Reviewerly/exHarmony huggingface dataset:
Trajectory Smoothing Planning of Delta Parallel Robot Combining Cartesian and Joint Space

Delta parallel robots have been widely used in precision processing, handling, sorting, and the assembly of parts, and their high efficiency and motion stability are important indexes of their performance.Corners created by small line segments in trajectory planning cause abrupt changes in a tangential discontinuous trajectory, and the vibration and shock caused by such changes seriously affect the robot’s high-speed and high-precision performance. In this study, a trajectory-planning method combining Cartesian space and joint space is proposed. Firstly, the vector method and microelement integration method were used to establish the complete kinematic and dynamic equations of a delta parallel robot, and an inverse kinematic/dynamic model-solving program was written based on the MATLAB software R2020a. Secondly, the end-effector trajectory of the delta parallel robot was planned in Cartesian space, and the data points and inverse control points of the end effector’s trajectory were obtained using the normalization method. Finally, the data points and control points were mapped to the joint space through the inverse kinematic equation, and the fifth-order B-spline curve was adopted for quadratic trajectory planning, which allowed the high-order continuous smoothing of the trajectory planning to be realized. The simulated and experimental results showed that the trajectory-smoothing performance in continuous high-order curvature changes could be improved with the proposed method. The peak trajectory tracking error was reduced by 10.53%, 41.18%, and 44.44%, respectively, and the peak torque change of the three joints was reduced by 3.5%, 11.6%, and 1.6%, respectively.
Clarifying the Effect of Edge Targets in Touch Pointing through Crowdsourced Experiments

A prior work has recommended adding a 4-mm gap between a target and the edge of a screen, as tapping a target located at the screen edge takes longer than tapping non-edge targets. However, it is possible that this recommendation was created based on statistical errors, and unexplored situations existed in the prior work. In this study, we re-examine the recommendation by utilizing crowdsourced experiments to resolve the issues. If we observe the same results as the prior work through experiments including diversities, we can verify that the recommendation is suitable. We found that increasing the gap between the target and the screen edge decreased the movement time, which was consistent with the prior work. In addition, we newly found that increasing the gap decreased the error rate as well. On the basis of these results, we discuss how the gap and the target should be designed.
On the Height of One-Dimensional Random Walk

Consider the one-dimensional random walk Xn: as it evolves (at each unit of time), it either increases by one with probability p or resets to 0 with probability 1−p. In the present paper, we analyze the law of the height statistics Hn, corresponding to our model Xn. Also, we prove that the limiting distribution of the walk Xn is a shifted geometric distribution with parameter 1−p and find the closed forms of the mean and the variance of Xn using the probability-generating function.
Optimal protocols for entangling gates in <i>N</i>-qubit atomic systems

We use a novel optimization procedure that includes the temporal and spatial parameters of the pulses acting on arrays of trapped neutral atoms to prepare entangling gates in N-qubit systems. The spatiotemporal control allows treating a denser array of atoms, where each pulse acts on a subset of the qubits, potentially allowing to speed up the gate operation by two orders of magnitude by boosting the dipole-blockade between the Rydberg states. Studying the rate of success of the algorithm under different constraints, we evaluate the impact of the proximity of the atoms and, indirectly, the role of the geometry of the arrays in three and four-qubit systems, as well as the minimal energy requirements and how this energy is used among the different qubits. Finally, we characterize and classify all optimal protocols according to the mechanism of the gate using a quantum pathway analysis.
Attribute-Based Encryption Scheme with k-Out-of-n Oblivious Transfer

Attribute-based encryption enables users to flexibly exchange and share files with others. In these schemes, users utilize their own attributes to acquire public-private key pairs from the key generation center. However, achieving this for users who wish to keep their attributes private poses a challenge. To address this contradiction, we propose an original scheme that combines ciphertext policy attribute-based encryption with a k-out-of-n oblivious transfer protocol. This scheme allows the distribution of corresponding public-private key pairs to users without the key generation center needing to obtain specific user attributes. Furthermore, it ensures the privacy of the key generation center. Security analysis demonstrates that the scheme is secure in the random oracle model. Our performance comparison and experimental results indicate that the scheme is both flexible and efficient.
A Robotic Assistant for Disabled Chess Players in Competitive Games

