Reviewerly/exHarmony huggingface dataset:
Research on Student Community Management Service Model Based on "One-stop Service"

In the college stage of students, counselors play a very important role in college students' study and life.The basic work content of college counselors is to connect with students' daily study and social activities.Building a "one-stop" student community management service model in colleges and universities can effectively improve the management level of colleges and universities, thus enhancing the enthusiasm of college students to participate in school activities, and ensuring that college students can effectively realize the rational utilization of various educational resources during their study in colleges and universities.The application of student community management mode can improve the adaptability of college students in all aspects, so that they can better adapt to social life in the process of future work.However, there are still many difficulties in the construction of the "one-stop" student community management service mode in colleges and universities, which need to be further solved.This paper analyzes the significance of the construction of the "one-stop" student community management service model, and tries to put forward measures to improve the quality of the management service model.
Analysis on the Application of Difficulty Movements in Three person Aerobics of Group B of the Fourth Universiade in Gansu Province

Using the methods of literature, video observation and logical analysis, this paper studies the number, type, rule and sequence of difficult movements in the video of group B aerobics trio of the Fourth Universiade in Gansu Province.The research shows that the difficulty of aerobics group B trio in the 4th Universiade has been significantly improved, and the combination shows better spatial, dynamic, flexible, and smooth; Most of the difficulty combinations are distributed in the "first half set", which is conducive to the high-quality completion of the movements of the players.The players have more abundant physical strength and can complete the difficult movements more beautifully.
Implementasi Rules dan Manajemen Bandwidth pada Mikrotik di Perumahan Permata Puri Harmoni RW 016

Using rules with bandwidth management improves network utilization and optimizes system performance. By prioritizing network access, you can better manage bandwidth usage and thus better serve applications that require higher bandwidth. Additionally, rules help you maintain network security by identifying and managing unwanted activity such as piracy and virus spreading. Overall, this journal shows that the use of rules in Mikrotik's bandwidth management improves network efficiency and security. The bandwidth management method implemented is simple queuing with a maximum bandwidth of 10 Mbit/s for each user and network optimization by blocking websites with harmful content Permata Puri Harmoni Housing RW 016 Internet network stability.
A collaborative and dynamic multi-source single-destination navigation algorithm for smart cities

In order to enable multiple agents to select the best gathering point dynamically, the design of a collaborative and efficient method in real-time is crucial. The dynamic path planning problem from multiple sources to a single destination (DMS-SD) without prior knowledge about the target is proposed in this paper. The modified Dijkstra’s algorithm (Xiao et al., 2022) in the previous work can optimally address the DMS-SD problem, which effectively generates an optimal solution in the small map. However, it requires more than 60s to compute the result in our extensive map test, which is intolerable for real-time navigation users. Therefore, we have proposed a hybrid optimisation method to address the problem more efficiently in this paper. The proposed method integrates the Ant Colony Optimisation (ACO) with Monte Carlo Tree Search (MCTS) and modifies the heuristic function to fit the hybrid algorithm. The pure MCTS algorithm can accelerate the randomised search by only exploring unvisited nodes, instead of generating every possible solution. More importantly, benefiting from limiting the maximum exploring depth, our method can approach an optimal point and generate a sub-optimal solution without any prior training used in other neural network-based methods. Experiment results show that our proposed algorithm demonstrates competitive performance with other existing state-of-the-art methods, such as reinforcement learning-based approaches, without training the neural network model. Our method also provides up to 98% reduction in computation time while obtaining sub-optimal results, comparing with the modified Dijkstra’s algorithm.
Effects of the communication function on the change of meaning in the educational process

In the educational process, the effects of the communication function on the change of meaning of the ideas expressed in teaching are important in today's teaching and learning.Considering that sometimes misunderstandings arise between the parties involved in the learning process (teacher and student, teacher and learner).The study focuses on the phenomenon of the "language game", which is one of the topical paradigms of recent times.The famous philosopher L.Wittgenstein was the author of this term, which is included in the science of linguistics.Of course, similar terms can be found in the works of other famous philosophers, linguists, psychologists.But with the appearance of the term "language game", L.Wittgenstein seems to have restored the bridge between language and philosophy, which existed for a long time, but which remained due to some problems since centuries.Since pragmatics, which is one of the aspects of the sign system, examines the points related to the activity of the language, the "language game" is also considered one of the main points in the center of its research.Although "language games" by their general appearance and even their origin resemble the structural form of ordinary speech acts, they are completely distinguished from them in terms of a number of features.The main characteristic of "language games" is the disruption they cause in linguistic norms.Deliberately, purposefully violated rules have a special effect on the semantic load of each expression in the encoding-decoding process.As a result, the illocutionary force of the locative act formed in the form of a "language game" differs from the illocutionary force of ordinary speech acts.An element of illocutionary force that is normally present acquires a dual character.The illocutionary act, which has a double power, makes the communication process very interesting on the one hand, and complicated on the other hand, compared to ordinary speech acts.
Concepts

