Reviewerly/exHarmony huggingface dataset:
The effect of distant connections on node anonymity in complex networks

Ensuring privacy of individuals is of paramount importance to social network analysis research. Previous work assessed anonymity in a network based on the non-uniqueness of a node's ego network. In this work, we show that this approach does not adequately account for the strong de-anonymizing effect of distant connections. We first propose the use of d-k-anonymity, a novel measure that takes knowledge up to distance d of a considered node into account. Second, we introduce anonymity-cascade, which exploits the so-called infectiousness of uniqueness: mere information about being connected to another unique node can make a given node uniquely identifiable. These two approaches, together with relevant "twin node" processing steps in the underlying graph structure, offer practitioners flexible solutions, tunable in precision and computation time. This enables the assessment of anonymity in large-scale networks with up to millions of nodes and edges. Experiments on graph models and a wide range of real-world networks show drastic decreases in anonymity when connections at distance 2 are considered. Moreover, extending the knowledge beyond the ego network with just one extra link often already decreases overall anonymity by over 50%. These findings have important implications for privacy-aware sharing of sensitive network data.
PathMLP: Smooth Path Towards High-order Homophily

Real-world graphs exhibit increasing heterophily, where nodes no longer tend to be connected to nodes with the same label, challenging the homophily assumption of classical graph neural networks (GNNs) and impeding their performance. Intriguingly, we observe that certain high-order information on heterophilous data exhibits high homophily, which motivates us to involve high-order information in node representation learning. However, common practices in GNNs to acquire high-order information mainly through increasing model depth and altering message-passing mechanisms, which, albeit effective to a certain extent, suffer from three shortcomings: 1) over-smoothing due to excessive model depth and propagation times; 2) high-order information is not fully utilized; 3) low computational efficiency. In this regard, we design a similarity-based path sampling strategy to capture smooth paths containing high-order homophily. Then we propose a lightweight model based on multi-layer perceptrons (MLP), named PathMLP, which can encode messages carried by paths via simple transformation and concatenation operations, and effectively learn node representations in heterophilous graphs through adaptive path aggregation. Extensive experiments demonstrate that our method outperforms baselines on 16 out of 20 datasets, underlining its effectiveness and superiority in alleviating the heterophily problem. In addition, our method is immune to over-smoothing and has high computational efficiency.
Differences in Self-Regulation of Male and Female Students in SMP N 2 Padang that Implement the Full Day School System

This research is motivated by the phenomenon of the number of students in a school who implement a full day school system that cannot regulate time either in learning or not, the number of students who often go out of class during class hours, and the number of students who are often late and more male students are found often do some of these things compared to female students. The purpose of this study was to examine the differences in self-regulation of male and female students in SMP N 2 Padang which implemented a full day school system. This research is a comparative descriptive study with quantitative methods. The total sample of 278 students was selected using the Proportional Random Sampling technique. The research instrument used was the student self-regulation questionnaire. Data were analyzed by descriptive statistical techniques and t-test (t test) techniques with the help of SPSS For Windows 20.0. The results revealed that (1) self-regulation of male students is in the high category (2) self-regulation of female students is in the high category, and (3) there is no significant difference between self-regulation of male and female students, obtained F is 0.398 with a significant 0.529 which means greater than 0.05, the value of t used is Equal variances assumed. The value of t obtained is -1.103 with probabilities (sig) 0.271&gt; 0.05 then H0 is accepted.
Factors Affecting the Students’ Actual Use Behaviour of Virtual Learning Environments (VLEs) during the Movement Control Order (MCO)

The Malaysian university students faced various obstacles and had unmet needs when it is no longer an option to carry out virtual learning during the COVID-19 pandemic.These challenges faced by students call into question their actual use behaviour and true acceptance of the virtual learning environment (VLE).Thus, this study investigated the students' actual use behaviour of VLEs, the factors that influence the actual use behaviour, the moderating effect of network connectivity on this relationship, and challenges faced by students while using this technology.The Technology Acceptance Model (TAM) and the Unified Theory Acceptance and Use of Technology 2 (UTAUT2) model were used as the theoretical basis of this study.An online survey was conducted among the International Medical University (IMU) students.The finding surmised that most of the students have adopted the VLE during the pandemic.The findings further revealed that factors such as hedonic motivation, perceived usefulness and perceived ease of use positively affect actual use behaviour, while network connectivity has no significant moderating effect on the relationship between the dimensions of the VLE and actual use behaviour.The key challenges include high cost associated with the VLE usage, and the students find the VLE is not entertaining or enjoyable.These results indicate that students will be inclined to accept the technology if there is high hedonic motivation, perceived usefulness, and perceived ease of use.Universities should focus on enhancing these factors to increase the acceptance of this technology among students, as VLEs have untapped potential for distance learning.
Pengembangan Aplikasi Bee_Ba for Fun untuk Membaca Permulaan dengan Metode Suku Kata di Sekolah Dasar

