Reviewerly/exHarmony huggingface dataset:
Processing of Information from Risk Maps in India and Germany: The Influence of Cognitive Reflection, Numeracy, and Experience

Abstract The use of risk maps is widespread and also mentioned in risk management standards. These visualizations display sets of risks by plotting each risk along two axes, representing the probability of occurrence and impact. Using an eye-tracking methodology, data on the cognitive processing of information from such risk maps were collected in order to examine why certain decisions are taken and what may influence their comprehension of this information. Data were collected from German and Indian participants. Those two countries are interesting for this study, as they differ greatly in several relevant domains like uncertainty avoidance or individualism. We found that individuals are generally able to perform a visual search task using a risk map but have more difficulty in making comparisons between two risks based on this type of visualization. The findings suggest that performance was related to cognitive reflection and that participants who reflected more on their decisions had a higher share of their fixations on target regions. In line with existing research, there seems to be evidence to support that cultural influences are at play when people work with risk maps, as Indians paid more attention to the context of the risk map’s target region. The influence of familiarity with working with risk maps was unclear, as there were some differences in eye movements visible but not for all variants.
Guessing Game Method Enhances Seventh Grade Descriptive Writing Skills

This study aimed to investigate the effectiveness of the Guessing Game method in improving descriptive text writing among seventh-grade students at SMPN 1 Beji. A quasi-experimental design was employed, utilizing pre-test and post-test measures in both an experimental class (7H) and a control class (7i), each consisting of 34 students. The findings revealed that the implementation of the Guessing Game method significantly enhanced students' descriptive text writing skills, as demonstrated by a t-test value of 0.003, which was below the significance level of 0.05 (0.003 &lt; 0.05). This suggests that the Guessing Game method is an effective instructional approach for teaching descriptive text writing to seventh-grade students. The advantages of using this method include its simplicity, requiring minimal steps in writing, and its facilitation of students' ability to draw upon their prior gameplay experiences. This research provides implications for educators to employ interactive and engaging approaches, such as the Guessing Game, to foster students' writing abilities effectively.&#x0D; Highlights: &#x0D; &#x0D; The Guessing Game method significantly improves seventh-grade students' descriptive text writing skills.&#x0D; The method simplifies the writing process and incorporates students' prior gameplay experiences.&#x0D; Interactive and engaging approaches, like the Guessing Game, enhance student engagement and learning outcomes in writing.&#x0D; &#x0D; Keywords: Guessing Game method, descriptive text writing, seventh-grade students, quasi-experimental design, writing instruction.
Adaptive Redistribution and Replication to Improve the Responsiveness of Mobile Web Apps

In a mobile web app, a browser-based client communicates with a cloud-based server across the network. An app is statically divided into client and server functionalities, so the resulting division remains fixed at runtime. However, if such static division mismatches the current network conditions and the device’s processing capacities, app responsiveness and energy efficiency can deteriorate rapidly. To address this problem, we present Communicating Web Vessels (CWV), an adaptive redistribution and replication framework that improves the responsiveness of full-stack JavaScript mobile apps. Unlike standard computation offloading, in which client functionalities move to run on the server, CWV’s redistribution is bidirectional. Without any preprocessing, CWV enables apps to move any functionality from the server to the client and vice versa at runtime, thus adapting to the ever-changing execution environment of the web. Having moved to the client, former server functionalities become regular local functions. To further improve performance, CWV can replicate server-side functionalities on the client and keep the replicas consistent. By monitoring the network, CWV determines if a redistribution or a replication would improve app performance, and then analyzes, transforms, sandboxes, moves, or replicates functions and program state at runtime. An evaluation with third-party mobile web apps shows that CWV optimizes their performance for dissimilar network conditions and client devices. As compared to their original versions, CWV-powered web apps improve their performance (i.e., latency, energy consumption), particularly when executed over limited networks.1
Divergence and convergence of gold potential signs in provinces with strata gold deposits in black shale formations

Information is provided on the similarity (convergence) and differences (divergence) of the geological and structural settings of the formation of polystage-polygenic-polychronic strata deposits of the gold-carbon series in the provinces of the folded frame of the Siberian Platform with black shale formations of different ages (from the Proterozoic to the Mesozoic inclusive) and their sulfide-bearing facies. The conclusion is made about the uniformity of the predictive-exploration complex of works on prospecting and evaluating the prospects for gold content in black shale formations with the need to adapt it to specific geological-structural-formational conditions.
Visibility Graph (VG) – based path planning method for multi-robot systems