Abstract Access to regular sports competitions is often precluded for disabled people. Chess, which has been recognized as a sport by the International Olympic Committee in 1999, is a rare exception. Nevertheless, to compete in official tournaments, people suffering from a high level of motor impairment must rely on the assistance of a person to move their pieces on the chessboard, under their indications. This can result in a reduction of the feeling of independence and self-esteem. In this work, a service robot is employed as an assistant for competitive chess players, moving pieces on a standard chessboard for competitions, and adhering to the rules of the international chess federation (e.g. not relying on a custom sensorized chess-set). The robot is controlled through an intuitive graphical user interface. The user interface can be navigated with easy-to-use devices, such as a mouse, a touchpad, or a commodity joystick for motion-impaired people (Ottobock calibratable Mini joystick). An effective framework for the opponent’s move identification from RGB-D images is proposed and used to keep track of the live game situation. The application is implemented in ROS on a PAL Robotics TIAGo robot, a service robot with a 7 degrees-of-freedom arm, an extensible torso, and a re-orientable RGB-D camera. The robustness of the application is tested by reproducing six famous chess games several times on a standard wooden competition chessboard, making TIAGo play on behalf of the player with white or black pieces, alternatively. The application is properly working without the need of operator intervention in the $$91.6\%$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"> <mml:mrow> <mml:mn>91.6</mml:mn> <mml:mo>%</mml:mo> </mml:mrow> </mml:math> of the performed moves. The proposed approach successfully opens the door to independent competitive chess playing for motor disabled people in official tournaments.
Improving Efl Students' Cohesion and Coherence Through Simple View of Writing

Mastery of English as a foreign language (EFL) is an important skill in today's globalized world. One important aspect of language acquisition is good writing skills. However, students learning English as a foreign language often need help developing cohesion and coherence in writing. This study aims to examine whether a simple view of writing can improve EFL students' cohesion and coherence. This study utilized a quantitative method. Data were collected using two instruments: cohesion and coherence tests and student response questionnaires. The data were analyzed using descriptive statistical analysis and regression tests. The results showed that a simple view of writing can improve EFL students' cohesion and coherence. Students who used a simple view of writing learning had higher cohesion and coherence scores than students who did not use a simple view of writing learning. English teachers can use this technique to help students write more coherence and cohesive texts.
Peningkatan Kemampuan Membaca Pemahaman Menggunakan Metode SQ3R pada Siswa SMK Kahuripan 1 Jakarta

There are two aims of this research, namely: 1) describing the procedures for development learning using the SQ3R method which can improve abilities students' reading comprehension, 2) there is an increase in reading ability students' understanding using the SQ3R method. This type of research is qualitative descriptive. The data source in this research is the informant, namely the teacher Indonesian language class XII SMK Kahuripan 1 Jakarta, namely Mrs. Laili Lufti Yuli, S. Pd and class XII students. The data is in the form of an increase in reading ability understanding using the SQ3R method in students at SMK Kahuripan 1 Jakarta. Data collection techniques in this research are interviews, student observation, tests/performance, and and using questionnaires. Characteristic analysis techniques qualitative. Research results regarding improving reading ability understanding using the SQ3R method in students at SMK Kahuripan 1 Jakarta divided into three, namely: 1) increasing students' liking for language lessons Indonesia, 2) increase in reading comprehension ability results, 3) increase student activities in learning Indonesian.
Cogni-Sec: A secure cognitive enabled distributed reinforcement learning model for medical cyber–physical system

The advent of the Internet of Things (IoT) has resulted in significant technical development in the healthcare sector, enabling the establishment of Medical Cyber-Physical Systems (MCPS). The increased number of MCPS generates a massive amount of privacy-sensitive data, hence it is important to enhance the security of devices and data transmission in MCPS. Earlier several research studies were undertaken in order to enhance security in healthcare, but none of them could adapt to changing behaviors of data attacks. Here the role of blockchain and Reinforcement Learning (RL) comes into play since it can adjust itself to the nature of changing attacks, thus preventing any kind of attacks. This work proposes a solution, named Cogni-Sec, which employs a decentralized cognitive blockchain and Reinforcement Learning architecture and addresses the security issue. Blockchain is incorporated in the approach for data storage and transmission to increase the degree of security in the MCPS modules. Hyperledger Fabric is applied as the blockchain base which shows transaction query results with nearly 10% increased throughput, 69% less memory consumption, and 15% lower CPU usage when compared to Ethereum. Further security risk at the block mining level within a blockchain network is reduced by introducing distributed Reinforcement Learning architecture in replacement for the miner nodes, which imitates the cognitive behavior of miners in a distributed environment. Different multi-agent learning systems have been evaluated for building the mining agent. Among these, the a3c agent in distributed learning setup yields the optimum cumulative reward with a median value of 54.5 and minimizes the maximum number of data threats.
The Age of Crisis, Challenge to History and Remaining Problems

