Reviewerly/exHarmony huggingface dataset:
The Effect of E-Learning Model Development for Junior High School Students' Learning Achievement in Semarang City

Semarang City’s Education Authorities is trying to utilize information technology in teaching and learning activities. The e-learning learning model began to be applied from the beginning of learning in the hope of improving the quality of teaching and learning which in turn can improve student learning achievement. The purpose of this study are: (1) To find out the comparison of student learning achievement in schools with conventional learning systems and learning systems utilizing Information Technology; (2) To find out the changes that occur after the implementation of e-learning. Sample for this research are teachers and students in 3 (three) Semarang City Middle Schools. This study uses research and development approach with descriptive quantitative analysis method, as well as descriptive comparative qualitative method. The results of the study show that e-learning provides considerable changes in relation to student learning support systems. In addition, learning achievements also shows significant differences between users of the conventional learning system and information technology-based learning systems.
Know How to Play the Accordion, but Don’t (and Other Things I Learned While Implementing a Discovery Layer: A Top Ten List)

Between May and November of 2018, Washington County Cooperative Library Services (WCCLS) implemented BiblioCore, a discovery service from BiblioCommons that would become the public interface for our existing Polaris catalog. We had a successful launch on November 14, with positive feedback from both staff and patrons. It was a highly visible project with a tight timeline. The project team was small—I was the solo cataloger and responsible for all the parts of the project that were cataloging related.
Research Guides @ Fordham: Digital Collections Metadata: About

This guide's primary function is to explain what metadata is and what metadata should be used for Fordham Libraries' Digital Collections. General Information about Guide and Metadata
A constrained control-planning strategy for redundant manipulators

This paper presents an interconnected control-planning strategy for redundant manipulators, subject to system and environmental constraints. The method incorporates low-level control characteristics and high-level planning components into a robust strategy for manipulators acting in complex environments, subject to joint limits. This strategy is formulated using an adaptive control rule, a computational efficient estimation of the robot’s mathematical model and the nullspace of the constraints. A path is generated that takes into account the capabilities of the platform. The proposed method is computationally efficient, enabling its implementation on a real multi-body robotic system. Through experimental results with a 7 degree-of-freedom (DOF) manipulator, we demonstrate the performance of the method in real-world scenarios.
The Effect of Media Use of Comics Without Text and Direct Learning on Narrative Writing Skills for Grade IV Elementary School Student

This study aims to reveal the Effect of Media Use of Comics Without Text and Direct Learning on Narrative Writing Skills for Grade IV Elementary School Students. The type of research used is Quasi Experiment in the form of Randomized Control Group Only Design. The population in this study were fourth grade students of SDN Gugus V District X Koto Tanah Datar District with a sample of fourth grade students at SDN 26 Singgalang and fourth grade students at SDN 30 Singgalang. Sampling is done by Simple Random Sampling technique. The technique of analyzing data through initial knowledge tests, and the final test of narrative writing skills. The hypothesis is proposed using the t test formula. The results of the study showed that there was an effect of media use of comics without text and direct learning on narrative writing skills of grade IV elementary school students with narrative writing skills tests of students learning using comic media without text higher than students learning using direct learning with an average in the experimental class 83.37 and the average in the control class was 76.75.
A Univariate Marginal Distribution Resampling Differential Evolution Algorithm with Multi-Mutation Strategy

Mutation strategy is an important issue of differential evolution (DE). The efforts of developing new mutation strategies have received more attention. In this paper, a univariate marginal distribution resampling differential evolution algorithm with multi-mutation strategy (UMDE-MS). Univariate marginal distribution algorithm continuous (UMDAc) has been proved to be efficient in nonseparable problems and it is less influenced by the correlation between variables. In the suggested algorithm, a univariate marginal distribution resampling mechanism inspired by this feature of UMDAc is proposed to reinitialize the population when evolution comes to a standstill. Moreover, two novel adaptive mutation strategies are proposed and integrated to build a mutation strategy pool. A parameter pool which consists of four popular F and Cr settings is employed in UMDE-MS. Finally, the proposed algorithm is tested on the CEC2019 100-Digit challenge benchmark problems. Experimental results demonstrate the effectiveness of UMDE-MS compared with other state-of-the-art algorithms.
Bidirectional Infection Experiences in a Virtual Environment

