Reviewerly/exHarmony huggingface dataset:
Virtual Museum Technologies In The Development Of Research Activities In Schoolchildren

Virtual museum technologies can be used by teachers for various purposes: communicative, cultural and educational, teaching, motivational and research.The combination of information technology, museum pedagogy and the project method provides ample opportunities for developing abilities in schoolchildren of all ages.Today, there is a trend to the implementation of virtual museum pedagogy in educational practices, including research activities of schoolchildren.The urgency of this process is obvious.The virtual museum technologies allow you to develop various types of lessons: problematic (creating a problem situation), individual (independent search and cognitive activities), group creative tasks, travel lessons, excursions, competitive-game programs.All of them are aimed at awakening the student's interest and research activity.Virtual museum pedagogy is a promising direction, innovative pedagogical technology.Rapidly developing information technologies and mass media are shaping new models of socio-cultural objects, including virtual museums.Museums and schools can be interacted through the development of research activity in children.This should be various activities aimed at the solution of creative, research problems in science, technology, art.This work should contribute to the development of research thinking, which makes it possible to develop cognitive interests, independence, and a culture of educational work; systematize, generalize, deepen and apply knowledge.To perform such activities, it is necessary to use museum exhibitions; in the context of distance learning, the use of virtual museum technologies is especially important.
THE INTERNAL AND EXTERNAL FACTORS OF THE PROTAGONIST’S REPENTANCE IN THE MOVIE SCRIPT SECOND ACT BY JUSTIN ZACKHAM AND ELAINE GOLDSMITH-THOMAS

This research is conducted to analyze the internal and external factors of the protagonist’s repentance from Second Act movie written by Justin Zackham And Elaine Goldsmith-Thomas. The internal factors of repentance are self evaluation, self-motivation, self-control, knowledge, regret, hatred towards the sin, and returns to god’s power and will. The external factors of repentance are peer support, social support, intense guidance, and stimulus. It is in accordance to the theory proposed by Fachitiandi. This study uses qualitative descriptive method because the process and the result are accomplished descriptively and the focus goes to the analysis of social phenomena conducted and experienced the main character. Repenteance is not only found in a literary text but also in social reality, therefore this research is important enough for the readers to maintain a good life by avoiding things contrary to social norms. After the analyzing, it is found that internal factors of the Protagonist’s repentance in the movie script are self-evaluation, self-motivation, and knowledge, while, the external factors of the protagonist’s repentance are peer of support and social of support.
Developing 4c’s Instruments in Line With E-Learning Based Independent Learning Activity Unit

Rapid technological development is the mark of the 21st century, competent young people are needed to face changing times.The 4C's (Collaboration, Communication, Critical thinking, Creativity) are skills young people need to be able to face the rapid development of this era.So far there are no 4C's instruments available for e-learning based Independent Learning Activity Unit (UKBM: Unit Kegiatan Belajar Mandiri).Therefore, the objective of this study is to produce 4C's instruments for an e-learning-based UKBM that are valid and reliable.This research and development study consists of 8 steps.The study was conducted on high school students in the Sumenep Regency who were studying with the Semester Credit System.Data collection techniques included questionnaires, observations, and interviews.Data analysis were in the form of validity (for content and construct) and reliability tests.A reliability test was done by calculating the alpha Cronbanch value.The results of the study are the creation of valid and reliable synergy assessment instruments.The overall content validity of the criteria is very good and quite good.The results of the factor analysis show that all questionnaire items meet construct validity.The Alpha Cronbach value of the questionnaire was 0.680 with the medium category.
Human Detection via Image Denoising for 5G-Enabled Intelligent Applications

5G technology strongly supports the development of various intelligent applications, such as intelligent video surveillance and autonomous driving. And the human detection technology in intelligent video surveillance has also ushered in new challenges. A number of video images will be compressed for efficient transmission; the resulting incomplete feature representation of images will drop the human detection performance. Therefore, in this work, we propose a new human detection method based on compressed denoising. We exploit the quality factor in the compressed image and incorporate the pixel_shuffle inverse transform based on FFDNet to effectively improve the performance of image compression denoising, then HRNet and HRFPN are used to extract and fuse high-resolution features of denoised images, respectively, to obtain high-quality feature representation, and finally, a cascaded object detector is used for classification and bounding box regression to further improve object detection performance. At last, the experimental results on PASCAL VOC show that the proposed method effectively removes the compression noise and further detects human objects with multiple scales and different postures. Compared with the state-of-the-art methods, our method achieved better detection performance and is, therefore, more suited for human detection tasks.
The comparative study in reading comprehension achievement on students with visual, auditory, and kinesthetic learning styles