&#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; For some students, mastering beginning reading skills with the syllabic method can be a challenge that requires a creative and engaging approach. Therefore, this study aims to develop the Bee_Ba For Fun application as a fun tool to assist elementary students in learning beginning reading with the syllabic method. This application development method is based on a software design approach that involves the stages of requirements analysis, conceptual design, implementation, testing, and evaluation. Bee_Ba For Fun app development uses the latest technology in software development and interface design that appeals to elementary students. This application is designed to be accessible through mobile devices such as smartphones or tablets, so students can learn to read beginning with the syllabic method flexibly and interactively. The Bee_Ba For Fun application is equipped with interesting features, such as interactive word games, selection of difficulty levels tailored to students' abilities, and awards given as a form of motivation. In addition, this application is also equipped with learning materials that are arranged systematically, ranging from simple syllables to more complex syllables. Thus, students can learn beginning reading progressively and enjoyably. This research also involved testing the application by involving elementary school students as participants. The results of this trial will be used to evaluate the effectiveness and efficiency of the Bee_Ba For Fun app in helping students master beginning reading with the syllable method. It is hoped that this application can be an effective and entertaining learning resource for elementary students, as well as increase their interest in reading learning&#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D; &#x0D;
Development of an Interactive E-booklet on Fish Diversity at TPI Tambaklorok to Improve Science Process Skills of High School Students

The purpose of this study is to develop interactive e-booklets based on the local potential to improve learners' science process skills. This research method is Research &amp; Development (R&amp;D) with a 4D model consisting of 4 main stages, namely, define. Design, develop and disseminate. The product of this research is an interactive e-booklet. The subject of the study was a grade X student of Al Fattah Terboyo High School. The e-booklet was validated by media experts and material experts, each consisting of one lecturer and two teachers as experts. The results showed that interactive e-booklets are included in the category of very valid and worthy of use in learning, and interactive e-booklets are effective enough to improve the science process skills of learners, but science process skills still need to be trained again to learners.
EFL Students’ Perception of the Use of Group Work

Group work is an essential part of the learning process, especially for students at school. Group work is one part of the learning method that helps teachers involve students and provides opportunities for students to learn cooperatively. This study aims to determine students' perceptions of the implementation of group work in English class. This study used an instrument in the form of a survey involving 125 participants consisting of five classes from class xi of SMAN 2 Malang. The author uses five variables as a reference to what problems often occur when grouping and the leak of students’ motivation when studying. The author uses a descriptive technique by describing what problems usually happen to analyze the data obtained. The findings from this study indicate that students working in groups can improve their responsibility and share their ideas, time, and task, resulting in an increased chance of completing tasks quickly and achieving better scores.
Modality, expected utility, and hypothesis testing

Abstract We introduce an expected-value theory of linguistic modality that makes reference to expected utility and a likelihood-based confirmation measure for deontics and epistemics, respectively. The account is a probabilistic semantics for deontics and epistemics, yet it proposes that deontics and epistemics share a common core modal semantics, as in traditional possible-worlds analysis of modality. We argue that this account is not only theoretically advantageous, but also has far-reaching empirical consequences. In particular, we predict modal versions of reasoning fallacies from the heuristics and biases literature. Additionally, we derive the modal semantics in an entirely transparent manner, as it is based on the compositional semantics of Korean modal expressions that are morphosyntactically decomposed into a conditional and an evaluative predicate.
Putting the Artificial Intelligence in Alternative Dispute Resolution

This article argues that the evolving regulatory and governance environment for artificial intelligence (AI) will significantly impact alternative dispute resolution (ADR). Very recently, AI regulation has emerged as a pressing international policy issue, with jurisdictions engaging in a sort of regulatory arms race. In the same way that existing ADR regulations impact the use of AI in ADR, so too will new AI regulations impact ADR, among other reasons, because ADR is already utilizing AI and will increasingly utilize AI in the future. Appropriate AI regulations should thus benefit ADR, as the regulatory approaches in both fields share many of the same goals and values, such as promoting trustworthiness.&#x0D; Keywords: artificial intelligence; online dispute resolution; alternative dispute resolution; regulation; governance; trustworthiness; transparency; fairness; diversity; explainability.
Utilization of Learning Media in Science Lessons in Elementry Schools

