Reviewerly/exHarmony huggingface dataset:
Developing digital module for human literacy and technology literacy

In the era of industrial revolution 4.0, many human activities depend on the gadget and the internet connection. We can observe the daily activities of human life right now. When they wake up in the morning, they usually start by using their handphones or gadget. This condition motivates educators to build a digital module in order to use the positive point of view of the Industry Revolution 4.0 era. In this chance, the researchers develop two topics that are very important for human life in Industry Revolution 4.0, whicht are, human literacy and technology literacy. Both of the topics were derived into two-courses. The course of development of students (Perkembangan Peserta Didik) will be representing the human literacy topics and the course of introduction to Biotechnology (pengantar bioteknologi) will be representing the technology literacy topic. The research is research and development. Furthermore, the products of this research are flipbooks that were uploaded on the Learning Management System managed by Universitas Ahmad Dahlan.
Implementasi Augmented Reality Furniture Dengan User-Defined Target Berbasis Android

Furniture catalogs display items statically in 2-dimensional form only. Buyers often want to observe furniture in a real room. Home-View application in this study can display 3D furniture objects as they want. Home-View App has been developed with Augmented Reality technology. Application is developed using the Vuforia SDK library and User Defined Target (UDT) method in the Unity3D software. UDT is utilized to display 3D furniture on a target like magazine and book covers. Home-View application has two menus namely Marker Katalog and HomeView. Marker Katalog serves as a method to view 3D furniture in a small form in the furniture catalog. HomeView serves as a way to view 3D furniture in the desired room. This application has a positioning feature on the x and y axis and rotating feature on the z axis. The application can run by displaying 3D furniture to its actual size at the HomeView menu and successfully displaying 3D furniture as listed on the catalog at the Marker Katalog menu.
Estimating Principal Components under Adversarial Perturbations.

Robustness is a key requirement for widespread deployment of machine learning algorithms, and has received much attention in both statistics and computer science. We study a natural model of robustness for high-dimensional statistical estimation problems that we call the adversarial perturbation model. An adversary can perturb every sample arbitrarily up to a specified magnitude $\delta$ measured in some $\ell_q$ norm, say $\ell_\infty$. Our model is motivated by emerging paradigms such as low precision machine learning and adversarial training. We study the classical problem of estimating the top-$r$ principal subspace of the Gaussian covariance matrix in high dimensions, under the adversarial perturbation model. We design a computationally efficient algorithm that given corrupted data, recovers an estimate of the top-$r$ principal subspace with error that depends on a robustness parameter $\kappa$ that we identify. This parameter corresponds to the $q \to 2$ operator norm of the projector onto the principal subspace, and generalizes well-studied analytic notions of sparsity. Additionally, in the absence of corruptions, our algorithmic guarantees recover existing bounds for problems such as sparse PCA and its higher rank analogs. We also prove that the above dependence on the parameter $\kappa$ is almost optimal asymptotically, not just in a minimax sense, but remarkably for every instance of the problem. This instance-optimal guarantee shows that the $q \to 2$ operator norm of the subspace essentially characterizes the estimation error under adversarial perturbations.
Factors Affecting Application Launch Time with Android OS

Android OS is developing very fast, and because of being an open source OS, it is vulnerable to many problems that are manifested to users directly or indirectly. Poor application launch time is one of these problems. In this paper, a set of sixteen experiments is established to distinguish the factors that have the most evident effects on application launch time in Android mobiles. These factors are application, launch and kill, events, and storage. Mann Kendall (MK) test, one way analysis of variance (ANOVA), and Design of Experiment (DOE) are used to prove the influence of factors statistically. As a result of the experiments, the application factor, especially the third party applications level, has the most prominent effects on application launch time, followed by launch and Kill and events, while storage had the least influence.
Adaptive Game AI-Based Dynamic Difficulty Scaling via the Symbiotic Game Agent

This work presents AdaptiveSGA, a model for implementing Dynamic Difficulty Scaling through Adaptive Game AI via the Symbiotic Game Agent framework. The use of Dynamic Difficulty Balancing in modern computer games is useful when looking to improve the entertainment value of a game. Moreover, the Symbiotic Game Agent, as a framework, provides flexibility and robustness as a design principle for game agents. The work presented here leverages both the advantages of Adaptive Game AI and Symbiotic Game Agents to implement a robust, efficient and testable model for game difficulty scaling. The model is discussed in detail and is compared to the original Symbiotic Game Agent architecture. Finally, the paper describes how it was applied in simulated soccer. Finally, experimental results, which show that Dynamic Difficulty Balancing was achieved, are briefly analyzed.
Use of Multiple Digital Learning Environments: A study About Fragmented Information Awareness

