Reviewerly/exHarmony huggingface dataset:
Study on Human-machine Interface of Omnidirectional Vehicle

Omni-directional movers have no restrictions on movement in a plane. Taking advantage of this characteristic, some manufacturers have sold forklifts that can move in all directions. However, the operation method of these vehicles differs among manufacturers, and a general operation method has not yet been established. Therefore, the purpose of this study is to develop an evaluation method for passenger omni-directional wheelchair that can compare and examine various possible operation methods in order to find a better operation method. First, the evaluation method of operability was examined. The evaluation criteria for operability vary depending on the purpose and use of the omni-directional mover. Even if we focus only on the operation elements, it is necessary to consider various things such as installation position, angle, and the relationship between input and output. Therefore, in this study, we examined a method to evaluate multiple operation methods for the operation of a wheelchair type omni-directional mover. Next, we constructed a common platform for the evaluation of operability. This is a four-wheel-drive, four-wheel-steering vehicle that can be ridden. The microcomputer calculates the angular velocity of the tires and the steering angle from the command values from the control elements and performs feedback control. We are currently working on the control program, and we will evaluate the operation of the omni-directional moving vehicle with a 3-axis joystick in the future. From the above, this study provides a basis for investigating the operation method of omni-directional mover.
Go

Go is known to have been played as long ago as 300 b.c.e. in China, and its origins may well be one or two thousand years earlier. In comparison with chess, which models a battle between opposing armies, the course of a game of Go is much more abstract. The standard game is played on a square 19 × 19 board, on which the players alternately place a stone, black for one player and white for the other. The goal of the game is to surround as large an area as possible with one’s own stones, where the opponent’s stones that are thus enclosed are captured and removed from the board. The game blockbusting is played on a board whose squares are arranged in a single row. Players black and white alternate placing stones on an unoccupied square. The game ends when the board is full.
Research on Developing Dynamic Website for Benishangul Gumuz Regional State of Educational Bureau

This research project was done by Assosa University College of Computing And Informatics. Developing Dynamic Website for Benishangul Gumuz Regional State of Educational Bureau, provides a simple and efficient way of facilitating education service. Since the redundancy and collection of relevant malfunctioned material information can be very time-consuming, it is difficult to achieve this objective using manual systems. All these challenges had been minimized by automating the manual system.This document contains the introduction, methodology that uses tools like Notepad++,HTML, wampserver and MYSQL, data sources like site observation, interview and document analysis, and for design methodology we use object-oriented. For analysis model we use sequence and activity diagram. For system design we include state diagram and use case diagram. To develop the real website, designs had been made that covers the website architecture, user interfaces and database designs.
My computer writes music on its own... does yours

Find here two posters concering the project My computer writes music on its own... does yours?.The poster An investigation on the automatic generation of music and its application into video games was designed to serve as guide and to support an oral presentation of the above-mentioned project. This poster was presented at the 8th International Conference on Affective Computing & Intelligent Interaction (ACII 2019) on the 4th of September, 2019.The poster Exploring a new algorithmic composition approach to generate music in real time matching tension was designed as an introduction, of the above-mentioned project, which does not necessarily need from the support of an oral presentation. This poster was presented at the Open University Postgraduate Research Students Poster Competition on the 11th of June, 2019.
Hubungan Motivasi, Harga Diri, dan Kepercayaan Diri Terhadap Keberhasilan Siswa Belajar Matematika [Correlation Between Motivation, Self-Esteem, and Self Confidence to Student’s Success in Studying Mathematics]

&lt;div&gt;&lt;p class="1eAbstract-text"&gt;The success of students learning Mathematics at “X” Junior High School is very low. Alike success of students learning Mathematics, the students also have low motivation, low self-esteem, and low self-confidence. According to this fact, guessed that there is correlation between motivation and success of students, between self-esteem and success of students, and between self-confidence and success of students learning Mathematics, so needed a research to see that correlation. Research method that was used to see that correlation is correlation method, with questionnaire as a tool to collect data from 131 students of “X” Junior High School. Technique used to analyze data are statistical techniques, which are descriptive and inferential statistic. The conclusions are 1) there is a significant correlation between motivation and success of students learning Mathematics at “X” Junior High School, 2) there is significant correlation between self-esteem and success of students learning Mathematics at “X” Junior High School, and 3) there is significant correlation between self-confidence and success of students learning Mathematics at “X” Junior High School.&lt;/p&gt;&lt;/div&gt;
Pedestrian Recognition System for Smart Security Robot using Pedestrian Re-identification Algorithm

