Reviewerly/exHarmony huggingface dataset:
DEVELOPMENT OF LEARNING MODULES BASED ON PROJECT BASED-LEARNING TO IMPROVED STUDENT’S ABILITIES TO SPEAK ENGLISH

This research is to design an English based learning module for project-based learning. Teaching material and training assignments are provided, designed for English subjects so that they are easy for students to understand and the context is adapted to students' daily lives. This approach is expected to enable students to improve their cognitive and psychomotor levels in English language learning and focus on how to observe and understand the modules presented. The development model uses the ADDIE model. The development procedures carried out following the ADDIE design, the steps are: 1. Analysis; 2. Design (design); 3. Development (development); 4. Implementation (implementation); 5. Evaluation (evaluation). Module development by showing the existing criteria and procedures is quite effective. Teachers and students at the time of the field test gave a positive assessment of the learning modules that were developed. Based on the test results it can be concluded that both the results of expert validation and field trials that the quality of the Project Based-Learning English Based Learning Module is good and very effective for increasing the cognitive and psychomotor levels of students
Comparative analysis of the us ISO and NIST standards on assessing the risk of information leakage in communication systems

The reliability of any system was always defined by its level of stability and by availability to have in responsible security persons or specialists’ disposal necessary preventive measures, which are adequate to the threats risks and which are not yielded to easy elimination or demolishing. There was always in the world competition for the information ownership and according to it there was always the rivalry for ability to preserve effectively this ownership from the “outsiders” and much more from competitors.&#x0D; The protective systems are as effective as they include completely all the possible and theoretically probable processes, which are going on within the information system (IS) or can be caused by outside influence, or when they appeared accidentally. Therefore, risk controlling management model for the IS must reflects all the variety of events and also the processes of resources distribution and using. Making the analyses of available for today published works on this occasion it’s possible to come to a conclusion that all of them (standards) contain in themselves a great deal of engaging of methods and tools, which are sufficient for to discharge the setting tasks. But in the information field the life is also going on and appearing of the new risks is inevitable as the necessity to search for the new standard means of counteraction to them. The theme of this article is the comparing analyses of two main standards, which are appealed to create secure conditions in information space for the owners of information and for their working without hindrances within their network, and for their outside partners and consumers.
Data Sonification Archive

This curated collection is part of a broader research endeavor in which data, sonification and design converge to explore the potential of sound in complementing other modes of representation and broadening the publics of data. With visualization still being one of the prominent forms of data transformation, we believe that sound can both enrich the experience of data and build new publics.
Folk Ornament is One of the Means of Pedagogical Education

Decorative and applied arts as a spiritual culture of society developed over the centuries, achieving the spread of real folk traditions and customs, which at certain stages of historical development formed its moral culture. The study of ornament is a means of achieving certain results in the development of creative activity of future teachers of fine arts. The article reveals the aspects and functions of ornamental art which makes it possible to apply its study in the educational process of pedagogical universities as an effective way to build a complete picture of the world and the development of students’ artistic and creative activity. This paper is devoted to folk ornaments as multifunctional phenomenon of folk culture. Its potential is seen by the authors as a source of reserve and worldview, values, moral, artistic, aesthetic and educational means. Definitions of the most important aspect in ornamental art are given.
Reinforcement Learning Decoders for Fault-Tolerant Quantum Computation

Topological error correcting codes, and particularly the surface code, currently provide the most feasible roadmap towards large-scale fault-tolerant quantum computation. As such, obtaining fast and flexible decoding algorithms for these codes, within the experimentally relevant context of faulty syndrome measurements, is of critical importance. In this work, we show that the problem of decoding such codes, in the full fault-tolerant setting, can be naturally reformulated as a process of repeated interactions between a decoding agent and a code environment, to which the machinery of reinforcement learning can be applied to obtain decoding agents. As a demonstration, by using deepQ learning, we obtain fast decoding agents for the surface code, for a variety of noise-models.
Digital Marketing and University's Brand Association

There is a number of Digital Marketing technologies that can arguably be used to trigger and sustain branding snapshots for universities as marketing organizations, including homepage, hypertext, search engines and virtual communities, interactive digital features and social media, and push technology. Universities increasingly need to build and communicate their brand associations as differentiated brands, global brands, customized brands, valued brands, and profitable brands (Best, 2009). This paper argues that Digital Marketing technologies can be devised to build and communicate brand associations for Egyptian universities as follows: Homepage for differentiated branding, Hypertext for customized branding, Search engines, and virtual communities for globalized branding, Digital interactive features, and social media for valued branding, Push technology for good branding.
Role-Aware Enhanced Matching Network for Multi-turn Response Selection in Customer Service Chatbots

