Reviewerly/exHarmony huggingface dataset:
Deittico, articolo ‘articoloide’. Multifunzionalità dei dimostrativi nel Chronicon Vulturnense

"Deictic, Article, ‘Articoloide’. Multifunctionality of Demonstratives in the Chronicon Vulturnense. The study of Latin demonstratives in early medieval texts has mainly focused on the diachronic reconstruction of the formation of the article from the demonstrative. The studies have therefore focused exclusively on ille and ipse as precursors of the definite articles of the Romance varieties and on the search for late Latin and early medieval Latin texts in which demonstratives could have had an article or 'articoloid' function. The loss of the deictic trait has often been associated with its high frequency in these texts. A fine-grained analysis of the values of all Latin demonstratives in a “roborated” chronicle, i.e., a chronicle composed of properly historiographical and documentary parts, written around 1115, reveals an interesting semantic stratification in which the same linguistic element can have traits belonging to different phases of its history or specialise as a distinctive element of a specific textual typology. Keywords: Latin-romance transition, medieval chronicles, medieval latin, ancient Italian, demonstratives, article, deixis"
Two-dimensional animation film vision innovation based on VR technology and Markov chain model

People have always longed for the virtual world, and the new information technology is also affecting the way people explore the virtual world. Since the emergence of VR technology, the form of entertainment has undergone tremendous changes. This technology has even penetrated into the film industry, causing some two-dimensional movies to be affected. At present, intelligent system technology is widely used in various industries, including aviation, aerospace, medical security, and other fields. These fields have relatively high security requirements for intelligent systems, and the requirements will become higher and higher in future. In order to have a better grasp of the security of the intelligent system, we modeled it and evaluated it through the model. In this research, we established a model of intelligent system by using computer language. This model mainly uses hierarchical modeling and proposes a method for reliability assessment of intelligent systems. In the process of implementation, we used Eclipse to design and formed a basic platform. We can evaluate the reliability of intelligent systems in a relatively short time on this platform, which is simpler than other methods and can save time. The validity of this study can be demonstrated by comparing the performance results with the expected results. Using this platform, we can quickly model and evaluate some instances, and visually display the results. At the same time, we also explored how two-dimensional animated films should change their style.
Effectiveness of a Child Rights-based Cultural Diversity Educators Training Program Using Teachers in Community Child Centers - Applying Engaged Learning Approach

본 연구의 목적은 아동권리기반 문화적 다양성 교육을 전달하기 위하여 지역아동센터에 근무하는 종사자들을 강사로 활용하기 위한 강사교육 프로그램을 개발하고 그 효과를 탐색하는 것이다. 본 연구에서 개발된 강사교육 프로그램은 30시간의 온오프라인 집중교육과정과 4주간의 현장실습으로 구성되었으며, 플립드러닝, 소집단 리허설, 게이미피케이션 등의 학습자 참여형 교육방법을 적용하였다. 강사교육 프로그램의 효과를 평가하기 위하여 단일집단 사전사후설계를 통해 참여자들의 교수효능감, 자기존중, 아동권리인식, 다양성 태도, 편견적 태도의 변화를 분석하였다. 또한 현장실습과정에 대한 모니터링에서 수집된 질적 자료를 추가적으로 분석하였다. 연구결과 교육프로그램은 강사들의 교수효능감을 유의미하게 향상시켰으며, 교육참여자 자신의 자기존중 및 인식과 태도를 변화시키는 것으로 나타났다. 또한 교육을 실제로 진행하는 실습과정에서 교육참여자들은 게이미피케이션 교수전략의 활용과 현장별 대상별 반복실습, 그리고 교육대상자의 변화 관찰 등을 통해 교수효능감이 높아지는 것을 확인할 수 있었다.The purpose of this study is to develop and evaluate a training program aiming to train community child center workers as child rights-based cultural diversity educators. The training program consists of 30-hour on-off blended learning and 4 weeks of field practicum. It was designed applying engaged learning and learner-centered participatory education strategies such as flipped learning, small group rehersal, and gamification. Training program effectiveness was examined using a single-group pretest-posttest design, measuring participants’ teaching efficacy, self-respect, awareness of children’s right, diversity attitude and prejudice. Additionally, participants’ field practicum experience was monitored and analyzed qualitatively. Findings suggest that the training program had significant positive impact on participants’ teaching efficacy, as well as on their perception and attitudes towards children’s rights and diversity. We also found that participants’ teaching efficacy increased during the field practicum, related to successful utilization of gamification strategies, repetitive practice of delivering education, and their observation of learners’ positive change over time.
Supporting the recruitment of software development experts: aligning technical knowledge to an industry domain