Reading has an influential role in language achievement where each student has their own preferred way to guide them which is called learning styles. The researcher interested in conducting the comparative study because students’ learning styles i.e., visual, auditory, and kinesthetic have dissimilar attainment in reading comprehension. The objectives of this research were to determine i) the significant difference in students’ reading comprehension achievement among students with visual, auditory, and kinesthetic learning styles and ii) the highest and lowest reading aspect of each VAK student’s achievement. The approach of this research was quantitative. The sample of this research was 30 students in X IPA 6 of SMAN 3 Bandar Lampung chosen by purposive sampling method. Questionnaires and reading test were used to collect the data. The data were analyzed by using One Way Anova and MANOVA in SPSS 17.0 for Windows. The result showed there was a significant difference in students’ reading comprehension achievement based on their learning style since the f-value was 1.287 with the alpha 0.07. In addition, the result of the VAK students’ achievement showed the highest aspect of visual students was determining vocabulary, while the highest aspect of auditory and kinesthetic students was determining reference. The lowest aspect of visual and auditory students was finding main idea while the lowest aspect of kinesthetic students was making inference. Keywords: reading comprehension, reading achievement, visual, auditory, kinesthetic
Meningkatkan Hasil Belajar dan Keaktifan Melalui Game Rangking 1 Dengan Materi Umum Bersama Anak Panti Asuhan As-Sohwah

The purpose of holding a rank 1 game is to test improving learning outcomes and the activeness of the children of the As-Shohwah orphanage. This 1st rank game was held at the elementary-junior-high school level, the 1st rank was held at the As-Shohwah Orphanage, Simpang Baru Village, Pekanbaru City. Team held a ranking 1 game method by providing training and then giving a competition in the form of general questions. The results of the 1st rank game in children get enthusiastic, increased interest in learning again, lively and active enthusiasm in answering questions in the 1st rank game play.
Analysis of the Evolution of Time and Space Differences and Coordinated Development Degree of Tourism Economy Based on Regional Internet of Things Technology

From the time dimension, this paper analyzes the characteristics of the scale, industrial structure, employment flexibility, and comprehensive employment effects of regional tourism employment based on the three-level criteria of the scope of tourism employment based on the regional Internet of Things. From the spatial dimension, we take the regional city as the basic research unit, adopt multiple indicators, and conduct a comprehensive evaluation of the regional development of regional tourism employment through horizontal and vertical comparisons. This paper uses multiple linear regression analysis to establish the relationship between the development level of the county tourism economy and the influencing factors; in order of magnitude of influence, they are tourism resource endowment, location traffic conditions, and economic development. Using a combination of a single indicator and multiple indicators, the county tourism economy is evaluated and analyzed for differences in time and space. We select the total tourism revenue as an indicator and use methods such as range, standard deviation, coefficient of variation, and coefficient to analyze the time difference of the tourism economy in each county. We adopt the Granger causality test and other methods to analyze the factors affecting tourism employment in the area and the growth mode. Through the establishment of a structural model of the tourism employment growth dynamics system, causality test and other methods are adopted to analyze the regional tourism employment influencing factors and growth methods, and the results show that the regional tourism employment growth mode is an investment-driven tourism employment growth mode.
Respirators, Face Masks, and Diverse Populations: An Analysis of 3D Facial Anthropometrics

This research is being conducted to quantify the differences in 3D facial dimensions among a sample (n=2022) of US workers from a variety of racial / ethnic backgrounds and demographic characteristics using facial scans (collected by Human Solutions).A secondary objective is to assess inter-and intrarater reliabilities of 3D-based measurement collection methods.Results of this research have implications for respirator and face mask design and fit as well as utilization of 3D scanning as an accurate anthropometric tool for measurement collection.Relevant literature regarding previous research, employment trends for various demographics, manual measurements vs 3D scanning, and intra-/inter-rater reliability in 3D measurement collection are discussed, followed by methods for data collection and analysis, as well as implications and limitations for this on-going research.
FORMATION OF TEAMWORK SKILLS AS AN EFFECTIVE TOOL OF THE PROFESSIONAL ACTIVITY OF FUTURE TEACHER OF MATHEMATICS

