Reviewerly/exHarmony huggingface dataset:
Thinking through the Body. Music Theory for the Performer

There is significant controversy between music theorists and performers about the value and relevance of the study of music theory for performers. As I argue in this paper, the dissatisfaction on the part of performers about the value of existing analytical methods stems from the fact that the majority of these methods do not address the particular needs of performers, who, unlike theorists, engage with music in a more bodily than intellectual way. The goal of this article is to propose new methods of analysis that promise to engage performer-students equally with the mind and the body. The methods proposed here share with Dalcroze Eurhythmics the belief that by experiencing music through the whole body, students develop important kinaesthetic skills necessary to understanding music more deeply and expressing themselves more musically. By revealing the connection between musical and physical movement, the two analytical representations proposed – the bouncing ball and gestural arrow – allow analysts to capture expressive movement while encouraging more bodily involvement in the analytical process. Structural analysis involves the exploration of both the expressive potential inherent in the notes of the musical score and the precise expressive effect of the way these notes are performed. The emphasis on rhythmic process and expressive nuance allows performer-analysts to engage with and become sensitized to qualities of music directly related to the act of performance.
An End-End Method for Handwritten Xibo Font Generation

The generation of handwritten Xibo characters is a key step to explore the secrets of this original text. At the same time, it is also a scientific aid to the current task of rescuing and protecting Xibo characters. Based on the peculiarities of the structure of the Xibo characters, the prevailing customs of plagiarism from generation to generation, and the reasons for the difficulty of obtaining them at present, the generation of handwritten Xibo characters is a very challenging task. Based on the development of existing handwritten fonts in the field of machine learning, combined with the characteristics of the collected handwritten Xibo font data set, we propose to use a generative adversarial network to try to generate handwritten Xibo fonts. Try the existing generative adversarial network models, they are uncomfortable with the task of generating handwritten Xibo characters. Therefore, this paper proposes a feature adversarial generative model combined with an autoencoder. Using this model to generate handwritten Xibo fonts, the experimental results show that this model can stably generate various handwritten Xibo font images.
Implementasi forecastHybrid Package menggunakan R Studio Cloud untuk Prediksi Pertumbuhan Dana Pihak Ketiga dan Pembiayaan Pada Bank Muamalat Indonesia

This study aims to find out how to forecast the growth performance of third party funds (TPF) and financing which is measured on a quarterly by applied the hybrid method with R Studio Cloud using ‘forecastHybrid’ package. This prediction is expected to provide information and data on the growth of third party fund and financing for Bank Muamalat which is experiencing problems of lack of capital and non-performing funds (NPF). Forecasting with Hybrid methods combines ARIMA auto forecasting methods, exponential smoothing forecasting methods, theta forecasting methods, neural network forecasting methods, seasonal and trend decomposition forecasting methods, and TBATS forecasting methods. The forecast results show that the Hybrid method is able to provide information as a decision-making material for Bank Muamalat
Speech Competence as an Object of Mastery When Teaching Foreign-Language Written Dialogic Communication to Undergraduate Students (by the Example of the English Language)

The purpose of the study is to substantiate the need to include speech competence as an object of mastery when teaching foreign-language written dialogic communication to undergraduate students (using the example of the English language). The paper examines the speech features of foreign-language written dialogic communication as one of the most common forms of communication in the modern digital era, as well as describes the main speech difficulties that students may face when conducting virtual correspondence in a foreign language (English). Accordingly, the speech skills that need to be developed in the process of teaching foreign language to undergraduate students are formulated. Scientific novelty of the study lies in the fact that it considers foreign-language written dialogic communication as a special type of written speech activity and consequently identifies speech competence as an object of mastery when teaching foreign-language virtual correspondence to undergraduate students. As a result, it has been proved that speech competence should be included as an object of mastery when teaching foreign-language written dialogic communication to undergraduate students.
THE POWER OF LANGUAGE AND THE LANGUAGE OF POWER