Finding experts that meet specific technical skills, combined with expertise in an industry domain, is essential in software development environments. However, this may be a complex task once different information about software developers is scattered among diverse databases. This work aims to detect experts and assemble a list of recommended experts regarding technologies and industry domains of interest. Data from LinkedIn, GitHub, and Topcoder platforms were used to achieve this goal. Our approach matches data using semantic and syntactic techniques and infers non-obvious information through an ontology. The information regarding the recommended software developers has the potential to support decision-makers and recruiters.
Mobile Money Phishing Cybercrimes: Vulnerabilities, Taxonomies, Characterization from an Investigation in Cameroon

Mobile Money (MM) technologies are popular in developing countries where people are unbanked, and they are exploited as means of financial transactions in the economy. Sophisticated cyber-phishing techniques successfully target MM accounts. Related countermeasures are rare and the existing ones are so technical that people without minimal knowledge cannot be helped. Making the knowledge around cybercrime facts is therefore relevant since it provides a good basis for further technical research. In this vein, this paper dissects phishing cybercrime strategies observed within the Cameroonian cyberspace. We provide identified vulnerabilities, process design of generic MM attack, taxonomies of attacks, and classification of the latter based on criteria. Findings about commonalities and dissimilarities reveal two aspects to really consider when designing solutions: emotion and interactions.
Radial Basis Function Neural Network with a Centers Training Stage for Prediction Based on Dispersed Image Data

Neural networks perform very well on difficult problems such as image or speech recognition as well as machine text translation. Classification based on fragmented and dispersed data representing certain properties of images or computer’s vision is a complex problem. Here, the suitability of a Radial Basis Function (RBF) neural network was evaluated using fragmented data in the problem of recognizing objects in images. The great difficulty of the considered problem is, there is not images data as such but only data on some properties of images stored in a dispersed form. More specifically, it was demonstrated that applying a $$k-$$ nearest neighbors classifier in the first step to generate predictions based on fragmented data, and then using a RBF neural network to learn how to correctly recognize the systems of generated predictions for making a final classification is a good approach for recognizing objects in images. An additional step of training the weights (centers) between the input and hidden layers of a RBF network was proposed. In general, this investigation demonstrates that adding this step significantly improves the correctness of recognizing objects in images.
Comparison and Analysis of Container Placement Algorithms in Cloud Data Center

Many firms are adopting cloud computing to remotely access IT infrastructure while outsourcing administration to a third party. This architecture provider assures service operation and maintenance while also providing administration functions by web consoles. They provide solutions built on bare metal or virtualized platforms (mainly virtual machines). Virtualization is a fundamental technology for executing many applications and services concurrently. Virtual machines are utilized for recreating test environments in addition to efficiently enhancing the usage rate of bare metal hardware. However, the rise of containers has been viewed as a boon to virtualization. Container represents lightweight virtualization technology, which is quickly evolving and playing an increasingly essential role in cloud computing. Containers provide significant advantages over previous generations of virtualization technology. They are quicker, lighter, and easier to maintain and automate than Virtual Machines (VMs). They are gradually adding onto the technology of VMs in many typical cases. In this paper, existing container placement algorithms in Cloudsim 4.0 are compared and analyzed in terms of average energy consumption, average active VM and average active Physical Machine (PM). The First Fit Decreasing (FFD) container placement algorithm outperforms all other container placement algorithms.
RoboboITS: A Simulation-Based Tutoring System to Support AI Education Through Robotics

This paper presents a novel tutoring system to educate pre-university students about AI, a key issue to develop AI in Education for Sustainable Society. With the aim of following a learning-by-doing approach to AI, we decided to focus on robotics as the main application domain for the students’ activities. Specifically, the tutoring system is based on the Robobo educational robot, and its simulation environment. A prototype version of the tutoring system, called RoboboITS, has been released and tested in two in-person sessions with 17 students in a secondary school at Virginia (USA), leading to and promising outcomes for future development.
The Costs of HARKing: Does it Matter if Researchers Engage in Undisclosed Hypothesizing After the…

The Costs of HARKing: Does it Matter if Researchers Engage in Undisclosed Hypothesizing After the Results are Known?While no-one’s looking, a Texas sharpshooter fires his gun at a barn wall, walks up to his bullet holes, and paints targets around them. When his friends arrive, he points at the targets and claims he’s a good shot.Source: Dirk-Jan Hoek. https://www.flickr.com/photos/23868780@N00/7374874302In 1998, Norbert Kerr discussed an analogous situation in which researchers engage in...
Catbreedsnet: An Android Application for Cat Breed Classification Using Convolutional Neural Networks

