Reviewerly/exHarmony huggingface dataset:
GUIDELINES FOR TEACHERS AS A COMPONENT OF INFORMATION SUPPORT FOR AN EDUCATIONAL DISCIPLINE

The article discusses the importance of creating and using quality educational and methodological materials for organizing the educational process. Guidelines for teachers are one of the mandatory components of information support for an academic discipline, designed to help educators standardise and systematise the requirements for the mandatory knowledge, skills, and abilities that students should master in class, as well as use effective forms, methods, and means of learning. The article proposes basic indicative requirements for the structure and content of the manual.
Image Compression Techniques on-Board Small Satellites

Raw satellite images are considered high in resolution, especially multispectral images captured by remote sensing satellites. Hence, choosing the suitable compression technique for such images should be carefully considered, especially on-board small satellites, due to the limited resources. This paper presents an overview and classification of the major and state-of-the-art compression techniques utilized in most space missions launched during the last few decades, such as the Discrete Cosine Transform (DCT) and the Discrete Wavelet Transform (DWT)-based compression techniques. The pros and cons of the onboard compression methods are presented, giving their specifications and showing the differences among them to provide unified information about these methods for researchers and satellite imaging payload designers. Hence, some of these techniques are implemented, and comparisons are presented in the current work as examples to simulate an image compression system on board a small satellite using the MATLAB software package. This was achieved by employing three LANDSAT8, band6 satellite images. A wavelet selection was also considered for the DWT-based compression method, which gave the best results among the other methods through acquiring high values of compression ratio (CR) while maintaining the important scientific information of the image when reconstructed at the ground station.
Experts’ judgment and perception of android-based materials for sports massage learning

This study aims to obtain the results of the product validation of the Android-based massage learning material model that has been designed through expert judgment and perception. The experts involved in the research are massage, learning, and media experts. The research method uses quantitative research in order to analyze quantitative data using IBM SPSS 25.0. Descriptive statistical results percentage. The results of the study concluded that the android-based massage learning material was feasible to use. Some inputs for product improvement are the addition of instructions for using the application, a display with a spread pattern, adding instructional content, simplifying the display, a simulation video, adding competence according to the Indonesian National Framework of Qualifications format, and lowering the file capacity to make it easier to access by the Android OS. The results of this study have implications for the understanding of lecturer who have developed appropriate and effective learning material.
Application of VR In Game Design &amp; Filmmaking

Virtual reality is a kind of application technology combining computer application, multimedia, information technology and simulation technology, which provides a broad development prospect for advertising, sports and game design. At present, in the United States and Europe and other developed countries and regions have been used in many fields of production, and achieved good economic and social benefits, but the research in this field is not obvious in China. It is very important to explore the technical advantages of virtual reality in game design and improve the overall application level of virtual reality. This paper summarizes and analyses the history and technological development of VR immersive experience, the application of VR in game production, and the application of VR in film production, and critically reviews and understands the application potential of VR technology as an interactive medium.
Microsoft's Acquisition of Activision Blizzard: A Case Study

On January 18, 2022, Microsoft announced its intention to initiate the acquisition of Activision Blizzard. It will pay for about $69 billion in an all-cash deal and the price will place a 45% premium on Activision Blizzard's value. Based on industry prospect analysis, competitor analysis, and SWOT analysis, this paper studies the case of Microsoft acquiring Activision to analyze the potential benefits and risks of this typical acquisition behavior. This paper finds out that the two company has a positive outlook since the COVID-19 pandemic pushed cloud service and the gaming market. The industry analysis as well as the SWOT analysis of both companies also indicate that they have the opportunity to develop mutually and complement each other's weaknesses. This paper may help to understand the business purpose, risks, and benefits of the acquisition from the perspective of future cloud services market development. On the basis of the key findings, this paper believes that the acquisition will contribute more positive effects to both Microsoft and Activision Blizzard.
The Psychological and Behavioral Impact of the Use of Service Robots on Customers based on the S-O-R Theory Perspective

This paper focuses on the impact of service robots on customer psychology and behavior, systematically reviews the current service marketing research literature that focuses on service robots. This paper first compares the characteristics of service robots with those of human employees, and then presents the salient features of service robots in the provision of services. Finally, the paper discusses what can be further researched in the field of service robotics in the context of future artificial intelligence, complementing the existing research framework and suggesting new ideas for the study of artificial intelligence services.
Bibliometric Visualization of Literature on Information and Communications Technology (ICT) in Education