This paper addresses path planning algorithms for a multi-robot system based on the Visibility Graph (VG) method.VG has been selected because it produces solutions with optimal path lengths from a start position to a target.However, the main disadvantages of VG are: (1) it plans paths which may go through the vertices of obstacles; (2) the computation time increases with the increased number of obstacles.Therefore, two new algorithms have been developed: Central Algorithm (CA) and its associate, Optimisation Central Algorithm (OCA).Simulation results show that the proposed algorithms can find optimal paths in 2D environments.
A Study on System Utilization and Recognition of The Art &amp; Culture Education Instructor

Objectives This study sought to find meaning through their voices in various aspects of the use and perception of the Arts &amp; Culture Education Instroctor system experienced in the field by Arts &amp; Culture Education Instroctor. Methods Five Arts &amp; Culture Education Instroctor who have obtained certificates of Arts &amp; Culture Education Instroctor from July 2021 to October 2021 were interviewed in a total of 10 interviews were conducted in a semi- structured form. Results The participants showed positive attitude in that they could choose various paths, not the path of an artist. Second, we were able to confirm that the Arts &amp; Culture Education Instroctor system is effective for employment. Third, he hoped to create a community where he could communicate with Arts &amp; culture education instroctor companies in other fields. Fourth, the Arts &amp; Culture Education Instroctor, who works as a freelancer, has shown that there is a limit to working as a Arts &amp; Culture Education Instroctor only with the qualification of a Arts &amp; Culture Education Instroctor. This can be seen as meaningful, and it is found that the utilization of the Arts &amp; Culture Education Instroctor system requires measures and improvements to create stable jobs. Conclusions In this study, the Arts &amp; Culture Education Instroctor experience and perception of the Arts &amp; Culture Education Instroctor system were discussed from the perspective of the Arts &amp; Culture Education Instroctor. We hope that this research will serve as a basis for improving the qualification system of Arts &amp; Culture Education Instroctor in the right direction through qualitative research on the utilization and recognition of the Arts &amp; Culture Education Instroctor system.
Teacher Perceptions on Implementation of the Social Studies Curriculum in Grades 5 and 6 in Elementary Schools

Objectives The purposes of this study were to examine the perceptions of teachers who oversaw social studies classes in 2019—when the 2015 revised curriculum was introduced for grades 5 and 6 in elementary schools—regarding management of the social studies curriculum. Methods The aim of the study was to develop detailed improvement plans for curriculum implementation in terms of teaching, learning, and the evaluation of social studies in grades 5 and 6. To this end, a survey questionnaire was administered to 632 teachers who oversaw social studies classes in grades 5 and 6 in 2019, and interview surveys were conducted with the elementary school teachers who oversaw these grades. Results The key outcomes are as follows. First, many teachers perceived the subject competency presented in the social studies curriculum as appropriate for grades 5 and 6. Second, when examining teacher perceptions regarding the amount and level of social studies content learned in these grades, many felt that the amount of learning related to modern and contemporary history was high for the historical domains studied in the second semester of grade 5. They felt that, overall, the content level for students was also high. Third, teachers expressed that the most difficult aspect of teaching and learning social studies in grades 5 and 6 was excessive learning. Conclusions From the above research results, to enrich management of the social studies curriculum in grades 5 and 6 in elementary schools, we propose providing teaching and learning plans centered on essential content elements, improving elementary school social studies teaching and learning materials, and developing improvement plans for the 2022 revised elementary school social studies curriculum.
Exploring the Meaning of the Curriculum Space for Creative Experiential Activities

Objectives In this study, by synthesizing and analyzing the cases of the curriculum implemented by the teacher, we explored the meaning of the curriculum space for creative experiential activities when the teacher implements the curriculum. Methods To this end, we comprehensively review the literature related to creative experience activities to understand the status and meaning of creative experiential activities as a curriculum standard. Twenty eight cases of curriculum including experiential activities were analyzed. Results The meaning of creative experiential activities as a curriculum space were divided into two categories. First, creative experiential activities were a curriculum space that had a continuous relationship with the curriculum. This is because, in relation to the subject, students want to continue learning, learn more, and want to learn again. Second, creative experiential activities were a curriculum space that had a discontinuous relationship with the curriculum. This is because it was also a space to create programs, activities, and experiences unique to creative experiential activities that dealt with sporadically occurring demands in the field and were discontinuous from previous learning. Conclusions Through this, creative experiential activities deepen the learning achieved through the subject, on the other hand, create and deal with the demands that the subject does not contain as a curriculum, and ultimately promote the complete growth of students in a complementary relationship with the subject.
Analysis and Discussion of Changes in Students' Core Competency on the Implementation of Middle School Art Education in Preparation for the Future Society: Focusing on Class Musical Projects