This chapter discusses one of the most basic putative cognitive kinds, concept, arguing that it should be considered a real kind based on our current state of knowledge, contrary to what some philosophers have urged. After surveying empirical work on concepts in cognitive neuroscience and cognitive psychology, the chapter tries to show that this work is pitched at different levels of explanation. Much recent work on concepts using neuroimaging techniques should not be expected to reveal the neural correlates of concepts because the research has different explananda and is investigating different causal processes. Other work on concepts in cognitive science reveals psychological structures (prototypes) associated mainly with automatic processing rather than deliberative reasoning. By contrast, concepts proper can be understood as functional kinds, which are individuated partly etiologically and partly with reference to the thinker’s discriminatory and inferential abilities. Many research programs in cognitive science individuate concepts in this way, combining diachronic and synchronic factors.
Extracting Ironic Tweets using Experts Model

Posts on Twitter allow users to express ideas and opinions very dynamically. This high volume of data provides relevant clues about the public judgment on a specific product, event, service, etc. While traditional sentiment analysis primarily focuses on classifying the sentiment in general (positive or negative) or at an aspect level (very positive, low negative, and so on) and cannot exploit the intensity information. Recently, the problem of irony detection in social media has been proven to be pervasive among research enthusiasts, posing a challenge to sentiment analysis systems. Moreover, the figurative use of language has received scarce attention from the computational linguistic research point of view. This paper proposes an architecture, the Experts Model, inspired by the standard Mixture of Experts (MoE) model. The key idea here is that each expert learns different sets of features from the feature vector, which helps in better irony detection (Ironic vs. Non-ironic - SemEval-2018 subtask A) and ironic type detection (Verbal irony with vs. without polarity contrast vs. Situational irony vs. Non-irony - SemEval-2018 subtask B) from the tweet. We compared our Experts Model’s results with baseline results along with the top five performers of SemEval-2018 Task-3, Ironic detection. The experimental results show that our proposed approach deals with the ironic detection problem and stands at the top-3 results. We opted for a transfer learning approach by applying our proposed model on three different datasets #ironic, #sarcasm, and #humor, and we achieved a better F1-score.
Findings of shared task on Sentiment Analysis and Homophobia Detection of YouTube Comments in Code-Mixed Dravidian Languages

We present an overview of sentiment analysis and homophobia detection of YouTube comments in code-mixed Dravidian languages in this paper. We provide the details of this task and the submitted systems for the tasks. We introduce two studies: task A for detecting sentiment analysis and task B on homophobia detection, which is organized by the FIRE 2022. A total of 95 participants registered for the shared task, 13 teams finally submitted their results for task-A a, and 10 teams submitted their results for task B. The teams explored tasks A and B using traditional machine learning and deep learning models. Most of the benchmark systems have been analyzed by participants capable of handling code-mixed scenarios in Dravidian languages.
An ADS‐B signal poisoning method based on generative adversarial network

Automatic dependent surveillance-broadcast (ADS-B) has been widely used due to its low cost and high precision. The deep learning methods for ADS-B signal classification have achieved a high performance. However, recent studies have shown that deep learning networks are very sensitive and vulnerable to small noise. An ADS-B signal poisoning method based on Generative Adversarial Network is proposed. This method can generate poisoned signals. One of ADS-B signal classification networks is assigned as the attacked network and another one as the protected network. When poisoned signals are fed into these two well-performed classification networks, the poisoned signal will be recognized incorrectly by the attacked network while classified correctly by the protected network. An attack-protect-similar loss function is further proposed to achieve ‘triple-win’ in leading attacked network poor performance, protected network well performance and the poisoned signals similar to unpoisoned signals. Experimental results show that the attacked network classifies poisoned signals with 1.55% classification accuracy, while the protected network classifies rate is still maintained at 99.38%.
Admission Experts based on Android+VR, AR Technology and Voice Operation

With the improvement of people's living standards and the increasing abundance of materials, acceptance has become an indispensable part of people's life. Nowadays, the application of smartphone is more and more widely used. A mobile APP based on Android system with the theme of acceptance is developed. Augmented Reality (AR) and Virtual Reality (VR) technologies as well as voice operation functions are applied to bring users a technological, convenient and novel experience of acceptance.
GraphSD: A State and Dependency aware Out-of-Core Graph Processing System

