Reviewerly/exHarmony huggingface dataset:
Maitre of Quality Theory and Stability Theory of Dynamic Systems (To the 100th Anniversary of the Birth of A.A. Shestakov)

The article presents the biography of Alexander A. Shestakov — ScD in Physics and Mathematics, Professor, a major scientist who had a wide range of scientific interests. His researches are devoted to the key problems of quality theory of differential equations, stability theory of dynamic systems, and also various applied aspects of these theories to problems of dynamics of transport systems. Professor Shestakov and his students and followers have obtained significant results in various fields of fundamental and applied mathematics, as well as mechanics. The article provides a brief overview of the scientific and pedagogical heritage of the scientist who is an organizer and founder of the famous scientific school on quality theory of dynamic processes and stability theory of differential equation solutions. He and his numerous students obtained fundamental results related to the development of the theory of stability in the sense of A.M. Lyapunov and the theory of stability in the sense of N.E. Zhukovsky, with the development of methods for the analysis of orbital stability, limitation and convergence of solutions of differential equations, with the development of limit equations and method of localization of limit sets, with theoretical and applied problems of stability of mathematical models of dynamics of railway transport. Its manuals, textbooks and monographs are the standard of fundamentality of the issues presented in them and have not lost their relevance to our days.
AI-powered Motion Interaction for 3D Cultural Heritage

Museums and cultural institutions, in general, are in a constant challenge of adding more value to their collections. The attractiveness of assets is practically tightly related to their value obeying the offer and demand law. New digital visualization technologies are found to give more excitements, especially to the younger generation as it is proven by multiple studies. Nowadays, museums around the world are currently trying to promote their collections through new multimedia and digital technologies such as 3D modeling, Virtual Reality (VR), Augmented Reality (AR), serious games, etc. However, the difficulty and the resources required to implement such technologies present a real challenge. Through this poster, we propose a 3D acquisition and visualization framework aiming mostly at increasing the value of cultural collections. This framework preserves cost-effectiveness and time constraints while still introducing new ways of visualization and interaction with high-quality 3D models of cultural objects. Our framework leverages a new acquisition setup to simplify the visual capturing process by using consumer-level hardware. The acquired images are enhanced using frame interpolation and super-resolution. A photogrammetry tool is then used to generate the asset 3D model. This model is displayed in a screen attached to the leap motion controller, which allows hand interaction without having to deal with sophisticated controllers or headgear allowing almost natural interaction.
Adversarial Counterfactual Learning and Evaluation for Recommender System

The feedback data of recommender systems are often subject to what was exposed to the users; however, most learning and evaluation methods do not account for the underlying exposure mechanism. We first show in theory that applying supervised learning to detect user preferences may end up with inconsistent results in the absence of exposure information. The counterfactual propensity-weighting approach from causal inference can account for the exposure mechanism; nevertheless, the partial-observation nature of the feedback data can cause identifiability issues. We propose a principled solution by introducing a minimax empirical risk formulation. We show that the relaxation of the dual problem can be converted to an adversarial game between two recommendation models, where the opponent of the candidate model characterizes the underlying exposure mechanism. We provide learning bounds and conduct extensive simulation studies to illustrate and justify the proposed approach over a broad range of recommendation settings, which shed insights on the various benefits of the proposed approach.
Hybridität als Motor und als Ergebnis von Sprachwandel

Abstract This paper deals with constellations in which, as consequences of linguistic interculturality, elements of two or more languages encounter each other and result in something partially or completely new, an – occasionally temporary – “third quality”, namely hybridity. The paper contributes to the meta-discourse and theory formation by questioning the concept, term and content of “linguistic hybridity”. It also submits a proposal for a typology of linguistic-communicative hybridity that consists of the following prototypical main groups, each with several subtypes: (1) language-cultural, (2) semiotic, (3) medial, (4) communicative, (5) systematic, (6) paraverbal and (7) nonverbal hybridity. At last, the paper examines hybridity as an explanatory variable for language change. In conclusion, hybridity is generally a place of cultural production, with special regard to communication and language it is potentially considered as an incubator of linguistic innovation. Hybridity can be seen as the engine and as the result of language change, or language development. It represents an essential factor by which language functions and develops as a complex adaptive system. Hybridity operates as a continuous cycle. By generating innovation, it triggers language change, which in turn, leads to further and new hybridizations. The processuality of hybridity creates diversity, while at the same time it can cause the vanishing of diversity.
Multihead Self Attention Hand Pose Estimation