Objectives The purpose of this study is to analyze the perception of students participating in the class musical project and the degree of pre-post changes in core competency, and to draw implications for realizing competency-based middle school art education. Methods For this, four schools were sampled through consultation with researchers after receiving recommendations from the Seoul Metropolitan Office of Education for excellent schools in operating the class musical project. First, a preliminary survey was conducted from August 26 (Mon) to August 30 (Fri), 2019, before the 2nd semester collaboration class musical project was implemented, and November 28 (Thurs) after the class musical project was implemented. A post-mortem investigation was conducted on December 20 (Fri). Next, an expert council was held on December 6, 2019 for teachers in charge of operation. For opinion survey questions, pre- and post-reliability tests were performed with Cronbach α, and statistical analysis was performed for the processing of opinion survey results using SPSS Statistics 22.0 program. Results First, it can be judged that the educational effect has been achieved as a high percentage of respondents answered that their artistic sensibility and creativity were increased through the Hyeopjong's class musical project, and that school life was enjoyable as a result. Second, it was confirmed that meaningful contributions were made in ‘communication competence’ and ‘community competence’, which are future-oriented personality competencies. Third, in spite of the positive purpose of Hyeopjong's class musical project, it was confirmed that the work load was increased from the point of view of the teacher in charge, and supplementation was necessary for this. Conclusions First, there is a need for a systematic and comprehensive arts education project to revitalize arts and culture education linked to the curriculum and convergence education between subjects. Second, it is necessary to secure sufficient number of hours and budget for the effective and efficient operation of the curriculum. Through this, it is necessary to make continuous efforts to expand the scope of art education in public education by making good use of the characteristics of the class musical project in collaboration and to revive interest in education in the art field.
Hey Siri: Exploring the Effect of Voice Humanity on Virtual Assistant Acceptance

This work in progress presents a proposed model to measure the acceptance of the use of voiced virtual assistants in commercial contexts. The use of these devices has increased after their implementation in smartphones and with the arrival of smart speakers in any household appliance. We propose the present model emphasizing the anthropomorphic aspect of the assistant to know if it has an emphasis on its acceptance. Unlike other models of acceptance, the contribution of the work is the inclusion of anthropomorphic variables such as human presence and human like voice. The work focuses on the virtual assistant Siri.
The Review of Quantum Cryptographic Techniques for Image

As in last few years, quantum cryptography appears to overcome the current challenges of time and quality of the encryption systems and offer new fields of cryptography. This paper briefly introduces the quantum cryptography from the basic ideas, theoretic foundation, as well as analyses some innovative papers where used quantum theory in the field of cryptography especially for image encryption. Formerly, current work illustrates the accomplishments of quantum cryptography in image encryption methods and its upcoming progress schemes. Conclusively, its motivation to make a general view that represents a new trend in cryptography scheme can be developed on the benefits of the quantum cryptography.
Exploring the use of Wiris in the evaluation at an online course

The change to the virtual study modality brought with it new opportunities for teaching and evaluation that were not contemplated in face-to-face learning. The assessment was one of the aspects that changed the most, and although learning platforms such as Moodle or Blackboard provide teachers with a variety of assessment tools, these are sometimes insufficient, particularly in statistics and mathematics courses. This is the reason why the teachers at Universidad Católica de Santa María were provided with the Wiris tool, which consists of a system that goes beyond the usual types of questions, adding functionalities for evaluation and feedback. Considering the background, this article seeks to describe the experience of the teachers with the implementation of Wiris, in addition to discussing some of its advantages and disadvantages, and commenting on the contribution it makes to the formative evaluation.
Writing as PARTicipation: working towards in:tuition and intimating

This paper is a thought-experiment into the question, “How might we participate in the writing of this paper together?” Having been both inspired and moved by Erin Manning´s beautiful chapter “Me Lo Dijo un Pajarito: Neurodiversity, Black Life and the University as we Know It’ (2020) we pick up the baton of moving thinking into how we can begin to work together to contribute to the reconceptualization of educational and research practices and specifically through practices of inclusion and participation within them. We do this with the starting point of our own participation in the writing of this paper. We follow the faint line of two emerging techniques. The first technique, in:tuition, emerges to help make operational a practice of participation that engages participants, students, us, on the register of the preindividual. The second technique, intimating, works towards a notion of transindividual participation. &#x0D; We offer an immanent and processual approach to practice, involving a ‘(r)eaching toward one another, (in which) our individuations qualitatively alter our “individuality.” With Manning, we work with ‘thinking-feeling (as) the transversality of all planes of experience in the immanent twist’ with the desire of twisting into new and socially just practices.
Researches Advanced in Clustering Algorithms