The article highlights the relevance and features of the formation of teamwork skills in future teachers of mathematics, in particular, in the process of methodological training. The essence of the team as a social group operating in a particular field of activity is defined. It is noted that teamwork improves communication, inspires, increases motivation and mutual responsibility, helps to overcome fear and teaches to fight criticism, creates an environment where students learn from each other, generate new ideas and enjoy their activities. The advantages of collaboration and the conditions, the presence of which ensures coherence and efficiency of partnership, are described and discussed. They are as follows: the presence of an atmosphere of security and comfort, the presence of a leader, a clearly defined purpose and well-distributed tasks, meaning of the activity and a single “vision” of the required result by all members of the team, availability of reliability and responsibility. Essential teamwork skills include listening, communicating, building relationships, reaching agreements, resolving conflicts, controlling emotions, making decisions, solving problems, making presentations, organizing and planning activities. Different methods of developing team spirit are presented by the author. This study indicates that training is one of the effective technologies for developing the teamwork skills of future mathematics teachers. Some specific examples of the proposed methods at different stages of training are considered, which contribute not only to the development of professional skills and abilities of their practical use in future professional activities, but also to the formation of students’ teamwork skills.&#x0D; Keywords: professional competence; professional activity; future mathematics teachers; team; team work; team work skills; methodical training; training.
CRISIS OF CULTURAL IDENTITY IN THEATRE IN THE CONTEXT OF MAINSTREAMING OF PERFORMATIVITY AESTHETIC

. Immediacy of the paper is related with strengthening of points of performative aesthetic in culture and art of last two decades. Accordingly to that, authors consider a conflict between two aesthetic paradigms of theatric culture: performative, on the one side, and psychological and realistic, on the other side. The researchers trace a correlation between appearance of a crisis in theatrical culture and transformation of cultural identity. Also, the paper clarifies a concept “cultural identity”, considers manifestations of crisis of cultural identity in theatre, reveals aesthetic values of two paradigms mentioned above, highlights related contradictions, mark perspectives in researching identification process in modern theatre.
The Translation Quality of Facebook Translation

This study aims to assess the quality level of the Facebook translation From English to Indonesian, what techniques are used and to determine the causes of the low quality of the automatic translation tool. This study compares the results of the Facebook translation with the results of the respondents presented with a qualitative descriptive method. The researcher conducted a test on 40 Facebook translation data involving 8 students of the English language education study program to assess whether the Facebook translation results were acceptable or still require re-translation from them. From 48 techniques used by Facebook, found 48 data (100%) categorized as not accurate, not acceptable and low readability translations consisting of 37 data using literal translation (77,1 %), borrowing namely 9 data (18,7 %), calque namely 1 data (2,1%), and reduction namely 1 data (2,1%). Meanwhile, the translation techniques used by the respondents were more diverse. From 54 techniques used by Respondents, found 54 data (100%) categorized as accurate, acceptable and high readability translations consisting of 21 data using literal translation (38,8 %), adaptation namely 14 data (25,9 %), transposition namely 9 data (16,6%), borrowing namely 4 data (7,4%), description namely 2 data (3,7%), amplification namely 1 data (1,9%), calque namely 1 data (1,9%), modulation namely 1 data (1,9%) and reduction namely 1 data (1,9%). Facebook's tendency to often use Literal translation is believed to be the cause of the low level of quality because this technique is used as an early stage of translation and is called the lowest technique.
Review Article: Breast Calcifications on Mammography

Novel Approaches in Cancer Study Review Article: Breast Calcifications on Mammography Kameswari P*, Sudhakar S, Avinash K and Lohith G Radiation Oncologist, India *Corresponding author:Kameswari P,, Consultant Radiation Oncologist, Healthcare Global Enterprises Limited, Bangalore, India Submission: June 16, 2021 Published: July 26, 2021 DOI: 10.31031/NACS.2021.06.000632 ISSN:2637-773XVolume6 Issue2
An Algorithm to Solve the Zeckendorf Game

Zeckendorf proved that every positive integer N can be written uniquely as the sum of non-adjacent Fibonacci numbers. This property can be used to create a two-player Zeckendorf game. A recent paper proved that player 2 has the winning strategy for all N&gt;2. However, the proof was non-constructive. In fact, the paper only provided computer code of the winning strategy of player 2 by brute force. In this paper, we present an algorithm to efficiently solve the Zeckendorf game. Specifically, we convert the game to a directed graph, prove that the graph has no cycles and only one terminal node, and construct an iterative algorithm to find all the winning strategies of player 2. We provide an example to show that the proposed algorithm works much more efficiently than a brute force approach.
Rotation Invariant Feature Extraction of Handwritten Signature Images

This paper presents extraction of rotation invariant features of handwritten signature images for classification. Initially, curvelet transform was applied to all signature image in the database. The mean and standard deviation values of each curvelet sub bands were used as features. Rotation invariance was obtained by applying cycle shift around the total spectral energy values of curvelet sub bands. Then, the classification process was carried out with the obtained features. The performance was compared with the method without cycle shift. As a result, it has been determined that the presented method gives the most successful accuracy using the support vector machine classifier.
Galvanic Phase Coupling of Superconducting Flux Qubits