In This paper, we propose a hand pose estimation neural networks architecture named MSAHP which can improve PCK (percentage correct keypoints) greatly by fusing self-attention module in CNN (Convolutional Neural Networks). The proposed network is based on a ResNet (Residual Neural Network) backbone and concatenate discriminative features through multiple different scale feature maps, then multiple head self-attention module was used to focus on the salient feature map area. In recent years, self-attention mechanism was applicated widely in NLP and speech recognition, which can improve greatly key metrics. But in compute vision especially for hand pose estimation, we did not find the application. Experiments on hand pose estimation dataset demonstrate the improved PCK of our MSAHP than the existing state-of-the-art hand pose estimation methods. Specifically, the proposed method can achieve 93.68% PCK score on our mixed test dataset.
IAR Physics program Project Report: Golden lambert machine simulation and analyses

The golden lambert machine that are going to be constructed on software simulator-blender. The golden lambert machine will be fully constructed in software which all motion and physic simulation are under ideal conditions, the limitation for the task is that we will have to include physic concepts such as inelastic/elastic collisions and conservations of energy and momentum, 2D motion, rotational motion and torque. The timeframe for the simulation were suggested to be 20-45second to complete and no individual step is taken less then 3 seconds. Also required to be delightful and surprising. Also being presented clearly and confidently and full with mastery understanding with physic concepts.
Face Recognition Application Using Adaptive Boosting and Gray Level Co-Occurrence Matrix

Face recognition has been an interesting field to explore.Although some previous researches have successfully proved to detect faces, there are still some difficulties to automatically recognize whose faces in one image.Human face is a dynamic object which a high degree of variability exists in its appearance.Therefore, every face has their own uniqueness.These unique features could be used for recognizing one from the other.This research is intended to offer new approach on the field.It is done by combining three methods for both detecting and recognizing faces.It begins with applying Adaptive Boosting (AdaBoost) to detect faces on a picture, then employing Gray Level Co-Occurrence Matrix (GLCM) to extract their features.Finally, K-Nearest Neighbor is used to recognize the owner of the face.This combination of methods is proven to get significant result of face detection but only fair result of face recognition.In addition to the research, an application has been developed.After doing research and development of this application, it can be concluded that the combination of the methods could become another approach for face recognition.
Features of Digital Educational Content in the Organization of Distance Learning in Vocational Education

In the article, based on the analysis of studies devoted to the implementation of distance learning in vocational education against the background of the fight against the pandemic and the self-isolation regime, the authors of the study highlight the main problems of the implementation of distance learning, which both the organizers of this type of education and teachers and students faced. The authors, based on the practice of implementing distance learning, indicate its advantages and disadvantages. The importance of the problem of the formation of ICT competence of teachers for the high-quality organization of distance learning, including in terms of the formation of digital educational content, is substantiated. The article presents an overview of various digital tools and web services tested by the authors that can be used to create digital content in the organization of distance learning, many of which are freely distributed and in demand among educational organizations, including professional education. The experience of the implementation of distance learning at GAPOU “Chita Pedagogical College” is described, where proven digital tools were used in the new conditions. The results of the implementation of distance learning at the Trans-Baikal State University and the Chita Pedagogical College are analyzed; both the positive aspects of this process and the problems that require further reflection and decision-making are identified.
Accounting At The Doorstepof The Fourth Industrial Revolution

Technology is everywhere around us -in medicine, in communications, in transport, in engineering, in architecture, in accounting. There is question: What will happen to accounting in the presence of machine learning and artificial intelligence? They give us tremendous opportunities for speed and flexibility; an easy, accessible and remote workflow; freedom from routine and the prospect of discovering new frontiers in the accounting profession. The operational role of the accountant has eased since the advent of the first computers, but today the pace of technological change is so rapid that some accounting processes happen in seconds. Accounting is on the doorstep of the Fourth Industrial Revolution and there are difficult questions that will determine the future of this profession -where the role of the machine extends and where man begins.
Analysis of English Language Needs in Elementary School in terms of Geographical Aspects