The study focuses on fragmented information awareness as a result of the cross-use of Digital Learning Environments (DLEs), rather than focusing on the use of individual Learning Management Systems (LMSs). This study goes beyond adopting an educational perspective as the classical studies on LMSs do. DLEs are defined as a plethora of digital systems that may be used within a teaching/learning context, including LMSs, but also social media shared dashboards communication tools, etc. used in such context. The paper addresses the issues encountered by different actors (students, teaching staff) when using DLEs. The study is theoretically anchored within the Human-Computer Interaction (HCI)/Computer-Supported Cooperative Work (CSCW) concept of awareness, repurposing the concept in an educational setting. The paper introduces fragmented information awareness, which is a new concept in the extensive existent body of literature on systems supporting Situation Awareness (SA), distributed, and shared awareness. The contribution of this paper lies in defining, describing, and addressing fragmented information awareness, grounded in empirical qualitative data. Moreover, the study addresses Universal Design (UD) issues by proposing a set of recommendations for non-fragmented information awareness from within and from without. Overall, the study subscribes to the third and fourth HCI waves.
Application of the digital twin of the enterprise information platform in production and educational processes account-ing functional, cost and time constraints (on the example of business processes of the information technology basic chair)

Currently, developers work in cooperation in implementing projects for the development and production of high-tech products. Digital platforms are being created for these projects that reduce transaction costs by modernizing and algorithmization business processes. The applying of such a subject-oriented platform of digital twin in the corporate information system of the University allows modernizing its educational programs, as well as improving the efficiency student training. Aim. The purpose of the article is to consider a transformation systematic model of the educational process by using the digital twin of an information platform that provides solving actual problems in researched subject area. It is necessary to develop a method for applying ABC-cost accounting the specified restrictions on available project resources, including time. Materials and methods. The methods used in the work: the principles of system engineering methodology (process approach, life cycle, etc.); the complex approach and structural analysis of the design process using the SADT methodology (structured analysis and design technology); the functional modeling (in IDEF0 notation). Results . It was suggested a method for determining resource constraints including time constraints, based on ABC-cost of process models in the researched subject area using an information platform. A modular approach based on the logic of direct and inverse composition – decomposition relations is proposed. The elementary objects of the researched subject area according to the rules of differential integral calculus (definite and indefinite integrals) and then the theory of dynamical systems were identified. Conclusion. The developed approach of system functional modeling based of the platform digital twin of the subject-oriented area provides a quantitative working hour costs including time and resource constraints.
Leisure reading: a case study of adolescent readers at Letlhabile community library

Literature on the topic of reading habits shows that reading for leisure benefits children and adolescents in numerous ways. It improves their vocabulary and literacy skills, it encourages self-development andprovides young adults with entertainment, relaxation and a means to escape (McKool 2007: 111). The aim of this study was to investigate the reading habits of adolescents in Letlhabile in terms of practise and perception. The study used a mixed methods research approach and collected data from a total of 290 respondents with the aid of questionnaires and a focus group. The researchers wanted to establishhow adolescents in Letlhabile perceive leisure reading, to what extent they participate in reading for leisure, and how leisure reading can be promoted in this community. The data collected from the mixed methods approach revealed contradictory findings that a questionnaire alone would not have revealed. The research approach was thus successful, but the findings were not enough to explore and meet fully all the aims of the research. It was, however, found that respondents were aware of the benefits of leisure reading and that they had good ideas about how leisure reading could be promoted in their community.
Image Quality Assessment by Combining Masking Texture and Perceptual Color Difference Model

Objective image quality assessment (IQA) models have been developed by effective features to imitate the characteristics of human visual system (HVS).Actually, HVS is extremely sensitive to color degradation and complex texture changes.In this paper, we firstly reveal that many existing full reference image quality assessment (FR-IQA) methods can hardly measure the image quality with contrast and masking texture changes.To solve this problem, considering texture masking effect, we proposed a novel FR-IQA method, called Texture and Color Quality Index (TCQI).The proposed method considers both in the masking effect texture and color visual perceptual threshold, which adopts three kinds of features to reflect masking texture, color difference and structural information.Furthermore, random forest (RF) is used to address the drawbacks of existing pooling technologies.Compared with other traditional learning-based tools (support vector regression and neural network), RF can achieve the better prediction performance.Experiments conducted on five large-scale databases demonstrate that our approach is highly consistent with subjective perception, outperforms twelve the state-of-the-art IQA models in terms of prediction accuracy and keeps a moderate computational complexity.The cross database validation also validates our approach achieves the ability to maintain high robustness.
First Contact!

