Reviewerly/exHarmony huggingface dataset:
HeAT: The Helmholtz Analytics ToolKit

HeAT is a distributed tensor framework for high performance data analytics. The goal of HeAT is to fill the gap between machine learning libraries that have a strong focus on exploiting GPUs for performance, and traditional, distributed high-performance computing (HPC). The basic idea is to provide a generic, distributed tensor library with machine learning methods based on it.
Two Private Secure Distributed Coded Computation Schemes Using Extension Fields

Stragglers, adversaries and colluding workers are some of the key problems affecting the performance of a distributed computing system. There have been many works in reducing the recovery threshold (i.e. minimum number of workers the master needs to wait, to compute the final output), while tackling adversaries and colluding workers for providing security and data privacy. These works generally consider datasets over arbitrary fields i.e. fields of characteristic both zero and prime. In this paper, we show that, for distributed computing problems over finite fields, performing the computations over an appropriately-sized extension field can improve the recovery threshold with a trade off only in computational complexity while preserving the privacy and security parameters. We show this for two schemes: (i) Lagrange coded computing scheme for evaluating an arbitrary multivariate polynomial over a dataset over finite fields, proposed in [Q. Yu, N. Raviv, J. So, and A. S. Avestimehr, “Lagrange coded computing: Optimal design for resiliency, security and privacy,” arXiv:1806.00939v3] and (ii) private secure matrix multiplication discussed in [M. Kim, and J. Lee, “Private Secure Coded Computation,” arXiv:1902.00167]. When a proper degree of field extension is chosen, the proposed coding schemes is applicable even in cases where the original schemes are not applicable because of insufficient number of workers or insufficient field size.
Random Forests in Chapel

This talk will present the ongoing work of developing a Chapel implementation of Random Forest, a popular ensembling learning method utilized both for predictive modeling and feature selection. Language features in Chapel make it possible to easily express shared-memory and distributed-memory implementations of this algorithm. Furthermore, Chapel's built-in python interoperability functionality made it easier to implement a python front-end, making it accessible to a language popular among data scientists.
Model pembelajaran TAI pada bahan ajar gamifikasi : Dampak terhadap pemahaman konsep siswa pada materi sistem persamaan linear

The aim of this research is to find out the difference in increasing students' understanding of mathematical concepts in SPLDV material that is given the application of the TAI (Team Assisted Individualization) type of cooperative learning model with gamification teaching material, the TAI type of cooperative learning model (Team Assisted Individualization), and the model conventional. In this study using Quasy Experimental Design. The independent variable (X) used in this study is the TAI (Team Assisted Individualization) learning model with gamification teaching material and the dependent variable (Y) is the understanding of students' mathematical concepts. This study uses a pretest posttest control design. Data collection in this study used test instruments provided in the experimental class and the control class. The hypothesis test used in this study is the one way analysis of variance (anava) test. From the results of anava N-gain test it was found that  and it can be concluded that there is a difference in the increase in students' understanding of the concept of SPLDV between the application of TAI type cooperative learning models with gamification teaching materials, TAI type cooperative learning models, and conventional learning models. From the results of the Scheffe calculation 'it can be concluded that the type of TAI cooperative learning model with gamification teaching material is better quality than the TAI type cooperative learning model and conventional learning model.
Музыкальные способности в профессиональной деятельности специалиста социально-культурной сферы

The article presents the authors' opinion on the problem of training future specialists in the socio-cultural sphere, the relevance of which is increased in connection with the new requirements for University graduates identified in the GEF IN 3++. The practice of the educational process on the example of training students of the direction of training 51.03.03 of the two profiles Management of socio-cultural activities and Socio-cultural animation and recreation. The review of the literature on the issue of graduates ' readiness for activity allowed the authors to formulate the main theoretical provisions and determine the importance of abilities of students – future specialists in the social and cultural sphere.Theoretical analysis of psychological and pedagogical literature on the problem under study, as well as experimental work confirmed the importance of training of students in the direction of activities, the need for the formation of their abilities that are needed in the implementation of various projects, activities, programs, as socio-cultural developments, projects are impossible without accompaniment. The Outlook of the specialist of the social and cultural sphere promotes development of culture, increase of level of training of graduates. The study clarified the basic concepts of professional activity, profession, musical abilities. The authors described the basic skills necessary for specialists in the socio-cultural sphere; disclosed qualification requirements, employers ' requests, as well as the requirements of the GEF IN 3++ related to skills and abilities of future specialists in the socio-cultural sphere. The authors paid special attention to the experiments and the results of the study; the data obtained in the course of the survey of students in the field of socio-cultural on the importance of abilities for their are presented.
MaxMin clustering for historical analogy