There are so many cat races in the world. Ignorance in recognizing cat breeds will be dangerous if the cat being kept is affected by a disease, which allows mishandling of the cat being kept. In addition, many cat breeds have different foods from one race to another. The problem is that a cat caretaker cannot easily recognize the cat breed. Therefore, technology needs to help a cat caretaker to treat cats appropriately. In this study, we proposed a Machine Learning approach to recognize cat breeds. This study aims to identify the cat breed from the cat images then deployed on an Android smartphone. It was tested with data from cat images of 13 races. The classification method applied in this study uses the Convolutional Neural Network (CNN) algorithm using transfer learning. The base models tested are MobilenetV2, VGG16, and InceptionV3. The results tested using several models and through several experimental scenarios produced the best classification model with an accuracy of 82% with MobilenetV2. The model with the best accuracy is then embedded in an application with the Android operating system. Then the application is named Catbreednet.
Penggunaan Siluet Pinokio oleh Majalah Tempo Sebagai Bentuk Kritik Sarkasme terhadap Jokowi

The purpose of this study was to see how the sarcasm message used by Tempo.co using Pinocchio silhouettes juxtaposed with President Jokowi's edition of September 16-22, 2019.In this study, the authors used qualitative constructivist paradigm and reviewed information about Pinocchio silhouette which is a satirical critique of President Jokovy in the Tempo.coedition of 16-22 September 2019.Form.So researchers need to learn how unique media is different from other specific media.The use of the cover and the style of language used by tempo.coas one of the sarcasm messages due to Jokowi's decision on the question (KPK) which is assumed to be reneging on the promise, this can clearly drive the opinions of readers who look to think negatively of President Jokowi.Moreover, coupled with the presence of pinocchio silhouettes that are synonymous with liars.The results suggest that the use of sarcasm messages on the cover tempo.coseptember 16-22 edition.Clearly visible on the cover of the edition, President Jokowi is juxtaposed with the shadow of pinocchio coupled with the caption "promise of staying promise".
DEVELOPMENT OF A STORY LEARNING MODEL USING HAND POOLS IN ELEMENTARY SCHOOLS

Abstract&#x0D; This study aims to analyze the need to use learning and design learning models and test the validity of storytelling learning models. The method used in this research is R&amp;D (Research and Development) with the ADDIE development model. This research was conducted in class IV SDN 60 Salubattang, Palopo City. Data collection techniques using interviews, questionnaires, and observation. Data analysis techniques were performed by classifying the data obtained into qualitative and quantitative data. The needs analysis results illustrate that students need interesting concrete visualizations to increase interest in reading. The design of a storytelling learning model assisted by hand puppet media is described in a guidebook which contains model components, media and how to make them, and the technical application of the learning model. The learning model developed through the validation stage by design experts, material experts, linguists, and elementary school instructional practice experts obtained results that were feasible to use.
Development of a versatile speckle pattern of nano-sized polymer particles for high-resolution SEM-DIC

Digital image correlation (DIC) in combination with Scanning Electron Microscopy (SEM) and in-situ mechanical testing has great potential to study the micro-mechanical behavior of materials. Yet, the application of a high-quality speckle pattern for DIC remains challenging at this scale. Here, we present a versatile polymer particle-based speckle pattern with adjustable speckle size (0.17–1.04 μm) to cover a wide range of magnifications (500x to 5000x) in SEM. This speckle does not completely cover the surface, ensuring the visibility of deformations taking place in the studied object. The quality of the pattern is analyzed to determine the precision, noise, and correctness of the results obtained by SEM-DIC. Out-of-plane displacements are also considered. Depending on the choice of speckle size and imaging parameters, high quality SEM-DIC patterns were obtained. The measurable strain with this method ranges between 0.05% up to 100%. To illustrate the versatility of the speckling method, three different micromechanical test cases on polymer materials are presented. These showed that global and local deformation can clearly be visualized at different magnifications.
Geometric Back-propagation in Morphological Neural Networks

This paper provides a definition of back-propagation through geometric correspondences for morphological neural networks. In addition, dilation layers are shown to learn probe geometry by erosion of layer inputs and outputs. A proof-of-principle is provided, in which predictions and convergence of morphological networks significantly outperform convolutional networks.
Participant Gaming Experience Predicts Mental Model Formation, Task Performance, and Teaming Behavior in Simulated Search and Rescue