Information and communication technology (ICT) in education, also known as education technology, is an important component of SDG 4's goal of improving educational quality. This Bibliometric study examines research patterns over time using the term "education technology." Three research questions are prioritised: (1) What is the current publication trend in EduTech? (2) What are the most popular themes among EduTech scholars? (3) What is the current citation pattern of EduTech publications? The methodology of this study uses bibliometric analysis with quantitative approach (document trend statistics) in the data scopus.com database for the years 1946 to 2022. The study's findings showed the number of publications on this education technology has increased since 2005, and this trend is expected to continue, with a recent notable theme being a focus on methodology studies, particularly in the field of health education. Furthermore, the most cited document was an article about activity design by Koehler et al., (2005), and the most cited author was Jonathan Michael Spector. Apart from Europe, Asian countries such as Malaysia and China are currently conducting more EduTech research. The implications of this study provide a positive outlook on the future of multiple educational technology research projects. Global pressures such as the pandemic and the need for IR4 are having an impact on the explosion of educational technology in society, government, industry, the environment, and academia. Keywords: ICT, education technology, EduTech, bibliometric studies, VOSviewer.
Memories and Motherhood in the Rhythms of Ugandan Computing

Based on ethnographic research in the computing communities of Ugandan universities, we advance a feminist and decolonial critique of the dominant chronopolitics of globalizing technologies. Our analysis starts with participants recounting their childhood memories of growing up in rural poverty under the shadow of rebellion wars. We show how the future promises of computing make sense in reference to this past. The same chronopolitics of pitching the past against the future is used by the global computing and donor development industry, and Uganda’s governing regime, which disguises the symbolic and physical violence of the evacuated present. In coping with the precarities of the present, we show how female computing researchers build enduring “near futures” through work that corresponds to the historical and symbolic role of Ugandan women in the domestic realm. And yet the chronopolitics of global computing syncopates with that of “near futures.” Women’s communal roles are written into computing and computing is made possible and doable in Uganda through the gendered logics of care practised in the present. The paper thus contributes to an expanding literature on computing in Africa, by providing a temporal analysis that recognizes women’s roles in more substantive ways.
Human activity recognition using visibility graph features coupled with machine learning algorithm

Human activities refer to the actions and behaviors of human beings. These activities can be physical, such as working, playing sports, or playing sports; or mentally, such as learning, problem-solving, or decision-making. Technical development and the emergence of mobile devices such as phones and smart watches, as well as wearable sensors, led to the emergence of many systems to recognize and classify human activities. These systems were developed using the data collected by these devices from a variety of individuals who volunteered to do several activities, such as downstairs, upstairs, sitting, running, standing, and more. Using the WISDM (Wireless Sensor Data Mining) dataset, a new machine learning model is proposed to recognize six different human activities: walking, jogging, going up stairs, going down stairs, sitting, and standing. For signal segmentation, the sliding window technique was used, along with two visibility graph techniques for feature extraction: mean degree and Jaccard coefficient. The Least-Squares Support Vector Machines (LS-SVM) used to classify these activities This model achieves 94% accuracy, demonstrating that the proposed model has a high classification rate.
Lessons Learned from Digital-Only Experiences

Abstract Digitisation includes technical systems that communicate with each other but can only communicate the characters for which input and output interfaces are available. That is a fraction of what human communication is all about. The resulting lack of contact bothers us and we find it inadequate. In times of Covid-19 we have learned that the longer the phases of exclusively digitally executed workflows and processes last, the more we realise that we lack activities that do not require digital technology, as it was a matter of course before Corona. This leads us to ask what it means when we become avatars or robots of ourselves. The following demonstrations of an exclusively digitally organised summer festival and a fully digitised library can give us insights into the purely digital perspective.
Analysis of Lampung Provincial Social Service website using PIECES framework

The official website of the Social Office Lampung Provincial contains news content, routine activities, and information on public services. The website has been changed from an internal point of view but does not yet know how satisfaction is based on user perceptions. As a result, users no longer want to visit the Social Office website, which is one of the problems, so it is necessary to build a measurement model for the classification of website user problems using the Framework Pieces. Previously, the reliability and validity test of the questionnaire was taken from 338 samples of respondents, then entered the data analysis stage by assessing user characteristics based on the Likert scale and class intervals. Framework Pieces succeed to classify the problems of 338 samples in the range of good and poor. For the Performance domain with a score of 3,62 (Good), the Informations or Data domain with a score of 2,57 (Poor), Economics domain with a score of 3,35 (Moderate), Control or Security domain with a score of 3,61 (Good), Efficiency domain with a score of 3,36 (Moderate), finally for Service domain with a score of 2,60 (Poor).
Implementation of a training plan for the use of ICT within the teaching-learning process for teachers of the U.E. Lautaro Aspiazu Sedeno