We study on the response selection problem for multi-turn conversation in retrieval-based customer service chatbots. Existing multi-turn context-response matching models do not consider the effect of speaker’s role on utterance semantics. In this paper, we propose a Role-aware Enhanced Matching network (REM) to distinguish utterances from the perspective of speakers’ roles and enrich the semantic features of context with role-aware enhancement. First, the utterances are encoded by different GRUs according to speakers. Then an attention mechanism and an interaction function are employed between two speakers’ utterances to enrich the semantics of context, followed by constructing matching matrices and aggregation. Extensive experiments are conducted on public available e-commerce dialogue dataset and the results show that our proposed model outperforms strong baseline methods by large margins.
Some Asymptotic Properties of Model Selection Criteria in the Matent Block Model

Co-clustering designs in a same exercise a simultaneous clustering of the rows and the columns of a data array. The Latent Block Model (LBM) is a probabilis-tic model for co-clustering, based on a generalized mixture model. LBM parameter estimation is a difficult problem as the likelihood is numerically untractable. However , deterministic or stochastic strategies have been designed and the consistency and asymptotic normality have been recently solved when the number of blocks is known. We address model selection for LBM and propose here a class of penalized log-likelihood criteria that are consistent to select the true number of blocks for LBM.
The Project «Digital History of St.Petersburg Polytechnic University» and Prospects for Modeling the Institutional History of Higher Education

The report represents the implementation of the project «Digital History of St.Petersburg Polytechnic University» and analyzes related opportunities in the representation and the study of the institutional history of high schools. The authors dwell on the description and characteristics of the online resource that represents a virtual dynamic structure of the University in the form of an interactive genealogical tree, supplemented by reference materials, full-text historical sources, scientific commentary.
Partially-supervised Mention Detection.

Learning to detect entity mentions without using syntactic information can be useful for integration and joint optimization with other tasks. However, it is common to have partially annotated data for this problem. Here, we investigate two approaches to deal with partial annotation of mentions: weighted loss and soft-target classification. We also propose two neural mention detection approaches: a sequence tagging, and an exhaustive search. We evaluate our methods with coreference resolution as a downstream task, using multitask learning. The results show that the recall and F1 score improve for all methods.
Literature as a Digital Literation Culture Strengthen

Learning literature means learning the culture of a nation.Literature is a miniature of people's life that cannot be separated from culture.Literary content is closely related to life which can be used as a means of teaching the values of life to the audience.Literature has its own charm for its connoisseurs.Literary language is able to provide a stimulus for its readers to literate.Literary presentation is not only in printed form, but nowadays literature in electronic media has developed.The presence of literature in electronic media contributes greatly to the development of a literacy culture.Especially in the midst of the Covid-19 pandemic which is endemic in several countries.Literature is an option that readers can enjoy while on the move at home.The number of literary lovers has also increased.The culture of reading has begun to rise again and is rife in some circles.This means that the weak digital literacy culture in Indonesia is increasing.Literature is able to become an effective literacy culture reinforcer.
PENGGUNAAN MODEL CONCEPTUAL CHANGE PADA INSTRUMEN THREE-TIER-TEST DAN LKPD

There are still many misconceptions in the buffer solution material based on the results of pre-research that has been done. Therefore, it is necessary to to make efforts to reduce misconceptions. This research aims to determine the validity of the three-tier-test diagnostic test instrument and Student Worksheet (LKPD) to reduce student’s misconceptions through conceptual change model on buffer material. This research and development method uses a 3-D model which is a modification of the 4-D model, namely (1) define; (2) design; and (3) development. The validity of the instrument and LKPD in terms of content validity and construct validity. The content validity of the instruments and LKPD respectively obtained an average percentage of 94.00% and 92.44%. While the construct validity of the instruments and LKPD respectively obtained an average percentage of 91.00% and 86.47%. This results shows that the three-tier-test diagnostic test instrument and LKPD through conceptual change model developed were declared very valid.
Analysis of the Implementation of the Indonesian National Qualifications Framework Oriented Curriculum in the Mathematics Education Program of Universitas Negeri Medan