This paper aims to review the achievements in the field of historical theory and history of ideas produced in the Western historical academia of Korea between 2021 and 2022. In such an age of crisis as Anthropocene, some argued that we should break away from human-centered thinking and look at history from a longer-term perspective. Along with that, attempts were made to look at nationalism from a transnational perspective and to rethink the problem of memory, history, and the specific space where they meet. Developments have also been made in the field of traditional history of thought. Overall, increases in Western historians’ interest in education and their continued expansion of research into the field of Korean history deserve a positive evaluation. But, it is regrettable that only declarative theories are being raised rather than concrete achievements.
Efektivitas Edukasi Puzzle Kesiapsiagaan Bencana Banjir Terhadap Tingkat Pengetahuan Siswa MI Fathul Ulum Sirau

Flooding is a natural phenomenon that commonly occurs in areas with and happens all the time which result in causing loss of life and property. The village of Sirau is one such area in Banyumas Regency that frequently experiences flooding. Children are a vulnerable group during disasters. Their vulnerability is due to a limited understanding of disaster risks in their surroundings, resulting in a lack of preparedness to face disasters. Understanding disaster preparedness can reduce the negative effects of disasters. Also, recognizing the risk of disasters, raising awareness and reducing disaster risks is essential. Risk reduction can be achieved through flood disaster preparedness education in schools. This research aims to determine the effectiveness of flood disaster preparedness puzzle education on the knowledge level of students at MI (Islamic Elementary School) Fathul Ulum Sirau. The research employed a pre-experimental one-group pretest-posttest design approach. The sample for this research consisted of 32 respondents. The study was conducted at MI Fathul Ulum Sirau, Kemranjen District, Banyumas Regency. A purposive sampling technique was used for sample selection. Data collection was done using a knowledge questionnaire sheet. This research demonstrates an increase in knowledge after the education intervention. Before education, the mean score was 19.22, with a minimum score of 14 and a maximum score of 19. After the education, the mean score increased to 22.31, with a minimum score of 22 and a maximum score of 24. The Wilcoxon test result (p-value = 0.000) is significant. It can be concluded that puzzle games effectively convey disaster preparedness knowledge to students at MI Fathul Ulum Sirau.
Pengembangan E-LKPD Interaktif Materi Teks Cerita Pendek Berbasis Website Wizer.me Kelas XI SMA Tahun Pembelajaran 2022/2023

This study aims to determine the development procedures, forms, and feasibility of interactive E-LKPD short story text material based on the Wizer.me website for class XI SMA in the 2022–2023 Academic Year. The development model used in this research is the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The e-LKPD feasibility test is based on the results of the material expert validator's assessment, the media expert validator's assessment, the Indonesian language teacher's assessment, and student responses. The results of the assessment obtained from the validation of material experts show that the E-LKPD has the status of "suitable for use without revision" with an average score of 95% and the criteria of "very good". Furthermore, the results of the validation of media design experts with the status of "suitable for use without revision" with an average score of 94.11% meet the criteria of "very good". Assessment of the Indonesian language teacher at Namira Islamic High School in Medan with the status of "suitable for use without revision" by obtaining an average score of 92.5% with the criteria of "very good". Furthermore, trials based on the results of student responses obtained an average score of 94.48% with the "very good" criterion. So from the results of the research conducted, it can be concluded that the interactive E-LKPD short story text material based on the Wizer.me website for class XI SMA is categorized as very good and feasible to use
Lexical Bundles in Reading Passages of English Textbook for Senior High School: A Comparative Study Between Three Textbooks of Different Grades

This study discusses lexical bundles in reading passages in English textbooks for senior high school. This study has two objectives, the first is to find out lexical bundles three-word and four-word are found in reading passages of English Textbook for senior high school for X, XI, and XII grade. Second, To find of lexical Category types found in reading passages of English Textbook for senior high school entitled ”Bahasa Inggris” for X, XI, and XII grade. In addition, this study used theory from Biber. According to Biber, the categories of lexical bundles are noun phrase, verb phrase and prepositional phrase. This study uses a quantitative descriptive method used reading passages in an English textbook for senior high school entitled "Bahasa Inggris". Data collection in this study was assisted by Antconc software to determine lexical bundles and analyze lexical bundles according the category of lexical bundles. From the results of the study there were 146 lexical bundles in X grade, 203 lexical bundles in XI grade, and 199 lexical bundles in XII grade. Then, 299 categories of lexical bundles noun phrases, 159 verb phrases, and 91 lexical bundles preposition phrases. Lexical bundles three-word and four-word are found in reading passages in English textbooks. Then, three-word lexical bundles have the highest occurrence rate. In addition, the noun phrase category has a level of occurrence that is often used in reading passages in English textbooks for senior high school.
Pengaruh Penggunaan Media Pembelajaran Digital Terhadap Hasil Belajar Siswa