The following proposal is designed from the educational environment and proposes a recognition and management of technological educational tools within the teaching-learning process. This project takes a journey from the recognition of ICT and its importance for its multiple benefits to improve quality in education. The training plan for the training of digital educational resources, competencies that will allow teachers pedagogical innovation resorts to making use of different resources or applications to create content according to their needs and requirements thereby increasing the level of education, serving students in their different contexts in a timely manner, significantly converting traditional education into modern education with the use of ICT. &#x0D; The course was structured in five units, the first "Fundamentals of ICT", the second "Internet and Education" the third "Digital Educational Resources", fourth "Workspace Tools", fifth "Tools for the creation of digital educational content": The course has a final evaluation applying the methodology of flipped classroom which promotes autonomous, flexible and practical learning, For this reason, activities with multimedia and interactive information that cause interest and motivation in the participants are proposed.
Fixed Asset Depreciation Information System at PT. Coca Cola Using Service Hours Method

Information System is an organizational component that collects, classifies, processes, analyzes and communicates relevant financial information for decision making to external parties (such as tax inspections, investors and creditors) and internal parties (especially management). This information system is also expected to reduce errors that occur, especially the accounting information system regarding the processing of fixed assets when producing financial information in accordance with accounting standards. Meanwhile at PT. Coca Cola is currently not using a computerized system to cover current weaknesses such as calculating the depreciation of fixed assets at PT. The Coca-Cola. For this reason, it is necessary to make an application using the Microsoft Visual Basic programming language and the Microsoft SQL Server database where it is hoped that the application will be designed to cover the current weaknesses. Where is the program made regarding the processing of fixed assets so that it can cover any weaknesses in the old system.
A Retrieval Method of Software Requirements from Japanese Requirements Document with Dependency Analysis and Keywords

Classification of software quality requirements for software quality is a major topic in software engineering. Many methods have been studied using machine learning such as convolutional neural networks and natural language processing. Many studies are being committed to this issue for Japanese language requirement documents as well. However, there is an issue that it is difficult to achieve both precision and recall. This study aims to achieve highly accurate extraction without false positives using keywords and dependency analysis, in light of previous studies.
On the Impact of Grading on Teamwork Quality in a Software Engineering Capstone Course

Every semester, we deliver a capstone course on software engineering where students undertake a real-world project in three iterations. By the end of each iteration, students are graded in several dimensions: software quality, project management, and peer assessment. The latter is the only grade assigned individually; therefore, students who are penalized by their teams (e.g., for being perceived as low contributors to the team effort) are not severely affected. This results in little incentive for improvement, which potentially jeopardizes the overall quality of the project outcome. Envisaging to promote team cohesion, we devised a new grading rule: if the peer assessment of a student is lower than a threshold, that would be their final grade in the iteration. This paper reports the results of studying the effectiveness of the proposed rule. We recorded peer assessments over six consecutive semesters: (1) the first three as the baseline measure; (2) the semester where we introduced the new grading rule; and (3) the following two semesters, as a contrast. When the rule was first introduced, peer assessments resulted low and heavily spread at the beginning, but they consistently improved toward the end of the semester. When the instructional team already trusted the rule and explicitly emphasized its application, peer assessments consistently grew along the semester but resulted in fewer outliers. The study results show that exposing peer assessments earlier on helps promote team reflection. They also made evident the positive impact of teamwork for producing quality products in a software engineering capstone course.
Blockchain technology: fundamentals, applications, and challenges

Blockchain, also known as distributed ledger technology, has gained widespread adoption in many fields apart from financial transactions. With high security and transparency, it is used in supply chain management systems, healthcare, payments, business, Internet of Things (IoT), voting systems, and many more for securing a wide range of digital assets from tampering. Blockchain technology is also used to share, replicate, and synchronize data, and to track transactions and assets in any type of business across different geographical locations. Rather than working with a central authority to control all the data transactions, blockchain technology uses a consensus mechanism, where all the nodes of the system need to agree on a new transaction. At first, this chapter discusses all the fundamental aspects and technical details along with the advantages and disadvantages of blockchain. It also discusses different types of blockchain networks with their pros and cons, smart contracts, and hyperledger technology. Then, several applications of blockchain technology and challenges in adopting it in various industries are also given in this chapter to show how the technology works as a whole.
THE INFLUENCE OF EDUCATION AND SUPPORT GROUP BASED ON SELF-EFFICACY THEORY ON THE QUALITY OF LIFE AMONG CHRONIC KIDNEY DISEASE PATIENTS UNDERGOING HEMODIALYSIS: A NARRATIVE REVIEW

