossi, 2014), language of psychopaths (Hancock et al., 2013), corpus-assisted discourse analysis of social work writing (Leedham et al., 2020), enhancing critical thinking in higher education (O’Halloran, 2020), and the construction of newsworthiness (Potts et al., 2015). However, one important drawback is that key semantic domains are currently restricted to one language only due to the inclusion of the CLAWS Part-of-Speech (POS) tagger (Garside and Smith, 1997) and the UCREL Semantic Analysis System (USAS) for English (Rayson et al., 2004). In recent years, semantic taggers for other languages have been developed (Piao et al., 2015; Piao et al., 2016) utilising freely available POS taggers and lemmatisers for new languages, and adapting a variety of methods ranging from bilingual dictionaries, parallel aligned corpora, machine translation, and crowdsourcing to bootstrap development of new semantic lexicons, and vector-based, pre-trained embeddings and machine learning methods to improve contextual disambiguation (Ezeani et al., 2019). Previously, a beta version of the Spanish semantic tagger has been incorporated into Wmatrix4. This poster will describe how the semantic taggers for further languages are being incorporated into Wmatrix5. Crucially, there is a need to support community crowdsourcing involvement for the extension and checking of the new semantic lexicons which are under varying stages of development to improve their coverage and accuracy.
Think pair share (TPS) method improves knowledge and attitude of school-age children in vegetable consumption

School-age children need vegetable consumption to meet optimal growth and development needs. However, it remains a challenge to ensure the need of adequate quantities of vegetable consumption. The Think Pair Share (TPS) method may offer the solution of this problem. The aim of this study was to analyze the effect of applying health education with a think pair share on the knowledge and attitudes of school-age children in vegetable consumption. This study used a pre-experimental research design. The population in this study was 40 students at a fourth-grade elementary school and employed total sampling technique. The independent variable was health education with a think pair share learning method, while the dependent variables in this study were knowledge and attitudes. Instruments in this study were questionnaires of knowledge and attitudes. The data were analyzed using Wilcoxon Sign Rank Test statistical test with significance aâ�¤0.05. The results of the statistical tests showed significant effect on knowledge (p=0.000) and attitude (p=0.000) of children in consuming vegetables. Think Pair Share method can increase the knowledge and attitude of children in vegetable consumption. Future studies may consider using this method as a medium of health education to increase vegetable consumption in school-age children. Â© 2020 Journal of Global Pharma Technology. All rights reserved.
Penggunaan Teknik Mixing Foundation untuk Menghasilkan Warna Natural pada Tone Kulit Wajah Gelap untuk Make Up Foto Beauty

Foundation mixing technique is a technique of mixing more than one foundation that is used in order to create the desired color. The problem faced by make-up artists for clients with dark facial skin is that the foundation does not match the skin color due to the limited color of the foundation. This can create new innovations in makeup to produce natural colors on dark facial skin. The purpose of this study to find out: 1) the suitability of the results of the mixing foundation technique on dark facial skin tones. 2) The observer's favorite of mixing foundations for dark facial skin tones on beauty photo opportunities. This type of research is experimental. The variables in this study consisted of independent variables: mixing foundations with dark colors and natural colors with a ratio of X1 (3gr: 3gr), X2 (4.5gr: 1.5gr), X3 (5gr: 1gr). The dependent variable is the result of beauty photo make up which includes: foundation color with the most suitable mixing technique for dark facial skin, application of suitable foundation mix on facial skin, beauty photo results. The data collection method used google form and involved 35 observers. The data analysis technique used the one way Anava test followed by the Duncan test using the SPSS version program 21. The research results showed that 1) a mixing foundation that is suitable for dark facial skin tones is in the ratio X2 which has the highest average value 2) the results of mixing foundation For dark face skin tones on the occasion of beauty photos according to the observer the most preferred and in accordance with the assessment criteria is in the photo with a comparison of X2 with the highest average value of 3.66 Keyword: mixing foundation, dark face skin, photo make-up
The Measurement Problem of Consciousness (Preprint)