Pathogenic infection is usually invisible. Thus, we hardly care of preventing it in the daily life. We aimed to develop a virtual reality system to experience bidirectional infections using vision and tactile sensations; Users are infected by an avatar, and they do infect the avatar. When the avatar coughs toward a user, a cloud of visualized pathogen-droplets jet out and strike the user and objects on a table. At the same time, vibrations are presented to the user's chest. When the user coughs toward the avatar, the cough was detected by a throat microphone, and a cloud of visualized pathogen jets out. The avatar tries to avoid it unpleasantly, but infected. He is getting sick in bad face color. This system enables us to experience pathogenic infection with multimodal sensations in both perspectives (infected and infecting). Thus, it may contribute to increasing user's knowledge of infection and to facilitating prevention behaviors such as wearing a hygiene mask.
What it means to scale

The first course in software engineering is the most critical. Education must start from an understanding of the heart of software development, from familiar ground that is common to all software development endeavors. This book is an in-depth introduction to software engineering that uses a systematic, universal kernel to teach the essential elements of all software engineering methods. This kernel, Essence, is a vocabulary for defining methods and practices. Essence was envisioned and originally created by Ivar Jacobson and his colleagues, developed by Software Engineering Method and Theory (SEMAT) and approved by The Object Management Group (OMG) as a standard in 2014. Essence is a practiceindependent framework for thinking and reasoning about the practices we have and the practices we need. Essence establishes a shared and standard understanding of what is at the heart of software development. Essence is agnostic to any particular method, lifecycle independent, programming language independent, concise, scalable, extensible, and formally specified. Essence frees the practices from their method prisons. The first part of the book describes Essence, the essential elements to work with, the essential things to do and the essential competencies you need when developing software. The other three parts describe more and more advanced use cases of Essence. Using real but manageable examples, it covers the fundamentals of Essence and the innovative use of serious games to support software engineering. It also explains how current practices such as user stories, use cases, Scrum, and microservices can be described using Essence, and illustrates how their activities can be represented using the Essence notions of cards and checklists. The fourth part of the book offers a vision how Essence can be scaled to support large, complex systems engineering. Essence is supported by an ecosystem developed and maintained by a community of experienced people worldwide. From this ecosystem, professors and students can select what they need and create their own way of working, thus learning how to create ONE way of working that matches the particular situation and needs.
An Analysis of Students’ Speaking Anxiety in an English as Foreign Language (EFL) Classroom (A Case Study at MAN 2 Pandeglang)

Farhan Muhammad. 152301914. An Analysis of Students’ Speaking Anxiety in an English as Foreign Language (EFL) Classroom (A Case Study at MAN 2 Pandeglang). The paper of English Education Department at Faculty of Education and Teachers Training of State Islamic University Sultan Maulana Hasanudin Banten, 2018/2019. To speak in foreign languages students certainly will experience various obstacles. One of the barriers is from psychological aspect, which is anxiety. This study is intended to know the level of students’ anxiety and identify possible factors to contribute the anxiety in an EFL classroom. The writer took a class of second grade students of Senior High School of MAN 2 Pandeglang in academic year 2018/2019. This research used a descriptive qualitative method with case study approach. The writer used two kinds of instruments to collect the data. The first instrument is Foreign Language Classroom Anxiety Scale questionnaire, developed by Horwitz et al. (1986). It consists of 33 items with 5 point Likert-Scale. The second instrument is the semi-structured interview. The result of this research showed that most of the students are at “Mildly Anxious” level without “Very Anxious” student. There are 10 (29%) students who experience “Anxious” level, 20 (59%) students are in “Mildly Anxious” level, 2 (6%) students have “Relaxed” level, and 2 (6%) student from 34 students is in “Very Relaxed” level. The results of this research show that from psychological aspect more than a half of students (59%) are in the level of moderate anxiety, 10 students (29%) are in the level of severe anxiety, and 4 students (12%) are in the level of mild anxiety. This research also showed that speaking in front of the class, being laughed at by others, incomprehensible input, students’ beliefs about language learning, teacher personality, and lack of preparation were the six factors that may contribute to the students’ anxiety in learning English from ten anxious students were selected as the participants. Keywords: English, Levels of Anxiety, Student’s Anxiety
Detecting, Examining, Evaluating And Preventing Learning Difficulties