This study aims to describe: 1) the implementation of the curriculum oriented to the Indonesian National Qualifications Framework (KKNI), 2) student responses to the six tasks required in the KKNI curriculum, 3) the quality of student performance and achievement with the implementation of the KKNI curriculum. This research is a descriptive qualitative research which aims to describe the implementation of the curriculum oriented to the Indonesian National Qualifications Framework (KKNI). Subjek in this study were undergraduate students-1 in the first semester, three, and five mathematics education of UNIMED. The subjects who were subjected to in-depth interviews were randomly selected six students. Data obtained from the distribution of questionnaires and observations of the lecture process and in-depth interviews. The object of this research is the implementation of the KKNI curriculum, student responses, performance, and achievement oriented to the Indonesian National Qualifications Framework (KKNI). Based on data analysis, it is found that: 1) The implementation of the Indonesian National Qualifications Framework (KKNI) has not been carried out optimally or well in the mathematics education lecture process, 2) Students have a positive response to the application of the Indonesian National Qualifications Framework (KKNI), 3) Performance Quality is quite good in the application of the Indonesian National Qualifications Framework (KKNI), 4) Students' learning achievement is quite low in the application of the Indonesian National Qualifications Framework (KKNI).
Pengembangan Media Augmenteed Reality Untuk Meningkatkan Hasil Belajar IPA Terpadu Siswa Kelas VIII SMPK Santo Fransiskus Assisi Samaarinda

This development research aims: (1) determine the design of augmented reality media development to improve learning outcomes of integrated science learning outcomes for VIII grade students of SMPK Santo Fransiskus Assisi Samarinda, (2) determine the feasibility of developing augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda, (3) to determine the effectiveness of the development of augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda. This development research refers to the research steps of Dick &amp; Carey's product development design. Product development in this research is designed with the following stages: (a) the analysis stage, (b) the planning and design development stage, (c) the design development and validation stage, (d) the design evaluation and revision stage, (e) the design stage preparation of improvement models, (f) product trial stage, (g) product evaluation and revision phase, (h) experimental trial stage. Product testing consists of alpha testing / validation conducted by material experts and media experts, as well as beta testing which is carried out in 2 stages, namely beta 1 / empirical test (small group trial). Data collection used interview guidelines, observation, questionnaires for material experts, and questionnaires for media experts, student response questionnaires, and test script instruments. This research produces teaching media that is packaged in the form of an application (apk.) which can be used on Android and iPhone. Based on the results of the extensive test, learning media that utilize Augmented Reality technology can improve student learning outcomes in class VIII, from the pre-test data, the experimental and control groups are not much different, so it can be assumed that students from both groups have homogeneous and comparable abilities, namely 57: 58,75 . But after being given the difference in teaching materials and the similarity of teaching in front of the class, the effect was significant, namely 85.1: 78.8. Whereas referring to the independent t test for equality output table in the equal section assumed the sig value is known. (2-tailed) is 0.010 &lt;0.05, so as the basis for making independent t-test decisions it can be concluded that Ho is rejected and Ha is accepted or there are differences in student learning outcomes given Augmented Reality media and not.
The Ideal Victim: A Criminological Approach

The cynicism of the media and public opinion is reflected in this observation: on the scale of public emotion, 100,000 deaths in a conflict in a faraway continent is equivalent to 1,000 deaths in a close country which is equivalent to 10 deaths in the city centre of a Western capital which is equivalent to the death of a beloved celebrity. There are victims who arouse extreme compassion (victims of random terrorist acts, child victims of a monster, victims of sexual abuse committed by a cleric, fragile elderly victims of a racist act, victims of police violence or abuse of a State authority, heroic victims...). In criminology, this is referred to as the (Nils Christie, 1986). But there are also victims who disturb, who exacerbate a divide (such as the aftermath of the Weinstein affair, where the #Metoo were confronted with an antifeminist discourse claiming sexual freedom). Finally, there are victims who arouse indifference or even denial or contempt (victims in remote areas trapped in an unreadable conflict abroad, victims found guilty...).The renowned Nils Christie’s definition of the ideal victim should be rephrased and refined. A somewhat different presentation can be proposed. The figure of the ideal victim crystallizes in the presence of five elements. It is necessary that the victim be weak (Part I), that there be real or symbolic identification with the victim (Part II), that there should be no victim blaming or divide in the opinion (Part III), that the criminal be big and bad (Part IV) and that the victim be seen or heard (Part V). A victim is all the more likely to gain the ideal victim status if the personality of the perpetrator is rejected:this phenomenon may be called the contrast effect
Compilation Techniques for Graph Algorithms on GPUs