By the time you are holding this issue in your hands (or accessed it online), your smartphone will most likely already have downloaded the new OS extensions by Google and Apple to enable contact tracing via BLE. A watershed moment for… Public health? Governmental location tracking? Privacy by design? Cross-platform interoperability?
Construction and Validation of Next Generation Teacher Educator Competency Scale [NGTECS]

The article presented here is a part of the major research project conducted in India from 2016 through 2020.Teacher education in India in the last six decades underwent many reforms in terms of policies, assessment, field experience patterns, and training pedagogy.Teacher educators invariably implemented all the suggested changes.However, it lacked the rigour in implementation.At the same time with the advancement of technology, the student population is native to technology and had newer attitudes towards learning.Researcher felt that, the Teacher educators competencies are to be revisited and may come up with a new list of competencies which are helpful to the next generation.It is with this intent this major research project was planned.The purpose of the project was to come up with the list of competencies for teacher educators which are helpful for training the next generation teacher trainees and to measure those competencies.Therefore, the study resorted to adopt exploratory research design.This article explains the step wise procedure on construction of next generation teacher educator competency scale.It also explains the procedures of validity and reliability established for the scale.The study brought out a Likert type of scale to measure next generation teacher educator competency and has simple administration procedures.The scale was found to be highly reliable based on Cronbach's alpha internal consistency coefficient.Though the study is exploratory in nature, yet confirmatory factor analysis was carried out and is found to be in agreement with the evolved factors.The scale may be used to measure the extent to which the next generation teacher educator competencies are possessed by a teacher educator.
Expert System to Diagnose Malaria With Bayes Method

Malaria is a deadly disease. The disease is caused by a virus that is transmitted through the bite plasmadium Anopheles mosquito tropics. , Indonesia is an area that has a tropical climate so that malaria prevalent in Indonesia. Many public cloud lack of knowledge about the symptoms of malaria because malaria disease symptoms similar to the usual feverish illness. If the disease is not handled seriously can lead to death. From the above explanation makes the excuse needed one expert system that can help people diagnose malaria by looking at symptoms, and later this expert system can explain and diagnose whether a disease malaria or not. In the expert system there are several methods used to menagani a problem. With the solution given institute Bayes Method in helping to diagnose diseases, the expert system that can help people diagnose malaria by looking at symptoms, and later this expert system can explain and diagnose whether a disease malaria or not. Expert System is generally defined as a system that is able to region contribute to solving or handling problems. Expert System is not intended to replace the expert, but to help and support experts. Bayesian methods can diagnose simple encoding and faster calculation. expert system that can help people diagnose malaria by looking at symptoms, and later this expert system can explain and diagnose whether a disease malaria or not. Expert System is generally defined as a system that is able to region contribute to solving or handling problems. Expert System is not intended to replace the expert, but to help and support experts. Bayesian methods can diagnose simple encoding and faster calculation. expert system that can help people diagnose malaria by looking at symptoms, and later this expert system can explain and diagnose whether a disease malaria or not. Expert System is generally defined as a system that is able to region contribute to solving or handling problems. Expert System is not intended to replace the expert, but to help and support experts. Bayesian methods can diagnose simple encoding and faster calculation. Expert System is generally defined as a system that is able to region contribute to solving or handling problems. Expert System is not intended to replace the expert, but to help and support experts. Bayesian methods can diagnose simple encoding and faster calculation. Expert System is generally defined as a system that is able to region contribute to solving or handling problems. Expert System is not intended to replace the expert, but to help and support experts. Bayesian methods can diagnose simple encoding and faster calculation.
A comparative study of Docker and Vagrant regarding performance on machine level provisioning

Software projects can nowadays have complex infrastructures behind them, in the form of libraries and various other dependencies which need to be installed on the machines they are being developed ...
Modification of the algorithm development method for combinatorial generation based on the application of the generating functions theory

Ю.В. Шабля, Д
Penerapan Model Pembelajaran Quiz Team Untuk Meningkatkan Hasil Belajar Ekonomi Peserta Didik Kelas XI IPS 2 SMAN 8 Kediri Di Semester Ganjil Tahun Pelajaran 2018/2019