Historical analogy is the ability to use historical knowledge to consider solutions for a present event, and it can be promoted by group learning. However, group creation for promoting the ability has been unexplored. This study proposes a novel clustering algorithm, named MaxMin clustering (MMC), to enhance discussions of group learning toward promoting historical analogy. The key concept is group formation by aggregating similar and different users. MMC uses aspects provided by users for the same present event. Subsequently, it solves maximum and minimum optimization problems to find similar and different users by counting the number of aspects shared by them. MMC is implemented and evaluated through comparison with other clustering algorithms; the comparison is based on the degree to which the generated clusters satisfy conditions for enhancing discussions of group learning toward promoting historical analogy. The experimental results prove that only MMC can generate suitable groups.
Immersive Virtual Environments in Organizational Routines of an Architectural Office

Popularized under the name of virtual reality (VR), virtual environments (VEs) are increasingly gaining traction. However, current research on immersive VEs has focused mainly on the individual level, overshadowing the organizational context, while black-boxing the technology that facilitates the immersive VEs (i.e. head-mounted displays). Hence, we draw on a longitudinal case study to investigate the interaction between head-mounted displays and organizational routines. Employing insights from organizational routines and Leonardi’s (2011) imbrication lens we demonstrate how head-mounted displays interact with organizational routines. We highlight the materiality of immersive VEs and provide an alternative explanation for why immersive technologies are not used more frequently. We also identify negative and positive consequences of the use of immersive VEs on architectural organizations.
Regulatory-Disrupting but Infrastructure-Freeing: Entrepreneurial Financing During the Arab Spring (WITHDRAWN)

How do revolutions affect entrepreneurial financing? Prior studies argue that revolutions generate political uncertainty that decrease financing and that a more absent state breeds greater informality. However, the Arab Spring saw an increase in state financing actually, and these state institutions, rather than their absence, directly allocated such funding to informal firms. Using a novel dataset collected as the Arab Spring was occurring in Tunisia and Egypt, our study argues that prior work has predominantly focused on how revolutions erode state regulatory power (i.e., the degree to which the state can issue rules without consulting its citizenry). However, we argue that revolutions may also free state infrastructural power (i.e., the degree to which citizenry rely on state institutions for goods and services). More specifically, we find that firms founded during the revolution paid less in bribery payments (“regulatory-disrupting”), and informal firms received more of the state funding made available amidst the Arab Spring (“infrastructure-freeing”). In paying greater attention to state infrastructural power, this study brings greater nuance to how we understand the role of revolutions on entrepreneurial activity. More generally, this study heightens engagement of work in entrepreneurship with insights from political sociology.
DAMPAK MEDIA PERMAINAN BALON SOAL JAWAB TERHADAP HASIL BELAJAR IPA DI KELAS III SDN 3 KARANG BONGKOT TAHUN PELAJARAN 2016/2017

This study aims to determine whether there is a balloon game media impact on the answer to the learning outcome of science class III SDN 3 Karang Bongkot Lesson 2016/2017. The method of research is a quasi-type experimental design nonequivalent control group design. The population in this study, is all students in SDN 3 Karang Bongkot. The sample of this research is the entire class III SDN 3 Karang Bongkot which amounted to 40 which consists of two classes namely class III A and class III B. Data collection using tests in the form of the objective sheet. The data obtained are quantitative data. Method of data analysis using the technique of analysis one path ANOVA. Before the first ANOVA test did the prerequisite test that is normality and homogeneity. The results showed the mean values of pretest and posttest of experimental class and control class are 48,00 and 44,00 and 78,67 and 59,67 respectively. The data of this research are the normal and homogeneous distribution with 5% significance level, were the result of hypothesis test with ANOVA analysis technique shows that thing > table stable is 37,98> 4,10. In accordance with the criteria of hypothesis testing, that is if Fhitung ? Ftabel then, H0 rejected and Ha accepted so, it can be concluded that there is the impact of balloon game media about the answer to the learning outcome of science class III SDN 3 Karang Bongkot Lesson 2016/2017, third grade students of SDN 3 Karang Bongkot Lesson Year 2016/2017 increased after the application of balloon game media about the answer.
Improving Students Speaking Skill by Using Multi-Flow Map at the Tenth Grade of Students Man 5 Jombang