This paper addresses what we consider to be the most pressing challenge for the emerging science of consciousness: the measurement problem of consciousness. That is, by what methods can we determine the presence of and properties of consciousness? Most methods are currently developed through evaluation of the presence of consciousness in humans and here we argue that there are particular problems in application of these methods to non-human cases - what we call the indicator validity problem and the extrapolation problem. The first is a problem with the application of indicators developed using the differences in conscious and unconscious processing in humans to the identification of other conscious vs. non-conscious organisms or systems. The second is a problem in extrapolating any indicators developed in humans or other organisms to artificial systems. However, while pressing ethical concerns add urgency in the attribution of consciousness and its attendant moral status to non-human animals and intelligent machines, we cannot wait for certainty and we advocate the use of a precautionary principle to avoid doing unintentional harm. We also intend that the considerations and limitations discussed in this paper can be used to further analyse and refine the methods of consciousness science with the hope that one day we may be able to solve the measurement problem of consciousness.
LibGuides: Scholarly Articles: Welcome

This guide describes what scholarly articles are and provides advice on finding, reading, and evaluating them.
Library: ENGL 2367 Remote Instruction Resources: Evaluating Sources

This guide contains various instruction modules that teachers can use for remote library instruction .
Identity-Preserved Face Beauty Transformation with Conditional Generative Adversarial Networks

Identity-preserved face beauty transformation aims to change the beauty scale of a face image while preserving the identity of the original face. In our framework of conditional generative adversarial networks (cGANs), the synthesized face produced by the generator would have the same beauty scale indicated by the input condition. Unlike the discrete class labels used in most cGANs, the condition of target beauty scale in our framework is given by a continuous real-valued beauty score in the range [1–5], which makes the work challenging. To tackle the problem, we have implemented a triple structure, in which the conditional discriminator is divided into a normal discriminator and a separate face beauty predictor. We have also developed another new structure called Conditioned Instance Normalization to replace the original concatenation used in cGANs, which makes the combination of the input image and condition more effective. Furthermore, self-consistency loss is introduced as a new parameter to improve the stability of training and quality of the generated image. In the end, the objectives of beauty transformation and identity preservation are evaluated by the pretrained face beauty predictor and state-of-the-art face recognition network. The result is encouraging, and it also shows that certain facial features could be synthesized by the generator according to the target beauty scale, while preserving the original identity.
Pendeteksian Tepi Citra Digital Berwarna Menggunakan Sobel Mask Yang Ditingkatkan dan Median Filter

Edge detection is a fundamentally important thing to do in its application to digital images. This is because edge detection can produce the edges of an image in a short time. One of the methods commonly used in edge detection is the Sobel Mask. However, Sobel Mask only convoluted in horizontal and vertical directions. Besides that, Sobel Mask is also sensitive to noise. Therefore, the Sobel Mask is improved by adding a new kernel mask and combined with the Median filter. The new kernel mask is obtained by rotating the horizontal and vertical kernel masks by 45 degrees. In addition, edge detection is carried out on RGB images which are generally carried out on grayscale images. The improved Sobel Mask provides more detailed edge detection with firmer lines compared to the regular Sobel Mask.
The Design of Virtual Reality Based Data Visualization and User Interface Design in a Semi-Automated Cyber-Security Research Application

Virtual Reality is currently an affordable and consumer ready technology used by many in the games and interactive media industry, however unlike the user interface standards in mobile, PCs, and Macs, VR UI design can vary in complexity and usability. VR has many times been linked in films, TV shows, and animation as a method for navigating through cyberspace. It has been portrayed to be involved in the process of hacking a computer on some network. This study will look at approaches to developing a UI system using cyber-security research applications as a basis for designing a framework. Throughout, this research will analyze the different approaches to UI design and data visualization, extract relevant information, and find out what approaches will help improve the VR software front end design.
Perancangan dan Pengembangan Sistem Manajemen Karyawan pada PT Asta Satria Investama

The utilization of information technology in the operational activities of a company has ensured the company's high performance. One of the examples was the design and development of an employee management system. This article describes the implementation of Job Training (KP) at a game development company in Batam City, named PT Asta Satria Investama. The development of an employee management system application is required because the data recording activities, attendance control, and employee leave requests are still done manually. The author uses data collection methods in the form of observations and interviews, as well as iterations that are carried out in stages while in the development process. The output of this activity will be implemented and used by HR department at PT Asta Satria Investama
ENGLISH AS A FOREIGN LANGUAGE READING ANXIETY AND ITS EFFECT TO READING COMPREHENSION