The status of English lessons in the 2013 curriculum is an alternative extracurricular program. This means that schools are given a policy to choose to teach English as extracurricular program or not. Especially for Enrekang District, Enrekang Regency,many elementary schools chose not to program it. Meanwhile, from a geographical perspective, Enrekang Regency is directly adjacent to Tana Toraja Regency which is an international tourism area. Thus, human resources around the area should be equipped with English skills. The aims of this research are: 1) to analyze the need for English as an extracurricular program in elementary schools in Enrekang Regency in terms of geographical aspects. 2) to identify the learning approach to teach English that is in accordance with elementary school students need in Enrekang Regency in terms of geographical aspects. This study quantitative and qualitative (Mix-Method). The subjects of this study were SDN 41 Enrekang which was determined through purposive sampling technique. Data collection techniques that had been carried out are through questionnaires, in-depth interviews, and documentation studies. The result confirms that English is really needs to be programmed as an extracurricular activity in elementary schools. In addition, both behaviorism and cognitive learning approach can be applied in teaching English in this context. The methods and techniques that can be applied should be consistent with that learning approach and match with the students’ actual English needs in a geographical perspective.
Aplikasi Mobile Presensi Siswa Terintegrasi SMS Gateway Menggunakan Algoritma Breadth-First Search (BFS)

Teacher attendance or student absenteeism is currently carried out manually. Therefore, researchers developed an Android-based application, with the aim of making it easier for teachers to carry out the student attendance process. This system is equipped with an SMS Gateway. So that with the system created, parents can monitor the attendance of their children in the course and training institutions. The SMS system gateway has an auto-response facility and by adopting an application from the Gammu system to bridge the SMS database Gateway to convey data to the SMS device using one of the search methods, namely the first wide search method, breadth-first search with reading and looking for connected data one by one. to data communication client-server. Using JSON as data exchange between the Android application and the web server for the student database. From the results of the tests that have been carried out, this student attendance application runs as desired with existing functions.Keywords:SMS Gateway, Android, Attendance, Breadth-First Search, Gammu.
GAME DESIGN AS LEARNING MEDIA OF ENGLISH PRONUNCIATION USING SET COLLECTION MECHANICS

English is an official language used to communicate between countries. Indonesia also learns English that can be learned from elementary school or kindergarten. However, pronunciation or pronunciation still bears serious mispronunciation, both vocalization, emphasis, and overall. Reliance on English has complexity and technique that the Bahasa pronunciation does not have. The problem with research is strategy and developing of a board game to learn English - speaking techniques. The purpose of this research is to design a learning media of English pronunciation through board game. This research uses experimental methods, linear strategies and combination approaches. The sources for this study are studies, books, interviews with professors and students. This research is about learning pronunciation using board game as a media. The purpose of this study is to design a game board called the Word Detector as a learning media. The result of this study is an increase in the result of the learning process performed before, after and several days after playing a board of games "Word Detector."
Literature Survey on Criminal Identification in Mumbai using DBSCAN

Crime rates are increasing every day in India, with Mumbai being the third among the 19 cities for 3 consecutive years; security against crime needs to be given increased priority by the government as well as individuals. In this paper, literature survey of crime analysis using DBSCAN clustering on crime dataset is done. The clustering helps clients in selecting a better, safer route from their current location to a desired location. The literature study focusses primarily on the algorithms used previously for similar systems, and comparing them with DBSCAN.
WI Fast Stats: a collection of web apps for the visualization and analysis of WI Fast Plants data

WI Fast Plants (Williams & Hill, 1986) were developed as a research tool at the University of Wisconsin-Madison and have been used by K-16 teachers around the world for nearly 30 years as an educational model-organism.As the name suggests, WI Fast Plants have a short time from planting to flowering (about 2 weeks), and thus, these plants are used in classrooms to engage learners of all ages and grade levels into the investigation of plant life cycles, the growth of flowers, the role of environmental factors on plants, the energy transformation of plants, the genetics of hybrids among many other topics.Thousands of students from elementary school to college level grow WI Fast Plants in class or at home, and collect data from their experiments, yet they do not have any userfriendly tool to visualize or analyze these data.Existing Data Science platforms such as CODAP (Consortium, 2014) are either too complicated to use or expensive.Furthermore, existing interfaces are not tailored to WI Fast Plants data or educational objectives, and lack the flexibility to evolve alongside the lesson options provided by WI Fast Plants.
Teaching & Learning Guide for: On Sylvia Wynter and Feminist Theory