The objective of this study is to examine; the method that used in this research is communicative language teaching the media that used in this research is multi-flow map. The research design of this research is Classroom Action Research. This design was used because it was appropriate design to solve the problem that happened in the class. The result of the first cycle is failed because of students’ interaction were less optimal. So the writer decides to go to the second cycle, in this cycle the writer use more interesting media and the writer as the teacher more communicative during the class. The improvement of students’ speaking skill can be seen from the increase of their individual score from preliminary study to Cycle 2. The score of the speaking skill test showed that 19 of the students reached the target gain score. The improvement on the speaking skill covered the component of pronunciation, grammar, vocabulary and fluency. Dealing with the students’ interaction in the teaching and learning process, the analysis of observation showed positive results in that the students were enthusiastic and actively during in speaking. Finally, the implementation of Multi-flow Map to improve students speaking skill in the two Cycles was successfully.
A trend of surface solar radiation in Chiang Mai, Thailand

Abstract The solar radiation passing through the atmosphere to the earth surface has varied in both increasing and decreasing directions. The decreasing direction caused mainly by aerosols, which its properties can absorb and reflect solar radiation. The emission sources of aerosol are primarily from human activities. This study aims to delineate a trend of surface solar radiation in Chiang Mai by using data from 7 air quality monitoring stations, recording during 1995–2017 in urban and rural areas. According to the Mann Kendal Sen’s Slope analysis, the results show that surface solar radiation in Chiang Mai has presented the decreasing trends in 5 stations which located in urban areas while the other 2 stations located in rural areas have presented increasing trends. This could be basically explained that the difference and intensity of activities between urban and rural areas has affected the variation of surface solar radiation.
Pengaruh media pembelajaran berbasis WEB terhadap peningkatan keterampilan praktikum asuhan kala II persalinan mahasiswa DIII kebidanan

Background : Web based learning media is used to support systems that walk conventionally, web based learning media can enhance learning more effectively because with a web based display to help students to be able to participate practicum independently and can support practical activities before entering the laboratory. This study aims to determine the effect of web-based learning media on improving the skills care the stage II of childbirth DIII Midwifery students Research methods : This study uses a Quasi Experiment with a non equivalent control group design. The population of all students of the Pelamonia Midwifery Academy VII Wirabuana Makassar in 2019. The sample in this study is the second semester students of the third semester of the Pelamonia Midwifery Academy VII Wirabuana Makassar, amounting to 151 people, divided into 2 groups intervention and control.  The intervention group numbered 32 people, control 40 people. The sampling technique is purposive sampling. Each group was given a skills pre-test whose assessment was in accordance with the observation sheet on the second stage of labor care procedures. Then the intervention group was given web-based learning media for 1 meeting with 2x50 minutes time. At the end of the meeting a post-test was conducted. Using paired sample t-test.            Results: Statistical test results showed that there were differences in the results of measurement I and measurement II of childbirth care skills in the control group (p <0.05) and contributed 46.3%. In the intervention group there were differences in skills before and after the provision of web-based learning media (p <0.05) and contributed 91.7%, in improving the skills of the second semester Midwifery D-III students regarding second stage of labor. Conclusion: The results of data analysis and evaluation results on web-based learning media have an effect on improving the skills of stage II of childbirth care in Midwifery D-III
The Influence of Managerial Competencies on the Business Performance in the Small Business Funded by Jordan River Foundation

Rapid changes in the business environment are associated with the development of managerial competencies within organizations.Small and medium enterprises (SMEs) are critical in the economic and social development of most countries.The relationship between managerial competencies and organizational performance remains an important issue within organizational literature.However, there were limited studies conducted to assess the relationship between managerial competencies and organizational performance on small and medium enterprises.For this reason, this study aimed to determine whether there is a significant relationship between managerial competencies and the business performance in the small businesses funded by the Jordan River Foundation in Jordan.The empirical approach consists of data collection through the use of a self-administered questionnaire in a survey.A structured questionnaire was administered to 220 managers of small businesses funded by the Jordan River Foundation to establish the influence of their managerial competencies on the performance of their businesses.A total of 176 questionnaires were retrieved and analyzed by using the SPSS program for the statistical analysis, to reach the results of this study.The results revealed that managerial competencies are significantly correlated to business performance.There is a significant relationship between managerial competencies (Communication, Planning, and organizing) and efficiency.Three assortments of managerial competencies were evident to influence sales, namely, communication, planning and organizing, and customer focus.There is a significant relationship between managerial competencies (communication, team building, and customer focus) and customer satisfaction.The result will help the managers on how their competencies support and contribute to the firm's overall success as well as their improvement in the organization.
The effect of Cognitive Flexibility on Multi-Level Competitive Categorization