Economic Learning in SMAN 8 Kediri specifically in class XI IPS 2, so far it is still being agreed by the teacher. The student's questioning activity is still low. Mostly, students do not understand the concepts and the interrelationships between economic concepts. The researcher chose the Quiz Team learning method. Researchers chose the Quiz learning model because learning with the opinion of Silberman. The Quiz Team is a technique to increase participants' responsibility for what they do in a fun and non-scary way. This active learning type of Quiz Team is a technique to increase the responsibility of students towards what they improve through fun and non-frightening ways. In this study, researchers used the action research design model Kemmis and Mc. In the research design there are four stages of research namely planning (planning), action (implementation), observation (observing) and reflection (reflection). In cycle 1, researchers divided 3 large groups, A, B, and C, each group consisting of 11 students. The researcher chooses three topics which will be presented in three segments. The results of the study increased the number of students who achieved minimal completeness in each cycle. In cycle 2, researchers divided the group into smaller ones, in cycle II there were 6 groups, A, B, C, D, E and F. In cycle II, researchers divided into 6 national income calculation concepts namely the concept: Gross Domestic Product (GDP), Gross National Product (GNP), Net National Product (NNP), Net National Income (NNI), Personal Income (PI), Disposible Income (DI). Indicators Success in improving student learning outcomes in this study was seen from 80% of students completing KKM (with a value of 77). The results of the study increased the number of students who achieved minimal completeness in each cycle. At the 42% level (14) students complete KKM. In cycle 1 Approximately 61% (20) of students have completed KKM. In cycle 2, around 82% or 26 students completed KKM. The data has increased from pre-cycle to cycle 2.&#x0D; Keywords: Learning Outcomes, Class XI IPS 2, National Revenue, Quiz Team.
Review of mobile robots obstacle avoidance, localization, motion planning, and wheels

&lt;span&gt;The main objective of this research is to study the obstacle avoidance, Monte Carlo Localization (MCL) method, motion planning in dynamic networks for mobile robots, and mobile robots wheels depending on the previous published researches. The researchers had done their experiments on different mobile robots and had validated them. This research helps the readers to learn how the robot changes its directions to prevent itself from collisions depending on three ultrasonic sensors. Also, they will learn the localization of the mobile robots depending on the recorded data from RHINO and MINERVA robots. In addition to learning the obstacle avoiding and the localization of mobile robots, the readers will learn new planning framework. Furthermore, they will get knowledge in types of mobile robots wheels.&lt;/span&gt;
OBJECT DETECTION UNDER MOVING CLOUD SHADOWS IN WAMI

Abstract. For a reliable and robust moving object detection, the subtraction of a precisely modeled background is crucial in wide-area motion imagery (WAMI). Even the most successful background subtraction algorithms that are designed to model highly-dynamic environments cannot cope with rapidly changing scenery, such as moving cloud shadows, which has different characteristics from dynamic textures. This paper presents a novel method to detect moving objects and to eliminate false alarms under moving cloud shadow regions in gray-level video sequences. The proposed method uses the relation between reflectance values of the shadowed and well-illuminated sequences of the regions in the video frame. A modified adaptive region growing approach, which extends from seed points, is designed to obtain the moving parts of the cloud shadows without presuming the geometric structure of the clouds. In order to determine the moving border of the cloud shadows, where false alarms typically occur, the cloud shadow motion should be detected. As the last stage of the proposed method, real moving objects in the scene are tried to be discriminated from false alarms by exploiting the relation of intensity ratios between the object candidate and its surroundings. The accuracy and computational efficiency of the proposed approach make it a reliable and feasible approach to be used in real-time surveillance solutions.
The integration of mobile learning among esl teachers to enhance vocabulary learning

&lt;p&gt;This study intended to describe seven ESL teachers’ integration and their attitudes toward mobile learning (m-learning) as a tool to facilitate students in vocabulary lessons. Mobile learning is a new way to access learning content using handheld devices where mobile technology is integrated into routine teaching activities. The concept is grounded on a theoretical foundation where the mobile application is used as a tool to enhance learning. A qualitative research approach was employed for data collection and analysis in the study. Seven respondents of ESL teachers at secondary schools participated in a series of semi-structured interviews. The interview protocol was adapted from the Unified Theory of Acceptance and Use of Technology (UTAUT) to understand the ESL teachers’ practice regarding the integration of mobile learning. Findings from the study indicated that the ESL teachers integrated mobile learning in their teaching due to its functionality in enhancing English language learners’ vocabulary learning. The study indicated that the teachers considered mobile learning as necessary and a convenient type of learning while displaying positive attitudes towards the integration of mobile learning. Regardless of their length in service or volition, mobile learning is seen as one of the many useful tools that facilitate vocabulary lessons.&lt;/p&gt;