The purpose of this research is to know the benefits of the use of the media learned in elementary school science. The method used in this study is library research. The data-collecting techniques for the research began by looking up relevant topics to help writers in collecting data. That data is obtained by searching relevant journals, books, and resources. Research reveals that one of the key elements of the learning process is the use of the learning materials, or learning resources. Using the media is one method for improving the educational process. The teaching process in the class can be facilitated for teachers by using a media learning tool to facilitate an exchange of knowledge for students. Thus, students can learn to achieve the learning goal for this by using learning resources.
METHODOLOGY AND METHODS OF FORMATION OF THE WORLDVIEW COMPONENT OF INNOVATIVE TEACHING TECHNOLOGIES OF PROFESSIONALLY ORIENTED DISCIPLINES

The problem of the research is the methodological and methodical analysis of the peculiarities of the formation of the worldview component of the innovative technologies of teaching professionally oriented disciplines during the training of highly qualified pedagogical workers. Ways of strengthening and consolidating a holistic scientific worldview, technological, communicative and social competences of the individual are defined. The method of formation of the worldview component of innovative teaching technologies of professional and professionally-oriented disciplines is considered. This technique has objective and subjective components. Objective components are a system of scientific knowledge. Subjective components are views, beliefs, ideals components. An important element of worldview is creative, theoretical, professional and professionally oriented thinking, self-determination. Methods of determining the level of fragmentation of the professionally oriented space are considered. This contributes to the logical sequence of the formation of the scientific worldview of the subjects of study and the knowledge system in the structure of the scientific picture of the world as a whole. The conducted research made it possible to obtain a conclusion. The formation of a professional scientific worldview should be carried out according to a defined algorithm. The structure of the algorithm includes certain principles, rules, and paradigms formed by the historical (evolutionary) stages of the development of scientific fields. The algorithm forms the basis of the methodological approach to the methodology of formation of the worldview component of innovative teaching technologies of professionally oriented disciplines. We offer the implementation of the outlined concepts through inclusion in the content of educational programs of specialties. At the same time, the differentiation of sectoral scientific pictures of the world (introduced in the 18th century) dominates, and accordingly, the formation of a professional worldview. Today, humanity has accumulated so much information that it can no longer fully comprehend it. A new problem has arisen. It is expedient to solve it through integrative knowledge, which must be foreseen when forming a scientific picture of the world. Methodological analysis of the problem in terms of the use of innovative technologies made it possible to draw a conclusion. In general, technologies determine the general strategy for the development of the educational environment. The research should be continued in a separate isolation of the concept of the purpose of educational technologies for forecasting the development of innovations. Key words: training, innovative technologies, level of fragmentation, professionally oriented space, self-determination, scientific worldview.
IMPOLITENESS STRATEGIES AND ITS SPEECH ACTS OF MAIN ANTAGONIST CHARACTER UTTERANCES IN CRUELLA MOVIE

This research discusses impoliteness strategies and its speech acts of main antagonist utterances in Cruella movie. The objectives of this research are to find out the impoliteness strategies in the utterances of main antagonist in Cruella movie using Culpeper’s impoliteness strategies (1996) and to find out the speech acts in the impolite utterances of main antagonist in Cruella movie using Searle’s classification of speech acts (1979). The study adopted a descriptive qualitative method. The source of data of this research is a movie entitled Cruella. This research uses the dialogue script of Cruella movie as the data. The result shows that there are 90 data found in this research consisting of five impoliteness strategies and five kinds of speech acts in the utterances of main antagonist in Cruella movie. The impoliteness strategies found in this research are negative impoliteness with 49 data or 54%, positive impoliteness with 18 data or 20%, bald-on record impoliteness with 11 data or 12%, sarcasm or mock politeness with 8 data or 9%, and withhold politeness with 4 data or 4%. The kinds of speech acts found in this research are directive with 41 data or 46%, representative with 22 data or 24%, expressive with 21 data or 23%, commissive with 4 data or 4%, and declaration with 2 data 2%. The classification of speech acts found in the impoliteness strategies are directive in negative impoliteness with 30 data or 33%, expressive in negative impoliteness with 12 data or 13%, representative in positive impoliteness strategy with 8 data or 9%, representative acts in bald-on record impoliteness with 7 data or 8%, directive in positive impoliteness with 6 data or 7%, representative in negative impoliteness strategy with 4 data or 4%, expressive in sarcasm or mock politeness with 4 data or 4%, directive in bald-on record impoliteness with 4 data or 4%, commissive in negative impoliteness with 3 data or 3%, expressive in withhold politeness with 3 data or 3%, expressive in positive impoliteness with 2 data or 2%, declaration acts in positive impoliteness strategy with 2 data or 2%, representative in sarcasm or mock politeness strategy with 2 data or 2%, commissive in sarcasm or mock politeness with 1 datum or 1%, directive in sarcasm or mock politeness with 1 datum or 1%, and representative in withhold politeness with 1 datum or 1%. Based on the result of this research, directive speech act in negative impoliteness strategy is the most frequent utterances performed by the main antagonist in Cruella movie.
Perceptions of Students Using E-Learning Application in Learning Science