The learning process is not realized through a linear course, marked by successes alone, but involves continuous highs and lows, overcoming obstacles, barriers, recurring efforts, re-elaborating resolutive strategies, giving up immediate inducements, pleasures or temptations that come from the outside. It takes sustained willing effort, that endures, as well as tenacity to reach the learning goal and to overcome the obstacles imposed by task solving and by the overall assignments. Its not always that all children are able to fully complete the sequences and learning experiences proposed by teachers. This generates education lacunas, incomplete knowledge, skills and abilities that are insufficiently formed and developed. Confronted with new sequences of instruction that are based on the previous ones, already completed, the pupils face obstacles and hardships, encounter difficulties in looking over the materials and assimilating their content, in solving exercises and problems. Learning difficulties may be identified from preschool age, even by the family, before the professor (usually the schoolteacher, educator) may ascertain them. Diminishing and even eliminating learning difficulties is to be the solution to the school failure they generate.
IMPROVE DISTRIBUTION METHODS FOR FIBER OPTIC CABLE

The mobile communications industry has grown tremendously over the last decade. It has grown and progressed beyond all expectations; these technological advances have resulted in the emergence of a wide variety of new ways for a user to access and use information of interest to any place covered by the network at any time. From the 1990s, cell phone models are considered to be second generation (2G), These innovations are originally a boom in mobile telephony to the general public, which used in particular the GSM standard. It should be noted that new generations of mobile networks have appeared and others are being developed (GPRS, EDGE, UMTS ...). These different networks have given rise to different generations of mobile terminals as well as new services among which M-BANKING has been found around the world, leaving behind other technologies as advantageous and, also meeting the expectations of users. However, these technologies are not always implemented wherever needed, because of inaccessibility for some and others because of the lack of knowledge of their existence. Our application is based on the WAP protocol, this technology dedicated to mobility, it allows us to benefit from the mobile Internet, where most mobile devices are compatible with the WAP protocol in its second version WAP 2.0. Summary: The goal of an indoor augmented reality (AR) system is to allow the field operator to move freely in his or her work environment, to visualize and interact, in real time, with data. georeferenced via communicating mobile terminals. This requires the implementation of new 3D location techniques, visualization and interaction, better adapted to the indoor environment working conditions (brightness variation, characteristics of the display devices used, etc.). This article presents a summary report on the various technologies of indoor and outdoor location, the design and implementation of a system to locate a mobile in a confined environment. Knowing that the implementation of a system of AR (Augmented Reality) in a confined environment presents real challenges at the technological, methodological and industrial levels.
Prevention And Management Of Conflicts In School Applications For Primary Classes

Conflicts are often identified in school environment, in various forms of manifestation, with perhaps too few ways of preventing, solving, managing, and having far too many negative effects when dysfunctional. The subject is justified precisely by the actual phenomenology of conflicts among young, primary school students. As educational factors, the teachers can prevent and solve school conflicts in an optimal way, exploring their functional and formative dimension in what concerns the relationship of the students with each other, with the family, but also with the educational institution. Our study presents various definitions of conflict, then captures its significance and specific dynamics, and proposes a set of specific principles, together with a methodology for mediation and negotiation. The typology of conflicts sources highlights the specificity of conflict situations among primary school students. As a natural continuation of our investigative approach, we propose a set of specific strategies and models that can be used for resolving conflict situations. At the same time, the paper provides a bivalent view of conflicts, mediation and conflict negotiation processes by presenting the advantages and disadvantages they face. Finally, the study focuses on the teachers role in conflict management between students.
초등학생의 영어 자기주도학습능력 검사도구 개발 및 타당화 연구

The purpose of this study is to develop a self-directed learning ability scale for elementary English learners (SDLAS-E) and to validate it. To this...
Adaptive Learning of Aggregate Analytics under Dynamic Workloads

Large organizations have seamlessly incorporated data-driven decision making in their operations. However, as data volumes increase, expensive big data infrastructures are called to rescue. In this setting, analytics tasks become very costly in terms of query response time, resource consumption, and money in cloud deployments, especially when base data are stored across geographically distributed data centers. Therefore, we introduce an adaptive Machine Learning mechanism which is light-weight, stored client-side, can estimate the answers of a variety of aggregate queries and can avoid the big data backend. The estimations are performed in milliseconds are inexpensive and accurate as the mechanism learns from past analytical-query patterns. However, as analytic queries are ad-hoc and analysts' interests change over time we develop solutions that can swiftly and accurately detect such changes and adapt to new query patterns. The capabilities of our approach are demonstrated using extensive evaluation with real and synthetic datasets.
Too-Much-Of-A-Good-Thing Effect Of Consent Silence On Voice In Cyberbullying