Background: Support group is a therapeutic process in a group that has the same problems to condition and provide reinforcement to the group or individual in the group according to the problem so as to achieve effective coping skills against the problem or trauma experienced and improve the patient’s quality of life. Objective: This review was to summarize and identify the current literature related to the influence of education and support group based on self-efficacy theory on the quality of life among chronic kidney disease patients undergoing hemodialysis. Methods: Data sources included two electronics databases: Google Scholar and Elsevier to search literature published between 2015 and 2022. A narrative review process was extract and analyze the data of all included studies. Result: The search found three articles that met the inclusion and exclusion criteria, including articles published in 2015 until 2022 and full-text form. Articles that meet the criteria are then analyzed narratively. Data search using keywords and criteria in the electronic data based above, resulted in 3 articles. From these articles, the interventions carried out, namely the Education, Support Group, Hemodialysis, Chronic Kidney Disease. Conclusion: The support group program has proven to be effective in increasing the patient’s ability to manage his condition and improve the quality of life.
Retraction: Design and Development of Person Re-Identification system based spatial features (J. Phys.: Conf. Ser. 2273 012024)

"Design and Development of Person Re-Identification system based spatial features" Srikanth Bethu et al 2022 J. Phys.: Conf. Ser. 2273 012024 This article has been retracted by IOP Publishing following an allegation that this article may contain Tortured Phrases [1]. IOP Publishing has investigated in line with the COPE guidelines and have found the article contains unconventional terms which has no significant relevance to the text and agree this article should be retracted [2]. The authors neither agree nor disagree to this retraction. [1] https://pubpeer.com/publications/C65CF1836EEA10086D869E39E95989 [2] Srikanth Bethu et al 2022 J. Phys.: Conf. Ser. 2273 012024 Retraction published: 06 April 2023
THE FEATURES OF PARALLEL TRAINING SYSTEM AT HIGHER EDUCATION INSTITUTIONS IN THE MODE OF STUDENTS` INDEPENDENT WORK

The internal system-forming factors that allow us to consider the model of activity from the standpoint of an integrated approach are the forms of organization of independent work of students and ways to control it. They act as a separate subsystem and h
Effects of Strobe-Image Feedback on Hurdle Sprint Times in Physical Education Classes

This study aimed to examine the effect of using strobe-image feedback on hurdle sprint times in physical education classes.The participants were 57 male students aged between 16 and 17 years.They were divided into the following two groups: strobe-image learning (SL) group (n = 25), wherein the participants set practice tasks based on strobe-image feedback that allowed them to view their movements, and group learning (GL) group (n = 32), wherein groups of three or four students examined the movements of a target learner in the group and provided feedback to set the subsequent practice tasks.A two-way analysis of variance revealed that the main effect of the groups (SL and GL) was not significant (P > 0.05, effect size (ES) = 0.03), whereas the main effect of time (pre-test and post-test) was significant (P < 0.05, ES = 0. 36).Furthermore, the interaction was significant (P < 0.05, ES = 0.24), that is, a difference between pre-and post-test in the SL group was noted (P < 0.05, ES = 0.24).Therefore, the time of the 50-m hurdle run was significantly improved in the post-test in the SL group.Unlike the GL group, the feedback guided the SL group to make "hurdling without jumping too high" their main practice task, which presumably resulted in the shorter 50-m hurdling times and suggested that strobe-image feedback could provide effective, rational information for athletic improvement.
Enhanced pooling-convolution for pathological image multi-class segmentation

Recent studies have achieved a great success in medical image segmentation, but do not perform well in the application of pathological image segmentation. In traditional segmentation networks, some important features may be lost during the encoding process. In this paper, an Enhanced Pooling-Convolution (EPC) module is proposed to add weights to the space and channels of features in the encoding process. EPC evaluates the differences and complementarities of features between max pooling, average pooling, and convolution in the pooling process. Channel based attention is further used to weight different channels. VGG16 is used as the backbone in the U-shaped network, and the number of channels for upsampling is reduced during decoding process. It shows that the pooling and convolution block with three consecutive convolution layers can be replaced with the EPC module. Experimental results shows that the average DICE coefficient of our method is 2.55% higher than that of U-Net.