The purpose of this study is to be able to determine the effect of using media on student learning outcomes as well as researchers so that they can create fun and interesting student learning situations. The effect of using digital learning media on student learning outcomes is a qualitative research method. The author uses a research method in the form of Literature Review or literature review. If the media carries messages or information that are instructional or contain learning purposes, then the media is called learning media. but what is necessary from the teaching objectives that have been formulated. With that learning objectives should be used as a reference for the use of learning media
The Effectiveness of Listening Podcasts to Improve Students’ Listening Skill

The purpose of this study was to determine the effectiveness of using podcasts to improve students' listening skills at SMAN 4 Bengkulu. The researcher applied the pre-experimental method with one group pre-test and post-test treatment which was carried out in four meetings. The population in this study were Second Grade students of SMAN 4 Bengkulu. The researcher used purposive sampling technique. The sample of this research is 999 students. The instrument used to collect data was a multiple-choice listening test and filling out a blank form consisting of 20 numbers. The data of this study were analyzed quantitatively using IBM SPSS 26. The average score of the students on the post-test was higher than the average score on the pre-test (79.29 &gt;36.07). The researcher found that the significant value was 0.000, and the alpha was 0.05 (0.000 &lt; 0.05). It can be concluded that the researcher's hypothesis (tt) is accepted, and the null hypothesis (t0) is rejected. The researcher concludes that podcasts are effective in improving students' listening skills.&#x0D;
The Perceptions of EFL Students on the Use of iPusnas Applications in Finding Resources for English Academic Writing

This research aims to determine the perceptions of EFL students regarding using the iPusnas application to find English language resources and determine the level of utilization of the iPusnas application as a reference for academic writing. To achieve the objectives of this study, 34 students majoring in English at the Fatmawati Sukarno Bengkulu State Islamic University were selected as the research sample. The questionnaire instrument was used to collect data in this study. A total of 22 questions were divided into 12 questions for the variable perception of using iPusnas to find English sources based on three aspects of perception: cognition, affection, and conation. On the other hand, 10 other questions are to find out the use of the iPusnas application as a reference source for academic writing, which consists of 6 indicators based on The Big 6 theory (Process of Solving Information Problems). Then the data obtained were analyzed using a quantitative descriptive approach with the tabulation stage and data analysis using the Likert scale technique. Furthermore, based on the data processing analysis findings, this study's results indicate that perceptions of using the iPusnas application to search for English sources rank very well with an interval scale of 3.72 (Very Good). The results of using the iPusnas application as a reference in academic writing also scored well on a scale of 3.19 (Good), indicating a high frequency of using the iPusnas application as a reference for academic writing with a score of 41 (60%). In conclusion, in this study, researchers advise students to increase the use of the iPusnas application, especially in academic writing, such as accessing the application more often to use it as a source of knowledge and not having to wait when there is a new academic writing assignment to access iPusnas.
An Analysis of Students’ Politeness Strategies in Whatsapp Group Interaction

TOEFL and Abstract is the title of whatsapp group made by UPT Bahasa Inggris Unived to communicate between admin and students who wants to graduate. This is also as the alternative way during the pandemic of Covid-19. This study aimed to analyze students’ politeness strategies from all faculties are in UNIVED and admin of UPT Bahasa Inggris in whatsapp group. Type of this research is descriptive qualitative research. The data were collected through the the transcript during the conversation between admin and undergraduate students. The results of this research showed that there were 144 conversations used by students in whatsapp grup. The researchers found 34 were used bald on record, 48 used positive politeness, 53 used negative politeness, and 9 used off-record. Negative politeness was dominant types of politeness among the other types of politeness, that oriented by the speaker as undergraduate students with admin of UPT Bahasa Inggris UNIVED Bengkulu. Question Hedge with 100% were as a form of negative politeness used by undergaduate students. From the results aboves, it shows that the dominant type of Politeness Strategies used by teacher and students in Whatsapp Group are Positive Politeness and Negative Politeness. &#x0D; Keywords: Politeness Strategy, Students Interaction.