Reviewerly/exHarmony huggingface dataset:
Developing a Research Model for the Effects of Organizational Structure’s Agility, Team Autonomy, and Emerging Leadership in Teams on Agile Project Performance

In a world where there is constant change and market pressure, organizations have to evolve towards agile structures in order to ensure continuous development and remain competitive in a complex environment.Businesses have had to switch to a more flexible structure in order to get rid of inertia and increase efficiency.One of the most important elements of these flexible structures is self-organized teams consisting of interdisciplinary people with different functional expertise working for a common purpose.There is not much information and guidance in the literature on how to operate self-organization, how teams self-organize in practice, and how to measure agile project performance.On the other hand, it is observed that there are leaders who are not officially appointed but emerge informally in autonomous teams without leaders.Studies reveal that these informal leaders have positive effects on performance.In this study, a research model was introduced that explores the effects of organizational flexibility, team autonomy, and emerging leadership characteristics of team members on agile project performance.The research model has four main constructs with an organizational flexibility construct with variables organizational structure, openness to change, people-focused, and organizational creativity; the team autonomy construct with variables role distribution in the team, constructive feedback, trust, collaboration, and assigned manager; the emerging leadership construct with variables humility, influence, creative thinking, and adaptability; and finally, the dependent variable the Agile project performance construct with variables customer satisfaction, team perception, and triple constraint.
Interactive Learning Media Based On "Scientific" Assisted By Android Studio For Elementary School Students

This study discusses android-based learning media, the limitations of learning media, and the learning process that still uses the lecture method resulting in a lack of student understanding of PPKn material. Knowing the effectiveness and practicality of ”scientific”-based learning media assisted by the Android studio for Civics education materials for elementary school students. The data analysis technique used were quantitative and qualitative. The results of this study based on media validation obtained a score of 94% in the appropriate category, the results of material validation obtained a score of 78% in the appropriate category, and the results of language validation were 97% in the appropriate category. The results of the practicality validation of 94% of the teacher category got 86% in the very good category, and the practicality results of the students were 98% in the very good category. And the results of the effectiveness of students getting 90% in the very effective category. From the test results it can be concluded that ”scientific”-based interactive learning media assisted by the Android studio Civics material for elementary school students can be categorized as feasible, practical and effective to use as learning media to support the success of learning objectives.&#x0D; Keywords: interactive learning media , scientific, Android studio
PERANCANGAN SISTEM EVALUASI DOSEN OLEH MAHASISWA (EDOM) UNIVERSITAS MUHAMMADIYAH JAMBI BERBASIS WEBSITE

Jambi Muhammadiyah University participates in evaluating lecturers. However, the evaluation process carried out was still manual, namely using paper, where the paper containing the questionnaire was circulated to students and not all students filled out and collected the questionnaire again. Assessment procedures in this way are considered less effective and efficient. This procedure has many weaknesses including the use of a lot of paper in each questionnaire distribution, the calculation of the assessment requires a longer time, and the possibility of calculation errors due to human error. Therefore an information system is needed that can overcome this problem so as to increase the effectiveness and efficiency of the process of assessing and evaluating lecturer performance. The system is built using the PHP programming language and as a database using MySQL. The method used in this study uses the waterfall method with the stages of needs analysis, system design, system implementation and system testing. The design of this system uses data collection techniques, namely observation, interviews, and document review. The expected results in this study are a website-based Lecturer Evaluation Information System that can facilitate related parties in measuring the quality standards of lecturer quality at the University of Muhammadiyah Jambi.
An Analysis of Cognitive Level in Reading Questions of English Textbook for Vocational High School

The paper intends to analyze the cognitive level of questions from the text in the English Textbook. The researchers examined the cognitive level of the reading questions and the most dominant level in this book based on the levels of the revised edition of Bloom's Taxonomy. Because the information gathered was verbal, this study can be classified as a qualitative descriptive. The researchers used the textbook "Look Ahead Book 1 An English Course" as a data source and uses a checklist table in collecting and analyzing data to find research results. The researcher analyzes the questions in an English textbook, but only focuses on questions from the text in the chapter with narrative text. After doing the research, there are 2 chapters containing narrative text questions and there are 61 questions that are studied.The results showed that the level of questions in the book "Look Ahead Book 1 An English Course" only contains 5 levels, namely Remembering, Understanding, Applying, Analyzing, and Evaluating, which from the research results found the percentage of each level is 11, 48% for the Remembering level, 16.39% for the Understanding level, 1.64% for the Applying level, 47.54% for the Analyzing level and 22.95% for the Evaluating level. Hence, In terms of Bloom's taxonomy, the Analyzing level is the most prevalent here, making up 47.54 percent of the text.
Exploring Supply Chain Blockchain Potential in the Pharmaceutical Industry