A language cannot be a simple template of human activity; a language is the history and culture of the people, their long and thorny road to civilization. The informative nature of a discourse will be insignificant if we only take into consideration the visible data of the text. The single viable way to carry out research on the mentality and behavior of the representatives of different cultures is to dig into the implication and the conceptual framework of the discourse. The author’s idea might be interpreted according to the background knowledge of the reader. Such an approach turns the text into a conglomerate of sense messages that reveal the power of the language and its inextricable link to the history, culture and civilization of the nation whose language the students learn. This notional “intervention” is akin to a chain reaction and the language develops into a means of power over a human being. The conceptual approach to a foreign language material helps improve students’ cognitive and analytical skills, turns the educational process into a particular type of an innovative environment, leads to motivation increase in a foreign language instruction.
Machine Learning and Deep Learning for Applications

Machine learning is the study of computer algorithms that improve automatically through experience and using data. Different from traditional machine learning techniques that rely on human experts to extract features from the data, deep learning uses multiple layers of artificial neural networks to progressively extract higher-level features from the raw input. Because of society uses and adopting digital data increasingly, the digital dependence also continues to grow. In modern society, we deal with big data day in and day out; machine learning and deep learning techniques are pivotal in processing and analyzing these big data, including but not limited to our daily experience ranging from shopping behavior to metadata of medical records to improve treatment and therapy in different medical fields. Putting aside the complicated and sophisticated mathematical equations, in this chapter, the authors introduce machine learning and deep learning techniques by going through several hands-on projects with Python.
Reviewer Acknowledgements for English Linguistics Research, Vol. 9, No. 4

English Linguistics Research (ELR) would like to acknowledge the following reviewers for their assistance with peer review of manuscripts for this issue. Many authors, regardless of whether ELR publishes their work, appreciate the helpful feedback provided by the reviewers. Their comments and suggestions were of great help to the authors in improving the quality of their papers. Each of the reviewers listed below returned at least one review for this issue. Reviewers for Volume 9, Number 4 Bruna Gabriela Augusto Marçal Vieira, CEFET-MG, BrazilGiuseppe Maugeri, Ca' Foscari University, ItalyGraziano Serragiotto, Ca' Foscari University of Venice, ItalyInaad M Sayer, University of Human Development, IraqKazeem K. Olaniyan, Ladoke Akintola University of Technology, NigeriaNaom Nyarigoti, United States International University, KenyaVassiliki Pliogou, Metropolitan College of Thessaloniki, Greece Best Regards,Camille SuEditorial Assistant, English Linguistics ResearchSciedu Press*************************************Add: 9140 Leslie St. Suite 110, Beaver Creek, Ontario, L4B 0A9, CanadaTel: 1-416-479-0028 ext. 210Fax: 1-416-642-8548E-mail 1: elr@sciedupress.com E-mail 2: elr@sciedupress.org Website: http://elr.sciedupress.com
Features of Collaboration in the VirCA Immersive 3D Environment

Real time, synchronous collaborative work mostly happens in real world situations. There are applications that allow computer-mediated synchronous collaboration, but they are far from the experience of a real life meeting. The Virtual Collaboration Arena allows multiple people to work in real time in a virtual space collaboratively. Relatively little is known about how collaboration in virtual reality compares to physically co-located activities. In order to investigate these differences and to reveal any usability issues the system has, we studied 20 pairs of participants working together on a simple cooperative task that required planning. One of the participants was in an immersive 3D cave and the other participant carried out the task from a desktop computer. They communicated over an audio channel in addition to seeing each other as avatars in the space. The cooperative communication was recorded and the conversation was transcribed. The transcripts were coded into three categories of communicative acts: 1) utterance related to coordination; 2) utterances related to information sharing for the task; and 3) usability-related communication. The sessions were divided into three stages of the task and the ratio of the three types of communicative acts were compared across the three stages. According to the Cochran’s tests there were significant differences between the temporal sections of the task for coordination (Q(2)=72,13; p &lt; 0.001), information sharing for the task (Q(2)=77,06; p &lt; 0.001), and usability (Q(2)=15,14; p &lt; 0.001). Coordination utterances were frequent in the beginning and the ending sections of the collaboration. Information sharing utterances appeared in a higher ratio in the middle section. Thus, in the beginning and at the end of the sessions our participants were focused on explicitly coordinating their tasks (“What shall we do?” and “What has been done?”), while in the middle of the session they were focused on sharing the content for the schedule accompanied by less explicit coordination.The amount of usability-related comments goes down after the first section. The decrease of usability-related interactions along the progression of time is showing a possible learning effect or the effect of practice that grows through the task. The pattern of variation in communicative actions along the three phases of task completion indicates that the virtual 3D environment is usable; the participants are able to learn to use it. These findings show that this 3D virtual environment can appropriately enable collaborative information interpretation and sharing activities.
The Design of Virtual and Augmented Realities