In recent years, system researchers have proposed many out-of-core graph processing systems to efficiently handle graphs that exceed the memory capacity of a single machine. Through disk-friendly graph data organizations and well-designed execution engines, existing out-of-core graph processing systems can maintain sequential locality on disk access and greatly reduce disk I/Os during processing. However, they have not fully explored the characteristics of graph data and algorithm execution to further reduce disk I/Os, leaving significant room for performance improvement. In this paper, we present a novel out-of-core graph processing system called GraphSD, which optimizes the I/O traffic by simultaneously capturing the state and dependency of graph data during computation. At the heart of GraphSD is a state- and dependency-aware update strategy that includes two adaptive update models, selective cross-iteration update (SCIU) and full cross-iteration update (FCIU). These two update models are dynamically triggered at runtime to enable active-vertex aware processing and cross-iteration vertex value computation, which avoid loading inactive edges and reduce disk I/Os in the future iterations. Moreover, an efficient sub-block based buffering scheme is proposed to further minimize I/O overheads. Our evaluation results show that GraphSD outperforms two state-of-the-art out-of-core graph processing systems HUS-Graph and Lumos by up to 2.7 × and 3.9 × respectively.
Design and implementation of art teaching system based on B/S structure

Art class is a teaching system with aesthetic teaching as the core and painting, craft and appreciation as the same emphasis. It is an integrated education of aesthetics and art review, and plays an important role in improving the comprehensive quality of students. In today's information-based society, it is very necessary for schools to establish corresponding curriculum websites for primary school art courses that require hands-on participation and communication. This can not only enable more people to enjoy valuable educational resources, but also help to improve the teaching quality of school art courses and improve students' imagination, appreciation, expression and practical ability. The course website uses software to design the page, database and programming language to realize the website. The website mainly includes three parts: homework management system, website page system and learning forum system. The function of the designed system is tested and the performance is analyzed. This system enhances the interactive effect of art class, improves the teaching effect of the course, and is of great significance to promote the further development of art class teaching and multimedia teaching.
ON THE JOURNEY TO BLOCKCHAIN TECHNOLOGY, BIM AND THE BEE IN THE CONSTRUCTION SECTOR

The study appraises the features in the South African construction projects supply chain that are amenable to blockchain technology. An integrative review of purposively sampled extant literature from multidisciplinary databases: Web of Science, Science Direct, Scopus, Sage, Taylor and Francis, and Emerald Insight were adopted. Descriptors for literature search are “integrative review”, “black economic empowerment”, “building information modelling”, and “blockchain technology application in the South African construction sector”. The study is in a bid to determine the South African story regarding the adaptability of her infrastructure supply chain using blockchain technology. The study establishes the need for a paradigm shift where figments of science have become reality, and technology synthesis is the main driver. Thus, guaranteeing that technology preference is ideal and to the benefit of everyone. Results show that South Africa is willing to try new technologies including blockchain technology however; there is need for the human workforce and stakeholders within the construction sector to be trained to attain technical and personal skills capabilities. The study proposes the need to integrate blockchain technology concepts into the current education system, especially in developing countries.
Aspects of Language Monadic Predicate Logic System plus Identity (LMPL+I)

In this paper, we devoted to study the language monadic predicate logic system plus identity (LMPLS+I) as extension of the language of propositional logic system (LPLS). I.e., (LPLS)⊂ (LMPLS+I), which it contains all the hereditary traits (or features) of (LPLS) , furthermore that, we will add some new data information between relationship of object, subject and predicate. This is the task of monadic predicate logic system addressed. As mentioned in pervious papers, the main task of system of logic is classifying between valid and invalid arguments, moreover, the central role the system of logic how distinguishes between the conclusions which follow from their premises of the arguments and those do not follow from their premises. As a matter of fact, when we encounter some proofs that seem perceptually (or intuitively) sound, but we are -unable to prove their validity due to the inability language of propositional logic system (LPLS). Hence, it was necessary to uses the monadic predicate logic system (LMPLS+I) to overcome this problem. In this article, we study syntax, semantics and inference on language monadic predicate logic system plus identity (LMPLS+I) and investigation characteristics of arguments such valid \ invalid and types of formulas and relations between formulas like consistency and inconsistency sets.
Identifikasi Perilaku Kenakalan Siswa di SMA Ferdy Ferry Putra Kota Jambi