The performance of graph programs depends highly on the algorithm, the size and structure of the input graphs, as well as the features of the underlying hardware. No single set of optimizations or one hardware platform works well across all settings. To achieve high performance, the programmer must carefully select which set of optimizations and hardware platforms to use. The GraphIt programming language makes it easy for the programmer to write the algorithm once and optimize it for different inputs using a scheduling language. However, GraphIt currently has no support for generating high performance code for GPUs. Programmers must resort to re-implementing the entire algorithm from scratch in a low-level language with an entirely different set of abstractions and optimizations in order to achieve high performance on GPUs. We propose GG, an extension to the GraphIt compiler framework, that achieves high performance on both CPUs and GPUs using the same algorithm specification. GG significantly expands the optimization space of GPU graph processing frameworks with a novel GPU scheduling language and compiler that enables combining graph optimizations for GPUs. GG also introduces two performance optimizations, Edge-based Thread Warps CTAs load balancing (ETWC) and EdgeBlocking, to expand the optimization space for GPUs. ETWC improves load balancing by dynamically partitioning the edges of each vertex into blocks that are assigned to threads, warps, and CTAs for execution. EdgeBlocking improves the locality of the program by reordering the edges and restricting random memory accesses to fit within the L2 cache. We evaluate GG on 5 algorithms and 9 input graphs on both Pascal and Volta generation NVIDIA GPUs, and show that it achieves up to 5.11x speedup over state-of-the-art GPU graph processing frameworks, and is the fastest on 66 out of the 90 experiments.
Introducing a method for extracting features from facial images based on applying transformations to features obtained from convolutional neural networks

Introducing a method for extracting features from facial images based on applying transformations to features obtained from convolutional neural networks
Time Management as a Means of Developing the Professional Competence of the Head of a Preschool Educational Institution

Abstract: Modern requirements of society, changes in the Russian education system objectively put forward new requirements for the quality of professional training of managers, one of the main indicators of which is such a personal quality as professional competence. the article presents the results of the study of the problem of professional competence development. The essence and content of the technology for developing the professional competence of the head of a preschool educational institution, which is based on time management, is revealed in detail
Trojans and Adversarial Examples: A Lethal Combination

In this work, we naturally unify adversarial examples and Trojan backdoors into a new stealthy attack, that is activated only when 1) adversarial perturbation is injected into the input examples and 2) a Trojan backdoor is used to poison the training process simultaneously. Different from traditional attacks, we leverage adversarial noise in the input space to move Trojan-infected examples across the model decision boundary, thus making it difficult to be detected. Our attack can fool the user into accidentally trusting the infected model as a robust classifier against adversarial examples. We perform a thorough analysis and conduct an extensive set of experiments on several benchmark datasets to show that our attack can bypass existing defenses with a success rate close to 100%.
A base-p Sprague–Grundy-type theorem for p-calm subtraction games: Welter’s game and representations of generalized symmetric groups

For impartial games Γ and Γ′, the Sprague-Grundy function of the disjunctive sum Γ + Γ′ is equal to the Nim-sum of their Sprague-Grundy functions. In this paper, we introduce p-calm subtraction games and show that for p-calm subtraction games Γ and Γ′, the Sprague-Grundy function of a p-saturation of Γ+Γ′ is equal to the p-Nim-sum of the Sprague-Grundy functions of their p-saturations. Here a p-Nim-sum is the result of addition without carrying in base p, and a p-saturation of Γ is an impartial game obtained from Γ by adding some moves. It will turn out that Nim and Welter’s game are p-calm. Further, using the p-calmness of Welter’s game, we generalize a relation between Welter’s game and representations of symmetric groups to disjunctive sums of Welter’s games and representations of generalized symmetric groups; this result is described combinatorially in terms of Young diagrams.
Implementation of Microservices Architecture on E-Commerce Web Service

The research aimed to make e-commerce web services using a microservices architecture. Web service was built using Representational State Transfer Protocol (REST) with Hypertext Transfer Protocol (HTTP) method and JavaScript Object Notation (JSON) response format. Meanwhile, the microservices architecture was developed using Domain-driven Design (DDD) approach. The research began by analyzing e-commerce business processes and was modeled using Unified Modeling Language (UML) based on business process analysis. Next, the bounded context was used to make a small responsible service for a function. The Programming language used to make the system was Go programming language with Go-kit tool and apply database-per-service pattern for data management. The system also applied the concept of containerization using Docker as the container platform and using API Gateway to manage each endpoint. Last, the evaluation process was carried out using the Postman application by testing each endpoint based on the white-box testing method. Based on the results of the evaluation process, the e-commerce web service can work as expected. The results also show that the system has a high level of resilience. It means that the system has a low level of dependencies between services and adapts to future changes.