Games are ever-expanding to new media and platforms. Virtual and Augmented Reality are the latest emerging platforms for games, and come with entirely new design paradigms and pitfalls. This chapter dives deep into designing for games on Virtual and Augmented Reality platforms, including the foundations of embodied technology, concepts around spatial design, and how to think about interactions from a first-person perspective. It will cover a broad range of introductory topics, from presence and immersion to human ergonomics.
Formation of scientific libraries in the humanitarian space of Novosibirsk

The article is an attempt to comprehend interaction and mutual influence of the library environment and the humanitarian space of Novosibirsk. Global connections, characteristic of the modern society, actively influence the entire system of normative and regulatory means and mechanisms for coordinating the vital activity of individuals and communities on the territories of their residence. The targeted study of the “environment” as a condition for forming values, interests and preferences among real and potential consumers of information, then transforming into readers’ demands, becomes the necessary component of any modern library theoretical and practical activities and allows to significantly expand the traditional frames of studying readers’ needs by involving a large number of factors, signs, meanings that recreate the environment in which these needs are formed. A spatial approach to the analysis of the library environment in the urban context is a current trend in the professional discourse.
The Teaching Factory Planning

This study aims to formulate a Teaching Factory (TEFA) planning strategy, especially in the Department of Agribusiness Management at Politeknik Negeri Jember.The urgency of research can be used as the basis for pioneering TEFA in the Department of Agribusiness Management that is integrated and sustainable.This research is quantitative descriptive research conducted purposively at the Department of Agribusiness Management, Politeknik Negeri Jember.The analytical tool used in this research is a SWOT analysis.The results of the analysis show that several alternative strategies that can be carried out include: (a) Optimizing TEFA startup facilities and infrastructure; (b) Optimization of learning methods adapted to industry; (c) Improving the quality of TEFA products; (d) Strengthening cooperation with industry; (e) Improving the quality of human resources; (f) Identification of the marketing mix; (g) Increasing technological innovation and following corporate culture; and (h) Increasing partnership cooperation.
Using Katakana Letter in Japanese Products for Customer Buying Intention

The Katakana letter is one of the Japanese letters, which are generally used to write foreign terms into Japanese and are also used on products to attract customers’ intention in buying a product. The researcher wants to test whether the argument is true. This research used quantitative methods, quantitative correlation approaches, and descriptive data analysis techniques to prove this argument. In collecting data, the authors surveyed to see the trend in selecting products written in Japanese characters and the reasons. After analyzing it, the main factor that attracts the customer’s attention in buying products is not the letters but rather the preference factors of the customer.
Full-time versus Distance Learning of Statistics

The 2020/21 academic year was marked by the COVID-19 pandemic. Universities gradually cancelled full-time teaching and continued in the distance form. The article deals with the comparison of full-time teaching of the subject of Statistics at the University of Constantine the Philosopher in Nitra (Slovakia) and distance education. The results of the research prove that well-managed distance education can, in the case of teaching the subject of Statistics, fully replace the full-time teaching of the subject. At the same time, no significant differences were found in the results of the final didactic test between groups of full-time and part-time students taught distantly.
Recommended Bibliographic Information on the Sites of Children Libraries and Criteria for Assessing its Quality

As part of the implementation of the “Strategy for the Development of the Information Society in the Russian Federation for 2017–2030”, an important task is to develop criteria for assessing the social effectiveness of electronic services in the field of culture– in particular, in librarianship. When organizing children’s reading, the leading role is played by information and recommendation support, which can increase the interest of children-readers in books and create conditions for a safe information media environment. The purpose of the study is to analyze the qualitative characteristics of the provision of recommendatory bibliographic information on the websites of children libraries. The evaluation of the quality of websites is based on universal criteria for optimal provision of elements necessary for informing readers. They are: the quality of content and its relevance, visual design of the site and providing feedback to users. The evaluation is supplemented by two unique criteria: “ensuring the information and psychological safety of children” and “communicative and speech qualities of the texts of book annotations”. The use of such a system in the analysis of online library services on the example of the Russian State Children’s Library and six regional and municipal children libraries has shown that, in general, information and advisory support in the field of children reading management successfully fulfills the task of forming a virtual library space. The main drawbacks of some websites identified are the risks associated with advertising banners and links to third-party resources containing information with the age limit “18+”
Evaluation of Ecological Interface Design for Supporting Cognitive Activity of Nuclear Plant Operators