The security system is an important guarantee for the safety of citizens' lives and property. In recent years, security robots have been more and more widely used in security systems. At present, domestic security robots generally lack of pedestrian recognition ability under complex circumstances. Therefore, this paper designs and implements pedestrian recognition system for smart security robots using improved pedestrian re-identification algorithm. Experiment result shows that the system has success rate of 90 % and response speed compliance rate of 94.4% under real circumstances, which is much better than traditional system.
Section 230 and the U.S Policy Debates Surrounding Content Moderation and Online Speech

This paper provides an overview of Section 230, a law that provides broad liability protection in the United States for online platforms regarding user-generated content, and the ongoing debates about the impact of the law, content moderation, and online speech. It begins by explaining the intended purposes of Section 230, discusses criticisms it currently faces, and reviews the potential consequences and policy concerns with many of the proposed changes. It concludes that Section 230 remains an important policy to continue free speech online and to encourage innovation by limiting risk from user speech for new online platforms.
Sales Application Program at Distro X in Bekasi Web-Based

Information technology is growing very fast, along with human needs that are also growing, with the internet then we will get millions of information, even we can do business sales through the Internet. therefore it is necessary to use a dynamic website in the sales business as a marketing tool to increase sales. with the website will be easier in introducing its products, as well as conducting various buying and selling transactions.The purpose of this research is to produce a web-based clothing sales information system e-commerce in distro threefive, helping distro threefive in promoting and selling products to consumers. Methodology carried out in data collection related to the preparation or completion of this final task is interviews, observations and literature studies. The results of this study explain the design of the system. which includes ERD, normalization, HIPO structure, program flowchart as well as program performance design. While in the implementation there is a relationship between the table, database structure and application program used and input design (input) and output design (output).
The Game and Play of Chess

Chess is an extremely complex game. Psychological research on the game has now existed, in one form or another, for nearly a hundred years. The best evidence, according to Murray’s erudite History of Chess, indicates that chess originated in India shortly before the year 590 AD. The time is long past when Steinitz could claim the world championship on the basis of a series of matches and tournament results against Anderssen, Zukertort, Blackburne, and Paulsen. There are a number of ways in which tournaments may be organized, although most of them are unsatisfactory in one way or another. Most chess games fall naturally into three different phases–the opening, the middlegame, and the endgame. For many of the games, the combined effects of captures and checks will already have been sufficient to force a win. However, the distribution of game lengths is very skewed and many endgames will continue for much longer.
Cybersecurity Capacity Review The Gambia

In collaboration with the World Bank (WB), the Global Cyber Security Capacity Centre (GCSCC, or ‘the Centre’) undertook a review of the maturity of cybersecurity capacity in The Gambia at the invitation of the Ministry of Information and Communication Infrastructure (MOICI). The objective of this review was to enable The Gambia to gain an understanding of its cybersecurity capacity in order to strategically prioritise investment in cybersecurity capacities. Over the period 31 October–2 November 2018, the following stakeholders participated in roundtable consultations: academia, criminal justice, law enforcement, information technology officers and representatives from public sector entities, critical infrastructure owners, policy makers, information technology officers from the government and the private sector (including financial institutions), telecommunications companies the banking sector as well as international partners.
Two State of Art Image Segmentation Approaches

The primary goal of this study is to determine object boundaries in outdoor scenes of photographs using only some general attributes of real-world objects. Segmentation and recognition should not be separated in this case and should be treated as an interleaving procedure. The goal of this project is to develop an adaptive global clustering technique that can capture non-accidental structural links among the constituent parts of structured objects, which typically have several constituent parts. The colour and texture information is also used to distinguish background items such as the sky, tree, and ground. This method categories them according to their properties without requiring any prior knowledge of the items. On two demanding outdoor databases and in distinct outside natural scene contexts, the suggested method outperformed two state-of-the-art image segmentation approaches, improving segmentation quality. It is possible to overcome significant reflection and excessive segmentation by employing this clustering strategy. This work proposes to increase performance and background identification capacity.
Research Guides: Digital Persistent IDentifiers - PIDs: Organization identifiers GRID & ROR

This guide lists 6 key PID types: ORCID (Open Researcher and Contributor ID), DOI (Digital Object Identifier), RRID (Research Resource ID), ROR (Research Organization Registry), Funder ID, Grant ID, It will also discuss some benefits of using PIDs.
Analisis Soal Penilaian Akhir Semester (PAS) Tema 6 ditinjau dari High Order Thingking Skills (HOTS) Pada Kelas VI SD Negeri 1 Klewor Tahun Ajaran 2019/2020