Foreign language anxiety commonly appears on reading, it causes the brain to engaged with unpleasant feelings that it become difficult to seize new information. Thus, t his research aimed to classify the levels of students’ reading anxiety and to find the significant difference in reading comprehension between students with higher level of reading anxiety and lower level of reading anxiety. The data were collected from the first-year students of English Language Education at a Private University in Riau using adapted Questionnaires from Foreign Language Reading Anxiety Inventory (EFLRAI). The result of this research revealed that 8 or 14% of the students are categorize as low anxious level, then 39 or 66% of the students are categorize as medium anxious level and 12 or 20% of them are classified as high anxious level. Furthermore, according to the results of the Mann-Whitney U Test analysis, it figured out that students with lower levels of anxiety outperform the students with higher levels of anxiety in terms of reading comprehension, with a p value of 0.011.
Development Of Android-Based Learning Media With Social Constructivism Approach As Supporting Students’ Self-Regulated Learning In Vocational School

Observations and interviews at SMK in Malang City had been carried out. The results were (1) the lack of students’ adaptation in following the learning process; (2) students' lack of awareness of the importance of the learning process; (3) lack of student learning independence; (4) the use of technology media that was deemed inappropriate during learning; and (5) the learning outcomes of some students who hadn’t reached the score standard. This research and development were aimed to develop, test the feasibility, and determine the effectiveness of learning media in the form of the "M-KJD" application on students' self-regulated learning. This research and development used ADDIE development model. Material validation by 2 experts and media validation by an expert obtained results in the form of a very good product feasibility score. The results of the product testing to 2 large groups got a score stating the high feasibility of the application and the influence level of the media on students' self-regulated learning stated "very influential". From the results of this study, it could be concluded that (1) the feasibility of the product developed after going through the evaluation stages as a whole obtained the results in the form of "very feasible" criteria and (2) the implementation of the product in learning was able to increase student learning independence with results in the form of fairly good criteria.
‘n most…’: Internet rating as a speech genre

The research is focused on the genre of Internet rating (an article representing a group of homogeneous objects in the form of a ranked, most often numbered list) and is based on approx. 600 texts of Internet rankings (2019–2020) from approx. 120 sites. The article analyzes the following characteristics of the Internet rating: general speech-genre, structural, thematic (thematic areas, key lexemes, semantics and pragmatics), evaluative (ranking principles, author’s subjectivity, values) ones. A lot of attention is paid to such speech-genre dominants of the Internet rating as the principles of assessment / ranking, author’s subjectivity, expression, as well as some factors of cultural borrowing (“ratingness”). Three parts of the Internet rating structure have been identified: 1) the heading, which the content aggregator brings to the news browser; 2) a description of the Internet rating; 3) the ranked objects themselves. The article singles out and describes the linguistic markers of the Internet rating genre and its main structural types, as well as the most common topics of Internet ratings: cinema (TV shows, cartoons, anime), books / writers, signs of the Zodiac, the world of cats and dogs, tourism; the most common numbers (10, 5, no number, 3, 7, 1, 6, 4, 20); illocutionary types of Internet ratings (entertaining ones prevail, among non-entertaining ones advice and (presumably) hidden advertising stand out) / The author offers their quantitative indicators as well. The article analyzes the principles of ranking objects of Internet ratings and their relationship with the image of the author and addressee of the Internet rating. Particular attention is paid to the ways in which the author tries, on the one hand, to prove the objectivity of the rating (to refer to the conducted research, survey, authoritative opinion, etc.), on the other hand, to explicate their subjectivity (for example, to encourage readers to express their own opinions).
Understanding How People Rate Their Conversations

User ratings play a significant role in spoken dialogue systems. Typically, such ratings tend to be averaged across all users and then utilized as feedback to improve the system or personalize its behavior. While this method can be useful to understand broad, general issues with the system and its behavior, it does not take into account differences between users that affect their ratings. In this work, we conduct a study to better understand how people rate their interactions with conversational agents. One macro-level characteristic that has been shown to correlate with how people perceive their interpersonal communication is personality [1, 2, 12]. We specifically focus on agreeableness and extraversion as variables that may explain variation in ratings and therefore provide a more meaningful signal for training or personalization. In order to elicit those personality traits during an interaction with a conversational agent, we designed and validated a fictional story, grounded in prior work in psychology. We then implemented the story into an experimental conversational agent that allowed users to opt in to hearing the story. Our results suggest that for human-conversational agent interactions, extraversion may play a role in user ratings, but more data is needed to determine if the relationship is significant. Agreeableness, on the other hand, plays a statistically significant role in conversation ratings: users who are more agreeable are more likely to provide a higher rating for their interaction. In addition, we found that users who opted to hear the story were, in general, more likely to rate their conversational experience higher than those who did not.