Clustering is a technique to find the intrinsic structure between data and is a fundamental problem in many data-driven application fields. Currently, clustering is generally modeled as an unsupervised learning task, aiming to mine similar features between different samples and cluster samples with similar features into clusters. Ideally, objects in the same cluster are expected to be similar in the clustering results, while objects in different clusters are quite different. This study summarizes the research status of clustering algorithms in recent years. Specifically, the relevant critical steps of clustering algorithms are first introduced. From two aspects of partition and hierarchical clustering, representative clustering algorithms such as K-means, K-medoids, CLARANS, BIRCH, DBSCAN, and CURE are further detailed. This study also analyzes and summarizes the above algorithms in terms of critical technologies, algorithm ideas, benefits, and shortcomings and compares the distance accuracy of different algorithms on standard data sets. The above work will provide a valuable reference for cluster analysis and data mining research.
An efficient hardware accelerator for monotonic graph algorithms on dynamic directed graphs

随着现实世界中动态图计算需求的快速增长, 现有的研究工作已经提出了多种方法来有效支持单调图算法在动态有向图中的处理. 然而, 由于动态有向图的图结构频繁发生变化，其相邻图顶点之间的状态更新存在复杂的依赖关系, 这使得现有的软硬件方法在处理单调图算法时依然面临着数据访问成本高和收敛速度慢的问题. 为此, 本文提出了一种面向动态有向图的单调图算法加速器DSGraph, 它能够充分利用图顶点之间的依赖关系来加快单调图算法在动态有向图处理中的收敛速度, 并有效降低数据访问成本. 具体来说, DSGraph 通过实时提取动态有向图中图顶点的局部拓扑依赖顺序来执行异步迭代处理, 从而显著减少冗余的图顶点状态更新. 同时, DSGraph 设计了一种异步迭代流水线架构, 其按照依赖顺序对图顶点状态进行异步迭代处理, 从而加速图顶点状态传播速度并减少数据访问开销. 最后, DSGraph 提出了一种无阻塞数据同步机制, 通过并行执行本地图顶点的状态更新和外部图顶点的数据同步来减少系统同步开销. 实验显示, 与目前最先进的面向单调图算法的动态图处理系统KickStarter 相比, DSGraph 将动态有向图处理速度平均提升了11.2 倍.
Floagent: Interaction with Mid-Air Image via Hidden Sensors

This paper proposes Floagent as a human-computer interaction system that displays images in mid-air using infrared light reflected by a hot mirror. Floagent is an interaction system that allows users to focus on mid-air images without being aware of the sensors. By combining a hot mirror and a retroreflective transmissive optical element, Floagent conceals the camera from the user without affecting the mid-air image. We investigated the touch input interactions accuracy with mid-air images to evaluate the proposed system. The results show that the proposed system can effectively measure user input. Floagent enables an interaction design with a hidden sensor in which mid-air images appear to respond spontaneously to a wide variety of interaction events.
Design concept of sign language recognition translation and gesture recognition control system based on deep learning and machine vision

With the development of society, gestures are used in many aspects, but the computer's functionality for gesture recognition is still to be improved. This article is mainly a preliminary idea of a basic gesture recognition system built based on the existing Google deep learning framework TensorFlow and gesture recognition components in MediaPipe and OpenCv machine vision open-source library. The training dataset is first subjected to skeleton key point coordinate extraction, then the pre-processed dataset is used to train the neural network and constitute the preliminary model, and finally the model is corrected and changed in the end.
PRBP: A prioritized replica balancing policy for HDFS balancer

Abstract Data replication is the main fault tolerance mechanism implemented by the Apache Hadoop Distributed File System (HDFS). The placement of the data across the cluster directly affects replica balancing and data locality. The HDFS Balancer is the native solution to rebalance the data distribution by moving the blocks from over‐utilized to under‐utilized nodes. Nevertheless, its current balancing policy does not address the characteristics and specific needs of the applications during data rearrangement. In this work, we present the PRBP, a customized replica balancing policy for the HDFS Balancer. The PRBP is based on a system of priorities, which can be adapted and configured according to different demands of use, either these are related to heterogeneous environments or focused on improving data reliability and availability. The priorities define whether system metrics or aspects of the cluster topology should be considered during the execution of the HDFS Balancer, thus making the process of replica balancing in HDFS more flexible. Based on the priority system, we determine association rules that allow the use of multiple priorities simultaneously. Along with these rules, we present guidelines for using the PRBP as a specialized solution in scenarios that can benefit from reactive replica balancing. In addition, we conducted a practical experimentation to highlight the behavior and the applicability of the guidelines of the PRBP to prioritize replica rearrangement in the file system.