This study aims to analyze the final assessment items theme 6 reviewed High Order Thinking Skills (HOTS) in grade VI SD N 1 Klewor 2019/2020 academic year. This research uses qualitative research with descriptive method. The documents analyzed were in the form the Final Semester Assessment (PAS) Theme 6 for the 2019/2020 academic year. Data collection techniques using documentation. The data this study were obtained from interviews, and documentation. The results the analysis show that there are 3 categories 45 items. Namely, Lower Order Thinking Skills (LOTS) there are 11 multiple choice questions with a percentage 37%, 1 short entry question with percentage 10%, Middle Order Thinking Skills (MOTS) there are 10 multiple choice questions with percentage 33%, 9 short questions with percentage of the percentage 90%, 2 essay questions with percentage 40%, and High Order Thinking Skills (HOTS) there are 9 multiple choice questions with percentage 30%, 3 essay questions with percentage 60%. The overall percentage the 45 end-of-semester assessment questions Theme 6 “Towards a Healthy Society” class VI SD Negeri 1 Klewor Lower Order Thinking Skills (LOTS) is 26%, Middle Order Thinking Skills (MOTS) is 47%, and High Order Thinking Skills (HOTS) by 27%.
Mobile Learning Penelitian dan Tren Dalam Pendidikan di Indonesia

This article aims to analyze trends and research content related to mobile learning based on 20 articles from 2018-2020. The methodology used is a systematic literature review to investigate the methodology, field of study, technology, the most frequently used keywords, as well as the effectiveness and impact of the development and implementation of mobile learning for student learning. This analysis finds that trends in research related to mobile learning from 2018-2020 more inclined to research and development methods with various development models, the fields of study used in research are also diverse, ranging from ICT, mathematics, science, to social science and religion, media development for mobile learning is also still focused on smartphones with the Android operating system, the use of keywords in the article mostly already refers to the main topic. All products produced to support mobile learning are declared valid and suitable for use in the learning process. The implementation of mobile learning also has a positive impact such as making it easier for teachers to teach and maximizing student learning outcomes.
Improved Wireless Sensor Network Applications In Healthcare Monitoring System

A wireless sensor network is a large sensor hub with a confined power supply that performs limited calculations. The degree of restricted correspondence and the large size of the sensor hub, packets sent through the sensor network are based primarily on multihop data transmission. Current wireless sensor networks are widely used in a range of applications, such as precision agriculture, healthcare, and smart cities. The network it covers a wide domain and addresses multiple aspects in agriculture, such as soil moisture, temperature, and humidity. Therefore, issues of precision agriculture at the output of the network are analyzed using a star and mesh topology with TCP as the transmission protocol. In this paper, wireless sensor based healthcare systems implemented using various algorithms with less delay, energy consumptions are compared and reviewed
Regularization Guarantees Generalization in Bayesian Reinforcement Learning through Algorithmic Stability

In the Bayesian reinforcement learning (RL) setting, a prior distribution over the unknown problem parameters -- the rewards and transitions -- is assumed, and a policy that optimizes the (posterior) expected return is sought. A common approximation, which has been recently popularized as meta-RL, is to train the agent on a sample of N problem instances from the prior, with the hope that for large enough N, good generalization behavior to an unseen test instance will be obtained. In this work, we study generalization in Bayesian RL under the probably approximately correct (PAC) framework, using the method of algorithmic stability. Our main contribution is showing that by adding regularization, the optimal policy becomes uniformly stable in an appropriate sense. Most stability results in the literature build on strong convexity of the regularized loss -- an approach that is not suitable for RL as Markov decision processes (MDPs) are not convex. Instead, building on recent results of fast convergence rates for mirror descent in regularized MDPs, we show that regularized MDPs satisfy a certain quadratic growth criterion, which is sufficient to establish stability. This result, which may be of independent interest, allows us to study the effect of regularization on generalization in the Bayesian RL setting.
Politics, Big Data and Opacity Respect

In his chapter, Fox argues that citizens deserve “opacity respect” in which the state withholds from peering into citizens’ lives to determine their capacities, for good or ill. Governments should assume that we are rational agents, barring certain obvious exceptions such as infants and people who are mentally incapacitated, in the same way that we assume this of each other. To dig deeper, without permission, is to undermine human dignity and that which renders us equal as humans, thereby forming a foundation of the democratic ideology.
STUDENTS’ ENGAGEMENT IN LEARNING ENGLISH VOCABULARY VIA GAMES IN KAHOOT!