We investigate the galvanic coupling schemes of superconducting flux qubits. From the fundamental boundary conditions, we obtain the effective potential of the coupled system of two or three flux qubits to provide the exact Lagrangian of the system. While usually the two-qubit gate has been investigated approximately, in this study we derive the exact inductive coupling strength between two flux qubits coupled directly and coupled through a connecting central loop. We observe that the inductive coupling strength needs to be included exactly to satisfy the criteria of fault-tolerant quantum computing.
The Reality of Using Electronic Management From the Point of View of Basic School Principals in Deir Alla Directorate - Jordan in light of the Corona pandemic: واقع استخدام الإدارة الإلكترونية من وجهة نظر مديري المدارس الأساسية بمديرية ديرعلا – الأردن في ظل جائحة كورونا

This study aimed to identify the reality of using electronic management from the point of view of school principals of basic stage in Deir Alla Directorate – Jordan in light of the Corona Pandemic. The study used the descriptive and analytical method; the study sample consisted of (36) principals in the basic schools of Deir alla ; (100%) of the study population. To achieve the objectives of the study we used the questionnaire to measure the degree of the reality of the use of electronic management, the findings of the study were: the reality of the use of electronic management on a total average (4.10 out of 5), a high degree (high), and at the level of fields The field of training and qualification of school staff got the highest average (4.17), and the readiness of infrastructure and medium equipment (4.10) and thirdly: the role of the school principal in supporting electronic administration, with an average of (4.06) and the practice of basic school principals for strategic planning; Average (4.03) and all are rated (High), and The results showed that there were no statistically significant differences in the use of electronic management In light of the corona pandemic, from the point of view of basic school principals in Deir Alla the Directorate of Education due to the variable of (gender, educational qualification and experience), while the results revealed the existence of a difference according to the variable of job experience for 10 years and more, The study recommended the necessity of holding courses and seminars for school principals and organizing scientific meetings to enlighten them about contemporary issues related to laws and instructions with electronic administration, and on the mechanism of their implementation and planning, and to provide incentives for principals and administrators to encourage them to deal with e- learning and follow up teachers and students.
Improving English Speaking Skills Through Debate Methods in Students Junior High School

This study was conducted to describe the improvement of speech skills and the activeness of learners in English language development through debate methods, the implementation of this activity through Class Action Research. The study was conducted in class VII-B SMPN 2 Gunungsitoli Idanoi, which numbered 27 people. This research was conducted in the Even Semester of the Academic Year 2020/2021. Data sources in this class of research include learners, peers, researchers, and documents. The data collection techniques used are observations, tests, and questionnaires. The data analysis carried out in this study is a descriptive analysis technique that includes quantitative data and qualitative data. Quantitative data is obtained from the results of learning learners, while qualitative data is obtained from observation results. The results showed that debate methods in English learning could improve learners' ability to speak. This is seen from the observation that student activity increased from 68.63% in cycle I to 86.75% in cycle II. The final score of learners increased from 70.37 in cycle I to 88.9 in cycle II. This means that the debate method has a positive effect on improving students' speaking skills.
The Archive Owners of the Montevergine State Library

The Montevergine State Library is an Italian public library depending on the Minister of Culture.It was originally
Exploratory Review: Decentralized Voting System Using Blockchain

Abstract: Electronic voting, often known as e-voting, has been utilized in various forms since the 1970s, with basic advantages over paper-based systems such as improved efficiency and lower error rates. However, achieving widespread acceptance of such systems remains a problem, particularly in terms of strengthening their resistance to possible failures. Blockchain is a modernday disruptive technology that promises to enhance the overall robustness of electronic voting systems. This article describes an effort to use blockchain's features, such as cryptographic underpinnings and transparency, to create an effective e-voting mechanism. The suggested method meets the basic requirements for electronic voting systems and provides end-to-end verifiability. The proposed e-voting method is described in depth, as well as its implementation on the Multichain platform. The article provides an in-depth analysis of the scheme, demonstrating its efficacy in achieving an end-to-end verifiable e-voting system. Electronic trust services are becoming an integral part of the information space. With the reliable implementation of basic services as an electronic signature and electronic authentication, it is possible to build more complex systems that rely on them, particularly the electronic voting system. In the paper, the new concept for developing a decentralized electronic voting system using blockchain technology is proposed. The two-level architecture provides a secure voting process without redundancy of existing (not based on blockchain) systems. The presented blockchain-based voting protocol ensures all requirements that are put forward to such types of protocols including voting transparency and anonymity. This project is aimed to design a decentralized e-voting system. The core idea is to combine the blockchain technology with secret sharing scheme and homomorphic encryption to realize the decentralized e-voting application without a trusted third party. It provides a public and transparent voting process while protecting the anonymity of voter’s identity, the privacy of data transmission and verifiability of ballots during the billing phase. Keywords: Blockchain, Multichain, authentication, decentralized, anonymity