Philosophy CompassVolume 15, Issue 12 e12718 TEACHING AND LEARNING GUIDE Teaching & Learning Guide for: On Sylvia Wynter and Feminist Theory Elisabeth Paquette, Elisabeth Paquette University of North Carolina at CharlotteSearch for more papers by this author Elisabeth Paquette, Elisabeth Paquette University of North Carolina at CharlotteSearch for more papers by this author First published: 07 December 2020 https://doi.org/10.1111/phc3.12718Read the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onFacebookTwitterLinkedInRedditWechat Volume15, Issue12December 2020e12718 RelatedInformation
Trust, Currency, and Science: The Rise of the Fintech and Token Economy

This paper primarily focused on the concept and correlation between the trust mechanism and currency system iterations from the early civilization age till nowadays. Structured as starting from diving into the history and evolution of the “format of the money”, by illustrating the changes associated with “TRUST” and “CONVENIENCE” as a timeline, and finally research into the ultimate of the current money - bitcoin and cryptocurrency.
The phenomenon of New Knowledge in the conceptual framework of the philosophy of science

The article, as a result of the analysis of the philosophical and methodological content of the new knowledge and dynamics of science concepts, substantiates the thesis about the necessity to radically shift the research priorities of the modern philosophy of science. The author critically evaluates the current methodological potential of the philosophy of science, which has developed on the basis of postpositivist concepts of scientific knowledge, and he attempts to outline the philosophical-methodological problems associated with modern scientific trends. According to the author, attention on the philosophy of science should be focused today, first of all, on interdisciplinary research programs that are implemented in the most popular and advanced areas of scientific knowledge. Within these programs, it is not the theoretical constructions (and their relationships), but the disciplinary structures of knowledge that act as the main cognitive unit of the organization of knowledge. Thus, to the fore of the philosophical-methodological approaches come the tasks related to the search and the analysis of methodological guidelines that provide cognitively effective communication (mutual understanding) of scientists within collaborations, i. e. interdisciplinary scientific teams. The author believes that the epistemological perspectives of comprehension and methodological development of such guidelines open up when referring to the cultural-historical dimensions of scientific knowledge. It is the cultural-historical epistemology that takes into account the existential, motivational attitudes of the scientist, which at the same time assume methodologically significant parameters of scientific research (the style of scientific thinking, the dignity of knowledge, and the historical continuity of science as a cultural phenomenon). As a result, the cultural-historical epistemology opens up the possibility of an effective methodological orientation of the most important areas in modern science.
THE MANAGEMENT OF ORGANIZATIONAL COMMUNICATION AS A FACTOR OF SOCIALIZATION: THE MAGAZINE VIDA NOVA

Organizational communication is a key element for the survival, maintenance and consolidation of human relationships in the workplace. This research aims to understand how organizational communication is being managed in the Mozambican Catholic Vida Nova Magazine, verifying how inclusive communication contributes to maintaining good quality of the journal and a high productivity of employees. The methodology used was qualitative, with a field work that consisted of participant observation for one year, complemented by semi-structured interviews with key witnesses. The results showed that Vida Nova Magazine experiences a particular kind of participatory, dialogical and strategic communication processes, coming mainly from the spontaneity of personal relations and communication among employees rather than due to a strategic option of the management. In view of the global demands in the field of social communication, Vida Nova Magazine seeks to broaden its field of action using instrumental forms of communication, based on new technologies, as digital platforms, both social networks and the website. The socialization process of its employees is promising as it cooperates in the consolidation of personal life and is expected to have a new life with Vida Nova. Keywords: organizational communication, collaborators socialization, community life, information processing
School Information Three Dimensional Animation Using Blender Version 2.79: School Information Three Dimensional Animation Using Blender Version 2.79

With the development of the movie and gaming industry the which is currently a field of motion capture has experienced rapid growth Also supports the development of the film and gaming industry. Captured motion in animation, it is important to create characters that move realistically, in a situation that is not practical or too dangerous for an actor. To Obtain the natural motion with the motion capture technique is still very low, due to the availability of equipment and application of human motion capture technology in the world of animation is still very expensive in terms of both hardware and software used. One type of human motion capture system that Utilizes optical motion capture cameras. The purpose of this study is to Obtain a realistic movement and shorten the time penganimasian for 3D animation filmmaking.