the purpose of this research is to know the implementation of learning using e-learning. This study uses descriptive qualitative research with a phenomenological approach and literature review as reference material. Data collection tools used in this research are observation, interviews, and documentation. This research study focuses on class 2019 students who carry out learning using e-learning applications. Data collected from students were then analyzed using reduction data, presentation data, and verification data. The results of this study are then poured into writing after checking the validity of the data so that the data can be trusted. Triangulation is one of the data validity techniques used in this study. So that the results obtained are that students' perceptions of learning using e-learning are different, namely: students and lecturers do not fully understand the implementation of e-learning; facilities provided by campuses do not support e-learning based learning, such as WiFi and internet quota subsidies; lack of interaction between lecturers and students, and some lecturers have not fully implemented e-learning.
INTERACTIVE PHYSIC LEARNING MEDIA DESIGN USING LECTORA INSPIRE

The learning process in the digital era cannot be separated from information technology. Various kinds of applications are offered, ranging from paid to free. This study aims to describe the design of interactive learning media by utilizing a free application, namely Lectora Inspire. This application serves to make it easier for users to create interactive learning media designs. In addition, the Lectora Inspire application can assist teachers in the learning process with attractive and interactive media designs. Appropriate interactive learning media design can produce effectiveness in the learning process. In this case, this research is motivated by the use of learning media used in schools that are not fully interactive and are not in accordance with making good learning designs. For this reason, this study aims to design good interactive learning media by following the proper learning media design rules. The research method used in this research is research and development (R&amp;D) with the ADDIE model namely analysis, design, development, implementation, and evaluation. Research on the development of the ADDIE model is limited to the early stages, namely Analysis and Design. From the results of the design of interactive learning media using the lectora inspire application developed by researchers, it is hoped that it will be useful for students and teachers at school so that students can master learning independently and have fun.
Introduction to the Symposium on Critical International Law and Technology

Scholarship concerned with international law, technology, and computation has been burgeoning since the mid-to-late twentieth century. Over the past decade, it has taken shape as a discernible sub-field of international legal scholarship. An International Law and Technology Interest Group was created within the American Society of International Law in 2013, for instance. By 2021, international law and technology was already considered ripe for “rethinking.” Some of this work has been solutionist, aimed at generating order-restoring answers to the “upset[s]” caused by technological change. Some of it has been constitutionalizing, canvassing prospects for “a transformative constitutionalism for the digital human condition.” Much of the scholarship has sought to give humanist (or post-humanist) pause to the ever-increasing pace of technological change.
Designing Effective Visual Feedback for Facial Rehabilitation Exercises: Investigating the Role of Shape, Transparency, and Age on User Experience

Facial expression recognition technology has been utilized both for entertainment purposes and as a valuable aid in rehabilitation and facial exercise assistance. This technology leverages artificial intelligence models to predict facial landmark points and provide visual feedback, thereby facilitating users' facial movements. However, feedback designs that disregard user preferences may cause discomfort and diminish the benefits of exercise. This study aimed to develop a feedback design guide for facial rehabilitation exercises by investigating user responses to various feedback design methods. We created a facial recognition mobile application and designed six feedback variations based on shape and transparency. To evaluate user experience, we conducted a usability test involving 48 participants (24 subjects in their 20s and 24 over 60 years of age), assessing factors such as feedback, assistance, disturbance, aesthetics, cognitive ease, and appropriateness. The experimental results revealed significant differences in transparency, age, and the interaction between transparency and age. Consequently, it is essential to consider both transparency and user age when designing facial recognition feedback. The findings of this study could potentially inform the design of more effective and personalized visual feedback for facial motion, ultimately benefiting users in rehabilitation and exercise contexts.