This study analyses blockchain technology with respect to its advantages and limitations as well as its application in the context of pharmaceutical supply chains.A qualitative analysis was conducted among employees of a pharmaceutical company belonging to the Big Pharma.The analysis was performed using semi-constructed interviews aiming to draw conclusions about possible applications of the blockchain technology in the pharmaceutical supply chain, the solutions that it could provide and the readiness of the industry to adapt this technology.The results showed that the current supply chain technologies and systems, despite their usefulness, have some significant disadvantages that can be addressed by blockchain technology.Furthermore, it was noted that blockchain is a well-known technology to the central management team of the company that pinpointed as main advantages privacy, security, traceability, and anti-counterfeiting of medicine.The innovative technology is expected to change the industry and could be applied effectively in the pharmaceutical supply chain operations due to the great advantages that it can provide to the stakeholders involved.Finally, the readiness of the pharmaceutical industry to embrace blockchain technology was found to depend on each company's willingness to invest money on contemporary supply chain technologies.
Determining the Factors Affecting the Acceptance of Systems Providing the Integration of Big Data Analysis and Mobil Applications: Enhanced Technology Acceptance Model

Due to mobile healthcare (mHealth) applications, consumers have more control over their health decisions.The integration of Big Data Analysis (BDA) and mHealth applications can facilitate discovery of new information, early diagnosis of diseases, preventing pandemics, providing personalized healthcare services.In Turkey, Life Fits into Home (HES) mHealth application is a method used to inform citizens on Covid-19 in the battle with the pandemic.In HES, pandemic data is analyzed and the spread of the pandemic is visualized in real time.Additionally, users are given individual codes to provide personalized service and participation in healthcare.This study investigates the factors affecting the acceptance of information systems providing the integration of BDA and mHealth applications by users.A model is presented using the variants Theory of Planned Behavior, DeLone and McLean Model of Information Systems Success, and Technology Acceptance Model (TAM).The study is significant in terms of obtaining results on the usage of TAM and improves technology adoption literature.Data of 400 individuals were tested by structural equation modeling within the scope of the research.The research revealed that the perceptions of users about subjective norm, behavioral control, system quality, information quality, usefulness, and ease of use have a positive effect on intention to use.The results of the study will be instructive in developing applications displaying the effects of BDA on public.Determining the factors influencing consumer behavior can encourage designers to create improved services, and support health industry to design work models.
AUFound: Retrieval of Misplaced Personal Belongings Through Mobile Application and Web-Based Management System Designed for Angeles University Foundation

Individuals are always concerned when they lose their belongings and searching for the items is quite challenging and difficult, especially for the students.Notices concerning missing items are often put on notice boards in each department, but due of the constant updating of notes on the board, it does not last long, leading them to disregard it.With the advanced technology, system about lost and found can help with these kinds of issues by tracking and managing its records.To gather the effectivity of the AUFound system, students and admins were given a survey with the use of 7-Point Likert Scale.Following an analysis of the collected data and the survey results, it is concluded that the system will greatly benefit the locale by bringing awareness, give an accurate data and enhance the manual system.
Virtual Social Game Experience: The Definitions and Determining Factors

Pandemic pushed the creative businesses to innovate to survive.Virtual Social Game Experience is a result of product reengineering pivoting from a traditional tabletop board game to a social distanced gaming experience.As a host oriented game, VSGE is characterized with a high level of social interaction between players in the game and highly utilize the existing features of the communication platform.The definition of VSGE also supported by comparisons between VSGE and its predecessor games such as traditional tabletop game and online tabletop game.It is found that VSGE has a similar topology characteristic with its predecessors, however its gameplay may distinct VSGE as it is relies on the host's role and its social interactivity between players.
Evaluation of Mobile-based Learning Media Application for Python Programming Learning