Current study investigates the effect of consent silence on voice in youth cyberbullying type incidents, based on the assumptions of “Too-Much-of-a-Good-Thing” theory. Research concludes that there is a negative correlation between consent silence and voice in stressful events, meaning that the higher silence agreement is, the lesser the voice of the individuals, in organizational settings. Applying these concepts into online aggression domain, we assume the hypothesis that between consent silence and voice in cyberbullying there is a curvilinear relationship. Extreme aspects of consent silence may perversely have a positive effect on voice, conceptualized in any form of reporting the incident, raising the possibility that the relationship is curvilinear rather than linear. Using single item research, data from 140 high school students were collected. Regression analyses identified a significant curvilinear relationship between consent silence and voice in cyberbullying type incidents, implying that very low and very high levels of consent silence were associated with voice regarding reporting the incident. Conclusions and implications are discussed.
Demonstration of Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection

A recently developed light projection technique can add dynamic impressions to static real objects without changing their original visual attributes such as surface colors and textures. It produces illusory motion impressions in the projection target by projecting gray-scale motion-inducer patterns that selectively drive the motion detectors in the human visual system. However, with this technique, determining the best deformation sizes is often difficult: When users try to add a large deformation, the deviation in the projected patterns from the original surface pattern on the target object becomes apparent. Therefore, to obtain satisfactory results, they have to spend much time and effort to manually adjust the shift sizes. Here, to overcome this limitation, we propose an optimization framework that adaptively retargets the displacement vectors based on a perceptual model. The perceptual model predicts the subjective inconsistency between a projected pattern and an original one by simulating responses in the human visual system. The displacement vectors are adaptively optimized so that the projection effect is maximized within the tolerable range predicted by the model. In the research demonstration, we will present a demo tool that incorporates our optimization technique, where a user can interactively edit dynamic appearances of a real object without cumbersome manual adjustments of deformation sizes.
Participación en las marchas estudiantiles del 2018 de jóvenes de Bogotá

The objective of this research was to understand the experience lived by young people from public universities in Bogota participating in the student mobilizations of 2018 in defense of public higher education. A research design was implemented from the phenomenological approach and the selection of the 10 participants was made using a nonprobabilistic method, considering the participation in the student movement and belonging to public universities as the criteria. The results show that to the students it was a significant experience, of personal growth and citizen exercise and development. In addition, interpersonal relationships, caring, dialogue and respect for different skills were acquired. The marches and multiple activities carried out by the students made possible the resurgence of the student movement in Colombia and they were successful
LibGuides: Go Green @ MU Libraries: What to Know & What to Do

In celebration of Earth Day 2019, MU Libraries is sharing all the ways that Marshall students can go green in our facilities.
Running with user story lite

The first course in software engineering is the most critical. Education must start from an understanding of the heart of software development, from familiar ground that is common to all software development endeavors. This book is an in-depth introduction to software engineering that uses a systematic, universal kernel to teach the essential elements of all software engineering methods. This kernel, Essence, is a vocabulary for defining methods and practices. Essence was envisioned and originally created by Ivar Jacobson and his colleagues, developed by Software Engineering Method and Theory (SEMAT) and approved by The Object Management Group (OMG) as a standard in 2014. Essence is a practiceindependent framework for thinking and reasoning about the practices we have and the practices we need. Essence establishes a shared and standard understanding of what is at the heart of software development. Essence is agnostic to any particular method, lifecycle independent, programming language independent, concise, scalable, extensible, and formally specified. Essence frees the practices from their method prisons. The first part of the book describes Essence, the essential elements to work with, the essential things to do and the essential competencies you need when developing software. The other three parts describe more and more advanced use cases of Essence. Using real but manageable examples, it covers the fundamentals of Essence and the innovative use of serious games to support software engineering. It also explains how current practices such as user stories, use cases, Scrum, and microservices can be described using Essence, and illustrates how their activities can be represented using the Essence notions of cards and checklists. The fourth part of the book offers a vision how Essence can be scaled to support large, complex systems engineering. Essence is supported by an ecosystem developed and maintained by a community of experienced people worldwide. From this ecosystem, professors and students can select what they need and create their own way of working, thus learning how to create ONE way of working that matches the particular situation and needs.
Towards Humane Feedback Mechanisms in Exploratory Search

Machine learning (ML) plays a central role in modern information retrieval (IR) systems. We argue that, in IR systems for multi-session exploratory search, there are unexploited opportunities for IR document ranking models to leverage users’ knowledge about the search task to better support users’ search needs. Specifically, we propose a method to enable users to adapt an IR document ranking model according to their information needs, using an interface that supports search strategies and methods for engaging with documents known to be useful when people explore new or complex domains of knowledge. We also discuss the major challenges in creating human-centered machine learning models and interfaces for exploratory search.