The paper describes procedure and results of evaluation of the Ecological display for monitoring and control of the drum-separators at the RBMK-type NPP. This task is characterized by heavy cognitive workload and insufficient human-machine interface. Trial operation of the proposed Ecological display has been carried out during four months at the full scope simulator of the Leningrad NPP with participation of six licensed control room operators. Four exercises and three realistic scenarios were used to collect experimental data. After execution of the tasks the participants filled the questionnaire.The results from the trial operation demonstrate that the ecological interface essentially quickens response time and execution of tasks (in more than 80% of all cases). The Ecological display provides operator with efficient feedback which ensures moderate increase of accuracy and smoothness of control actions. It was revealed that the use of the ecological interface four time reduces frequency of errors compared with the use of conventional interface. However, the efficiency of the Ecological display depends on situation. We revealed that the additional logical processing and the additional director pointer are required to prevent operator from delays and too sharp control actions
Supplementary material to "The timing of the Ellesmerian Orogeny in Svalbard: A review"

Supplements S1: (a) Interpreted cross-section of the Adriabukta transect (see Fig. 1 for location of Adriabukta) redrawn after Bergh et al. (2011), and (b) restored prior to Mesozoic sedimentation and early Cenozoic Eurekan deformation.Notice the basement fabrics (in the basement lens within the Adriabukta Formation) parallel to bedding surfaces in the Adriabukta Formation and the eastwards dip of the Mariekammen Shear Zone.
Designing Android Software Applying Augmented Reality on the Teaching and Studying of Gasoline Engine Sensors

Nowadays, the gasoline engine is still the heart of transportation in Vietnam. The total number of internal combustion vehicle in Vietnam is over 4 million, which is approximately 2.4 million petrol vehicles. The need of knowledge in the vehicle, especially the gasoline engine control system, is vital for maintenance and diagnostic process in this field. This paper is an introduction for applying the augmented reality and smartphone in teaching and studying input signals of the engine control system of gasoline engine in the Vehicle and Energy Faculty, HCMC University of Technology and Education, focusing on sensors. Augmented Reality (AR) is a new way of information sharing and interaction in mobile device (smartphone, tablet, etc.). AR in education brings truly realistic for teaching and learning process. Additional reality provides the unique cognition path with immersive real-life simulations, which help student accesses resources as real and freely as possible especially in the COVID-19 pandemic.
Assessment of competencies in the Federal state educational standard (FSES) 3++ based on a fuzzy-logical approach

Objective. The article discusses the methodology for assessing competencies in the educational standards of the Federal State Educational Standard 3++. Method. Competence assessment is carried out through competency indicators. To assess the competence of a complex multilayer object, the mathematical apparatus of the theory of fuzzy sets was used. Result. A step-by-step example of competency assessment is given. The process of transformation of input variables into fuzzy sets is presented - assessments of competency indicators. A trapezoidal scale of linguistic terms has been developed. The processes of fuzzification, accumulation and defuzzification are presented step by step. A final clear assessment of competence was obtained. Conclusion. The introduction of fuzzy numbers allows all calculations to be performed quite flexibly and, as a result of defuzzification, to obtain an objective assessment of the formed competence.
Detection of Criminal Behavior at the Residential Unit based on Deep Convolutional Neural Network

Studies on abnormal behavior based on deep learning as a processing platform increase.Deep learning, specifically the convolutional neural network (CNN), is known for learning the features directly from the raw image.In return, CNN requires a high-performance hardware platform to accommodate its computational cost like AlexNet and VGG-16 with 62 million and 138 million parameters, respectively.Hence in this study, four CNN samplings with different architectures in detecting abnormal behavior at the gate of residential units are evaluated and validated.The forensic postures, with some other collected data, are used for the preliminary step in constructing the criminal case database.High accuracy up to 97% is obtained from the trained CNN samplings with 80% to 97% recognition rate achieved during the offline testing and 70% to 90% recognition rate recorded during the real-time testing.Results showed that the developed CNN samplings owned good performance and can be utilized in detecting and recognizing the normal and abnormal behavior at the gate of residential units.