Various applications of Python programming learning on the Google Play making this programming learning resources easy to accessed.This study aims to evaluate various mobile applications that are used as learning media for Python programming.The evaluation is carried out based on the usability aspect to measure the level of usability and aspects of learning achievement to measure the level of application suitability based on the accuracy with student learning outcomes.This study used a qualitative approach with a grounded theory.The data source in this research is a mobile application that contains Python programming learning.Data analysis was carried out through several stages, namely observation, filtering, and application scoring based on an assessment using the Learning Object Review Instrument (LORI).Meanwhile, the ranking of data is measured using a Likert scale.The results of this study show that the Python programming learning media available on the Google Play is of good quality in terms of learning outcomes.The average score from this aspect is 36.50out of 40.00 with a percentage of 91% from 85 applications, therefore it falls into the very suitable category (has good material).On the other hand, in terms of usability, the average score obtained was 63.62 out of 80.00 with a percentage of 75% of 85 applications, making it to be included in the category of feasible use with some improvements.The high rating of an application on the Google Play Store does not affect the analysis results because 60% of applications, namely 50 of the total 85 applications that have high ratings on the Google Play Store, have high ratings on the results of the analysis.In addition, at the end of the paper, the five best Python learning applications with the highest usability scores and aspects of learning outcomes are presented.
PATTERN – Pathfinding Algorithms To Tackle Effective Route Navigation

Food and parcel delivery routing is a major problem area due to its dynamism and complexity, exacerbated in recent years by growth in demand.The problem was modelled as a variation of the OP, a classical combinatorial optimisation problem, specifically the OTOP, involving a team of vehicles where each vehicle has a time budget to serve locations.A hybridisation of the metaheuristics Simulated Annealing and Iterated Local Search (SAILS) was constructed, able to escape local optima by sometimes accepting worse solutions.A website was also created to showcase the algorithm and computational tests were conducted on instances with varying parameters to simulate the large breadth of realworld scenarios.SAILS had higher profit than ILS and the initial solution and was able to acquire 58.8% of the profit increase over 20 minutes of runtime within 5 seconds, showing efficiency.However, the low improvement of SAILS over ILS shows SAILS has much room for improvement.Possible future work includes creating a more representative model with fewer assumptions and improving the algorithm through methods like reheating, genetic algorithms, and more precise parameter tuning.In short, a SAILS pathfinding algorithm was constructed to effectively and efficiently tackle delivery routing.
Risk Mitigation in Project Management Theoretical Issues and Case Study

The objective of this article is to evaluate how the risk management process is used in the software development industry and how practitioners are managing risks in early stages of a project. Further, a description of how risk assessment might help to mitigate risks associated to events that could occur to different phases of a project life cycle will be presented. The core of the research is the theoretical approach for designing a simulation model to estimate costs prior to a project. In the application part, this model is implemented using a case study and the results of the estimation costs which are analyzed and simulated using the theoretical framework of Monte Carlo simulation model are presented. In the conclusions section the final recommendations are drawn up.
N°308 – KCNQ2 spectrum disorders

The automotive augmented reality head-up-display (AR-HUD) system relies on multiple free-form surfaces to project the virtual image into human eyes. A wide range of views and the extensive display area result in extraordinarily complex distortions. Providing a way to correct such distortions is a major leap forward. Methods widely used for calibration, such as lookup tables and interpolation, require considerable memory capacity, complicated calibration procedures, etc. Additionally, when attempting to meet the high-accuracy requirements for such systems, computational memory grow rapidly. In this context, we propose a fully connected neural network (HUDNet) for an automotive AR-HUD to correct dynamic distortion. Here, we propose a parallel prediction framework for the center and the edge of the image, and separate the distortion information from the disparity information in order to balance the unstable central field of view error. Ultimately, we introduce the transfer learning method to improve accuracy and its effect on accuracy is assessed. The present study provides a reference for us to apply deep learning methods to predict dynamic image distortion of various complex multi-freeform surface reflection systems in the future.
Rancang Bangun Media Pembelajaran Berbasis Game menggunakan RPG Maker MV

Game is something made with certain techniques and methods that can give pleasure or inner satisfaction. Game (RPG) is a game that has elements of a complex story and acting that makes one feel like a character in the game. This game is a game in the form of game software in the form of an RPG game using the RPG Maker MV software. This game is based on a true story that is currently happening, namely Covid-19. The research method used in making the RPG game is Rapid Application Development (RAD) where the research stages are in the form of re-quirements planning, design process, and implementation. Plan requirements to achieve a goal of an application or system and find out the information needs in order to achieve the requirements, then the design process includes the design process and make improvements if there are still design discrepancies between users and analysts, and the implementation stage where the programmer develops a design program that can be tested. From the results of this study, it is possible to create a covid-19 educational game entitled "Covid-19". With this game, players can understand the covid-19 disease and the symptoms of covid-19 and also how to overcome the disease.
MVibCode: Multi-Channel Vibrotactile Codec using Hierarchical Perceptual Clustering