Managers’ cognitive capabilities – i.e., their abilities to perform activities involving cognition – allow organizations to effectively enact strategic changes that are needed to adapt to environmental dynamics. Research has shown how heterogeneity in managers’ cognitive capabilities helps to explain why some firms outperform rivals in competitive situations. An important cognitive capability, cognitive flexibility allows managers to shift between mental modes to match the types of problems they face and the tasks to deploy in order to face them. In doing so, it helps them overcome cognitive inertia and yields their firms strategic flexibility. Cognitive flexibility also affects other cognitive processes, such as managers’ perception of their market’s competitive landscape and specifically competitive categorization – or the ability to categorize rivals into different groups – which shapes competitive relationships among firms and affects their performance. Yet, research on the contribution of managers’ cognitive flexibility to their categorization process is still limited. To address this gap, we built a multi-level simulation to explore how managers’ differences in cognitive flexibility affect competitive categorization and, through it, firm performance. Results highlight the link between cognitive capabilities – in particular, cognitive flexibility – and firms’ strategic activities. We close by discussing theoretical contributions and managerial implications of our findings.
Benchmarking Elastic Cloud Big Data Services Under SLA Constraints

We introduce an extension for TPC benchmarks addressing the requirements of big data processing in cloud environments. We characterize it as the Elasticity Test and evaluate under TPCx-BB (BigBench). First, the Elasticity Test incorporates an approach to generate real-world query submissions patterns with distinct data scale factors based on major industrial cluster logs. Second, a new metric is introduced based on Service Level Agreements (SLAs) that takes the quality of service requirements of each query under consideration. Experiments with Apache Hive and Spark on the cloud platforms of three major vendors validate our approach by comparing to the current TPCx-BB metric. Results show how systems who fail to meet SLAs under concurrency due to queuing or degraded performance negatively affect the new metric. On the other hand, elastic systems meet a higher percentage of SLAs and thus are rewarded in the new metric. Such systems have the ability to scale up and down compute workers according to the demands of a varying workload and can thus save dollar costs.
Epidemic Prediction on Bionical Intelligent RGV

The RGV is a bionical intelligent vehicle that can run freelyon a fixed track. The material processing system of RGV...
Design Considerations of physical and digital children's games in the light of identity and heritage

In the era of the modern information age and the digital network and its social sites, the individual and collective digital games…etc., globalization is competing with the local identity of the countries, where the data turn into figures and symbols that jump over all the barriers, privacy and, social identities. Globalization is supported by great capitals and companies, but the studies have shown that the development of education, care of families and children…etc., reduce the negative effects of the globalization and achieve stability for the societies. In the Arab world, there are different physical toys and digital games, which have values and beliefs contrary to those by the Arab countries (like Western dolls Barbie, Sandy and other forms of weapons …etc.,) while the digital games such as the Blue Whale, Momo…etc., are violent games. and even harm children to the point where some of them died. So this research deals with the damages caused by the spread of both foreign physical toys and digital games in the Arab world and the interactive relationship between them. It also examines the sources of local heritage, which carries the Arab Identity as a substitute and a renewed source of inspiration for Arab designers and companies which are producing children's toys and digital games, where various ideas can be developed and re-launched in the form of physical toys and digital games of an Arab identity that protect our children from the conflicts of globalization and open skies and their various damages. Objectives: Emphasize the harmful effects of foreign children's physical toys and digital games that carry the values ​​of violence and destruction in Arab Societies and also putting the Arab Heritage on top of the designers' priorities as a source of inspiration in their ideas. Hypothesis: The physical toys and digital games that are contrary to Arab customs and beliefs and cause violence, achieve the same destructive results in Arab Societies. Methodology the descriptive and analytical approach. Results: - The foreign physical toys and digital games, which encourage children to make violence and commit murder, have the same destructive effects in Arab Societies. - Arab Heritage carries many topics that can be a source of renewed inspirations and considerations for the Arab designers in the design of various children's toys and games.
The Optimization-Design of 2DPCA Image Feature Extraction Algorithm Based on Convex Optimization

The 2DPCA algorithm has the problems of many retention coefficients and low efficiency. This paper proposes to optimize the 2DPCA objective function based on the convex optimization outer point algorithm, and seeks the optimal scattering degree standard vector series. The experiment results shows, both the 2DPCA method before and after improvement can achieve higher image feature extraction efficiency, but the optimized algorithm has higher recognition accuracy when time is constant, and the recognition accuracy of the optimized algorithm will increase with time consumption.