This study deals with how students are involved in the use of Kahoot in learning English. The aims of this study are to investigate the students’ engagement about vocabulary using Kahoot and their interests when Kahoot! is implemented in their English classes. Kahoot! in this research is an online gamification method applied by teachers in the classroom used by students. This research employs a descriptive qualitative research. The data obtained through two main instruments, namely class observations and questionnaires. Class Observations show that Kahoot! helps students to be actively involved in learning vocabularies in English. Therefore, the use of Kahoot! in learning English is beneficial for students because it helps the student learning in variety of ways. The results of the questionnaire show that the students are interested in learning English vocabulary using Kahoot! because they do feel the benefits of using Kahoot! in their learning English as it helps them to learn better.
Rough Estimator Based Asynchronous Distributed Super Points Detection on High Speed Network Edge

Super points detection plays an important role in network research and application. With the increase of network scale, distributed super points detection has become a hot research topic. The key point of super points detection in a multi-node distributed environment is how to reduce communication overhead. Therefore, this paper proposes a three-stage communication algorithm to detect super points in a distributed environment, Rough Estimator based Asynchronous Distributed super points detection algorithm (READ). READ uses a lightweight estimator, the Rough Estimator (RE), which is fast in computation and takes less memory to generate candidate super points. Meanwhile, the famous Linear Estimator (LE) is applied to accurately estimate the cardinality of each candidate super point, so as to detect the super point correctly. In READ, each node scans IP address pairs asynchronously. When reaching the time window boundary, READ starts three-stage communication to detect the super point. This paper proves that the accuracy of READ in a distributed environment is no less than that in the single-node environment. Four groups of 10 Gb/s and 40 Gb/s real-world high-speed network traffic are used to test READ. The experimental results show that READ not only has high accuracy in a distributed environment, but also has less than 5% of communication burden compared with existing algorithms.
Effective Data Visualization with R

The goal of this activity is for the students to expand their data visualization knowledge and toolset to create visualizations that use data to answer specific questions. They will learn effective ways to visualize data, as well as some general rules of thumb to follow when creating visualizations. All visualization tasks in this tutorial will be applied to two datasets, one of vaccination data from the World Health Organization, the other of fast-food restaurants in the western United States. Throughout the activity, students will have to think critically about what type of plots are best suited to answer the research questions. They will then write down R code to generate those plots in ggplot2, and be prompted to critique and improve them. Quiz questions are automatically checked for correctness.  This activity is modified from the Data Science 100 course material, as developed in the Statistics Department of the University of British Columbia.
The Importance Of Stylistics Used In The Notebook Novel (1996) By Nicholas Sparks

The research was aimed at analysing the writing style in The Notebook novel (1996). This research belonged to qualitative. The researcher used descriptive qualitative analysis as a method. The main data source of this research is The Notebook novel (1996) by Nicholas Sparks, while the formal object is astylistic study. To develop this research, some sources from journals, thesis, and articles from the internet are very needed. This research result shows that firstly the kinds of stylistics used in this novel cover diction, idiom, repetition, rhyme, figurative language, imagery, and symbolism. Secondly the meaning of the language is varied based on the context such as the word choice uses old english language, the implied expression through idiom, emphasizing the expression by repetition. Thirdly they function as the direction of how to use the finer words, and politely express the feeling
Decentralization Is Coming! The Future of Blockchain

Advocates of blockchain believe that distributed ledger technologies can provide us with a technological infrastructure to challenge the concentrated power of tech giants such as Amazon, Facebook and Google, and create a more equitable, sustainable and decentralized world. This paper considers these claims and concludes that they are preferable to defending the status quo or arguing that a solution might be found in more and better rules and regulations. Nevertheless, the future remains highly uncertain and we are currently living in a rapidly evolving “space” between two competing realities: a centralized old-world reality and a fast-emerging, but, as yet, incomplete, decentralized reality. We remain optimistic that decentralization is coming but identify powerful competing forces seeking to preserve the status quo. As such, we must encourage more organizations – business, government, investors, charities – to experiment with distributed ledger technologies and to participate actively in the digital transformation. We need more experimentation to address the current shortcomings of decentralization and to ensure the early arrival of mainstream applications of a technology that has the potential to solve some of the most pressing challenges of a digital age.