This research is motivated by the phenomenon of student delinquency which is increasingly prevalent in schools, various forms of student delinquency ranging from mild delinquency such as truancy to delinquency that causes victims from other parties such as fighting, brawls, and extortion. This is the basis for the purpose of this study, namely to find out (1). How big is the level of delinquency that causes physical victims at Ferdy Ferry Putra High School, Jambi City?, (2). How big is the level of delinquency that causes material victims for other people at Ferdy Ferry Putra High School, Jambi City?, (3). How big is the level of social delinquency that does not cause victims from other parties at Ferdy Ferry Putra High School, Jambi City?, (4). How big is the level of delinquency against one's own status at Ferdy Ferry Putra High School, Jambi City? The type of research used is quantitative with a descriptive approach. The population and sample in this study were students in class X and XI at SMA Ferdy Ferry Putra, Jambi City, with a total of 82 students. using total sampling technique. To find out the accuracy and validity of this instrument, a percentage test was carried out and with the help of the SPSS 24.00 program. The results showed that the delinquent behavior of students at SMA Ferdy Ferry Putra, Jambi City, was 82.37% at a high level, if you look at the data description indicators as follows (1). Delinquent behavior that causes physical casualties with a total percentage calculation of 80.69% at a high level, (2). Delinquent behavior that causes material victims to other people with a total calculation of 84.14% at a high level, (3). social delinquency that does not cause victims from other parties with a total calculation of 81.89% at a high level. (4). Student delinquency behavior on indicators of delinquency against one's own status with a total calculation of 83.78% at a high level.
Peningkatan Kecerdasan Linguistik dengan Bermain Tebak Nama pada Anak Usia 5-6 Tahun

Linguistic intelligence is the ability to use language both orally and in writing. In playing guess the name, children can look for objects that are nearby, and can mention the names of animals when their characteristics are mentioned. With linguistic intelligence, it is hoped that it can help in the stages of child development. The purpose of this research is to improve the linguistic intelligence of early childhood by playing guess the name at RA PAI Medan. The type of research used is classroom action research. The results showed that there was an increase in children's linguistic intelligence through guessing the name, namely cycle I reached 34%, cycle II reached 75%. The conclusion of this study is the application of name guessing games can improve children's linguistic intelligence.
Pengembangan Bahan Ajar Berbasis RME Berbantuan Macromedia Flash untuk Meningkatkan Kemampuan Pemecahan Masalah Matematisdan Self-Efficacy Siswa

The use of macromedia flash as a learning medium is useful for teachers as an aid in preparing teaching materials and organizing learning. It is hoped that through research on the development of RME-based teaching materials assisted by Macromedia Flash this can be an alternative to realizing a quality learning process and is also expected to improve students' problem-solving skills and self-efficacy. This research has several objectives: (1) To produce RME-based teaching materials assisted by Macromedia Flash to improve students' mathematical problem-solving skills and Self-Efficacy which are valid, practical and effective; and (2) to determine the increase in students' mathematical problem-solving abilities and self-efficacy by using the developed Macromedia Flash-assisted RME-based teaching materials. The type of research conducted is development research. This study used the Thiagarajan 4-D development model and researchers developed teaching materials based on a realistic mathematical approach. The subjects in this study were grade 7th students of East Halongonan One Roof Public Middle School 4 for the 2020/2021 academic year. In the first trial, there were 30 students in grades 7-3 and in the second trial, there were 30 students in grades 7-2.The results showed that: (1) There was an increase in students' mathematical problem solving ability and self-efficacy by using developed Macromedia Flash assisted RME-based teaching materials; and (2) RME-based teaching materials assisted by macromedia flash to improve students' mathematical problem-solving skills and self-efficacy developed in this study already meet valid, practical and effective criteria.
Analisis Faktor yang Mempengaruhi Minat Belajar pada Pembelajaran Daring Mahasiswa Pendidikan Ekonomi FKIP UNRI

This study aims to determine the factors that influence learning interest in online learning of Economics Education FKIP UNRI students. The population in this study were students of the Department of Economics Education FKIP UNRI and the sample in this study used a purposive sampling method, which is a sampling technique in which all members of the population were sampled as many as 159 students. The data collection method in this study used a questionnaire. Data were analyzed by multiple linear regression analysis. The results showed that the factors affecting interest had a significant effect on the online learning interest of students of Economics Education FKIPa UNRI class of 2018-2020 with the regression equation Y=19.353 +2651+4052+1843+4864+854+e and contributed 22.9% to the factors that affect interest in learning