Video gaming experience has been found to impact behavior and performance on experimental tasks, can influence cognitive processes, and may even transfer to tasking proficiency. The purpose of the investigations reported in this manuscript were jointly to examine the relationships between video game experience and mental model formation as well as experience and gameplay behaviors in the context of a game-based urban search and rescue mission. We hypothesized that differences in video game play experience would influence the formation of mental models, and that experience would also be associated with different behavioral tendencies during tasking. To test our hypotheses, we first conducted an investigation to evaluate the relationship between video game play experience and mental model formation given the context of a simulated urban search-and-rescue task (employing psychographic measures of gaming experience in addition to card sort mental model elicitation) and second drew on data collected under DARPA’s Artificial Social Intelligence Supporting Teams program (particularly, behavioral and performance metrics related to players' execution of mission critical actions and team supportive behaviors) to examine the influence of experience on individual and team tasking behaviors. Results of Study 1 support our hypothesis that greater video game experience was associated with more convergent mental models related to the game-based experimental task. Results of Study 2 indicate that participants with greater experience showed evidence of better overall performance and more strategic behavior. These findings suggest that video gaming experience impacts both the formation of task-related mental models as well as task performance and teaming behaviors. One critical takeaway from the results of these studies is that some aspects of generalized video game experience may transfer to novel task performance. Having found evidence of transfer in this context is particularly informative because the search-and-rescue task environment was essentially novel, and although it was based in Minecraft the task itself employed only the sandbox foundation and involved almost no features that appear in standard Minecraft survival or other modes. The video game experience measure, on the other hand, tapped general as well as Minecraft specific experience with respect to duration, frequency/intensity, and self-reported skill. These findings have implications for simulation based research methods, particularly with regards to identification and control of potential confounding variables, as well as the practical application of simulated training and testing. Further, we submit that gaming experience is emerging as a critical factor that may be used to profile participants across research, training, and operational domains for the purposes of predicting individual behavior and performance as well as to inform the formation and development of teams.
User Interaction Decisions of Smart Home Products Under the Influence of Situational Differences - A Case Study of Home Lighting Products

With the trend of intelligent systems, interaction between human beings and smart home products tends to be diversified with the development of technology. In this context, whether the selection of different interactive control forms of products will affect the user experience? Moreover, whether situational differences will affect users' interaction decisions? To solve the above problems, this article takes the interactive form of smart home products as the research object and takes the indispensable lighting products in the smart home system as an example. Based on literature research, the classification of interactive control methods of smart home products is clarified at first. The user interview method summarizes several typical daily home situations that are universally representative. In addition, based on questionnaire analysis method, user's interactive decision-making tendency, and decision dimension in several typical family living situations are researched. It is found that the current interactive control methods of smart home products can be roughly divided into touch-based physical interaction, non-touch motion sensing interaction, and third-party device-assisted control. It is also found that in several universal and representative family living situations, the decision-making tendencies and dimensions of interactive control behaviors of different situations are diverse. This study's significance is providing reference ideas and methods for the interaction design and research of smart home products. This study aims to call on designers to comprehensively analyze the diversified value demands of users in combination with the differences in situational demands and then design a corresponding interactive control form, achieving the goal of more humanized interaction between users and smart home products.
Identification of Similar Experiences that Affect the Mental Model of Cryptocurrency Wallets

Blockchain services are unfamiliar and provide new or modified functions. Failure to utilize similar past experiences in the process of using unfamiliar services can lead to deterioration in the user experience. In this study, five major tasks were implemented to provide an overall experience of using a cryptocurrency wallet, and interviews were conducted regarding this experience. Thematic analysis was conducted on the participants’ responses to derive the types of experiences that affected each task process. This study will help build a user mental model of cryptocurrency wallets for follow-up studies.
Pengaruh Model Pembelajaran Write Around Berbantuan Media Gambar Seri terhadap Kemampuan Menulis Cerita Dongeng

The background of this research is the low skill of writing fairy tales by students which is indicated by the difficulty of students in finding and pouring ideas into written form. This study aims to determine: 1) students' fairy tales writing skill before applying the write around learning model assisted by picture series media; 2) students' fairy tales writing skill after applying the write around learning model assisted by picture series media; 3) the effect of the write around learning model assisted by picture series media on students' fairy tales writing skill. The type of research used is pre-experimental research type one group pretest-posttest. The sample of this research was class 4 in one of the elementary schools in Bandung, totaling 13 students. Based on the results of the study, the following conclusions were obtained: 1) the average value of the pretest results for students' fairy tales writing skill before applying the write around learning model assisted by picture series media was in the sufficient category; 2) the average value of the posttest results of students' fairy tales writing skill after applying the write around learning model assisted by picture series media is in the good category; 3) there is an effect of the write around learning model assisted by picture series media on students' fairy tales writing skill.