To achieve convincing remote vibrotactile experiences, it is necessary to transmit a large number of signal channels corresponding to dense interaction points on the human skin. This leads to a dramatic increase in the amount of data to be transmitted. In order to cope with these data efficiently, vibrotactile codecs have to be used to reduce the data rate demands. Although first vibrotactile codecs have been introduced in the past, they are mostly single-channel codecs and cannot achieve the required data reduction. Therefore, in this paper, a multi-channel vibrotactile codec is presented that extends a wavelet-based codec for single channel signals. By leveraging interchannel redundancies using channel clustering and differential coding, the presented codec is able to achieve a reduction of 69.1% in data rate compared to the state-of-the-art single-channel codec while maintaining a perceptual ST-SIM quality score of 95%.
Research on 3D Measurement Technology Based on Three Viewpoints and Phase Assistance

This paper proposes a method based on three viewpoints and phase assistance. This method combines the projector as a reverse camera and a binocular measurement system to form a three-viewpoint system. The three-step phase shift method is used to obtain the wrapped phase image pair of the left and right cameras and the projector. Then, the polar line between the three viewpoints is used. The constraint relationship eliminates the matching ambiguity caused by the wrapping phase and realizes the stereo matching. In addition, a matching algorithm that assigns weights to the phase template is proposed, and the initial matching point is determined by using the phase information and the matching template. Finally, for some special matching points that are not located on the pixel point, the matching point corresponding to the obtained minimum value is determined as the final matching point using phase-grayscale double constraint. The experimental results show that the method can achieve high-precision measurement of objects, and has good noise immunity.
Investigation of the Leisure Attitudes and Digital Literacy Levels of the Physical Education and Sports Department Students During

Aim:The purpose of this study is to determine the leisure time attitude and digital literacy levels of students studying in the physical education and sports department during and to reveal the relationship between leisure attitude and digital literacy.Material and Method: In the research, survey method, one of the quantitative research models, was used.The research group consists of 350 randomly selected students studying in the field of physical education and sports.347 students of who completed the personal information form and scales completely participated in the study.In order to determine the demographic characteristics of the students who are participating in the study the Personal information form; to determine their leisure attitude "Leisure Attitude Scale" and to determine the level of digital literacy "The Digital Literacy Scale" were used.In the comparisons of pairwise groups t test, in multi group comparisons One-Way ANOVA test and in the analysis of the data the descriptive statistical techniques were used.In addition, to determine the relationship between leisure attitudes and digital literacy levels, the multiple linear regression analysis was conducted with Pearson correlation analysis.Results: According to the findings, a significant relationship was found between the digital literacy levels of the participants and the variables of Internet subscription and having a personal computer.On the other hand, it was found that there was a moderately positive relationship between the digital literacy levels of the participants and their cognitive, affective and behavioral leisure attitudes, and as a result of multiple linear regression analysis it was confirmed that the leisure attitude factor predicted the digital literacy level by 32%.Conclussions: As a result, it has been understood that the leisure attitudes and digital literacy levels of the students studying in the physical education and sports department are high and differ according to various variables, and the leisure attitude is the predictor of the digital literacy level.
Introduction to the Special Section on the Best Papers from REFSQ 2022

The evolution of a Software Product Line (SPL) typically affects multiple kinds of artifacts. The intensity (frequency and amount) in which developers change variability information in them was unknown, until we introduced a fine-grained approach for the variability-centric extraction and analysis of changes to code, build, and variability model artifacts. Its application to the commits of the Linux kernel revealed that changes to variability information occur infrequently and only affect small parts of the analyzed artifacts. Further, we outlined how these results may improve certain analysis and verification tasks during SPL evolution. However, the sole analysis of a single SPL did not allow for generic conclusions.In this paper, we extend our previous work to a comparative evolution analysis of four SPLs. We provide a detailed analysis of the individual intensities of variability changes by applying our updated approach to each SPL. A comparison of these results confirms our findings of infrequent and small changes to variability information in our previous study. However, differences in the details of these changes exist, which we cannot explain solely by the characteristics of the SPLs or their development processes. We discuss their implications on supporting SPL evolution and on our previous optimization proposals.