Reviewerly/exHarmony huggingface dataset:
Active Learning with LEGO for Teaching Software Development

LEGO is a construction toy familiar to many students. Creating software, regardless of scale, is often similar to building with tangible objects, such as houses or bridges--an analogy that is often used in the classroom. In this workshop, we will show how to use LEGO as an engaging medium to introduce students to concepts of iterative development, software interfaces, team velocity, and distributed software projects. LEGO-based analogies and case studies enacted as hands-on exercises for student teams help develop a better understanding of the underlying concepts, while keeping students deeply engaged in the course material. This workshop is intended for faculty teaching undergraduate and graduate courses focusing on software development, software engineering, and related concepts. This workshop will also benefit other educators looking for ways to supplement their courses with engaging and playful hands-on activities aimed to strengthen the teamwork, oral communication, problem solving, and design skills of students. We will practice several hands-on LEGO-based activities during the workshop. Specific topics of these activities will include change management and object-oriented interfaces, as well as activities specific to the phases of software development. Workshop participants will learn about other LEGO-based activities that focus on a broad range of topics including requirements engineering, architectural design, and software dependability. A laptop is not required for this workshop. This work is supported in part by the National Science Foundation Awards 1611905, 1709244 and a 2015 ACM SIGCSE Special Project grant. For more information visit http://www.cs.ccsu.edu/~stan/sigcse2020/
A Game Theoretic Analysis of Improvements to Tor's Resilience to Entry-Exit and End-to-End Attacks

Tor is among the most used overlay networks for anonymous communication. This anonymity can be undermined via entry-exit and end-to-end attacks. Using Game Theory, we analyze the viability of several methods for reducing Tor's vulnerability to such attacks. Entry-exit attacks rely upon controlling entry and exit nodes -- internal elements within the Tor Network, while end-to-end attacks utilize Autonomous Systems (internet service providers), elements outside of the Tor Network. Because both types of attacks rely on probability, we use Monte Carlo simulation and model the success probability maximizing strategies of adversaries. We analyze changes to Tor's node selection strategy that decrease the success probability of such attacks. Our goal is to support anonymity preserving systems against large Autonomous Systems providers and attackers with plenty of resources. We build upon previous work, but we also test eliminating the exit node bandwidth threshold and decreasing asymmetric routing to make compromising anonymity less likely. Given our results, we suggest the abandonment of the bandwidth threshold of exit nodes. Abandoning this threshold would not affect the bandwidth of the Tor network much, while it would impair an attacker's success probability significantly. We show that an attackers' success probability can be lowered by 23% over a year of usage. While prior to our changes (and assuming a large fraction of compromised nodes), anonymity is preserved ~62% of the time over a year, implementing our changes increases anonymity preservation to 85%.
Mobile Classroom for Military Tactical Training in Cavalry Mission Planning

Introduction: This article is the result of the research project entitled “Mobile classroom for military tactical training in cavalry mission planning, development in the Cavalry school of the Colombian Army from 2010 to 2017”. Its purpose is to identify tools to improve the training process of military personnel. Problem: The training is carried out in a theoretical environment as there is currently no alternative means to training personnel in this field. The present investigation aims to improve the instruction of the army personal with their varying roles and ranks –officers, non-commissioned officers (NCOs) and enlisted soldiers–, when encountering individual and collective training. Objective: Evaluate the impact of the implementation of a mobile classroom equipped with simulation tools, as a strategy for the formation of the members of the Cavalry School. Methodology: Empirical study developed in 5 stages: (i) initial instruction, (ii) diagnostic test, (iii) diagnostic feedback, (iv) performance test and (v) performance evaluation. For this, the adaptation of a trailer, such as a mobile classroom, and the ARMA 3 game was used. Results: The use of the mobile classroom allowed for an increase in the number of trained people whilst reduced training times resulting in lower operating costs and greater sustainability. Conclusion: The implementation of the mobile classroom and the simulation system contributed to the development of skills and abilities, improved decision-making capacities, increased perceptual variation and improved coordination, communication and team decision-making. Originality: First mobile classroom for military training, with invention patent, 10-61804. Limitation: The investigation was carried out at the Cavalry School. The results can only be replicable in other military study centers.
Automating the Detection of Sarcastic Statements in Natural Language Text

This article is devoted to the sarcasm recognition in the text written in a natural language. The main goal is to increase the accuracy of sentiment analysis. The sentiment level determination of a text that describes the appearance of a person was chosen as a domain area for the experiment. At first, references to the personality and elements that describes appearance from text are detected using the method of latent semantic analysis. The next step is to evaluate the attitude to a person in text using pre-labeled sentiment dictionary. At this stage, the method of recognizing sarcastic sentences that contains a description of the appearance is used. The sentiment level should be re-evaluated in the person information model. The results of the experiment showed that the recognition of sarcasm based on the morphological features of words and the frequency characteristics of the sentences does not effectively increase the accuracy of sentiment level determination.
Online Reading Strategies Used by English Education Students of UIN Antasari Banjarmasin

Nowadays, online reading is universally used by everyone especially thestudents. Online reading becomes more effective if students are equipped withstrategies while reading text. This research analyzes the commonly used of onlinereading strategies by students at English Department in UIN Antasari Banjarmasin.Furthermore, the researcher also describes about the problems faced by EnglishStudents while using online reading sources.The design of this research was qualitative method with descriptive approach.The subject in this research was the fifth semester students of English Department. Theobject in this research was the most and least online reading strategy used by EnglishStudents and the problems faced by English Students while they using online readingsources. In data collection, the researcher used interview and documentary. Then, allof data were collected and analyzed in descriptive analysis based on Creswell.The result of this research indicated the most online reading strategy used isSupport Reading Strategy, and the least is Global Reading Strategy. In the other hand,the problems faced that are discovered in using online reading sources are: The lack ofscientific vocabularies, the validity of the sources, the lack of technique when searchingthe relevant material, typographical features, the quantity of the materials, and internalproblems that are related to the duration of reading online that affects eyes to be tiredand internet connection.
GENERAL STRUCTURE OF SANSKRIT MACHINE TRANSLATION SYSTEM

Machine Translation (MT) is an emerging field in computer science. It is important for breaking the language barrier and facilitating inter-lingual communication. Though it a fascinating area of research, it faces difficulties right from selecting source-target language pair and designing systems for that language pair. For a multilingual country like INDIA, there is a big requirement of machine translation system. While studying different MT systems in Indian languages it was found that Sanskrit can be thought of source language because of its rich and oldest literature treasure. Many advantages of Sanskrit find use in some of the frontier areas of computer engineering research, notably in artificial intelligence and knowledge based system. The relatively unambiguous nature of this language and its well laid-out grammatical structure promote it as the language for processing.Success of MT needs issue of Natural Language Understanding (NLU) to be solved first. Natural language refers to the language spoken by people such as Hindi, Marathi, Sanskrit, English, etc. as opposed to artificial languages such as C, C++, java etc.This paper focuses on Sanskrit as source language in Machine Translation system. The paper begins with introduction to MT; then gives features of Sanskrit language and highlights the language features suitable for MT; ends with the discussion of general structure for Sanskrit Machine Translation system (SMTS)
The state of open data 2019 - what are the key issues in open data for researchers?

s mandates and policies encouraging open data are becoming more widely established and enforced, the use of and sharing of data is becoming more central to scholarly communication. This has resulted in data sharing becoming increasingly entangled with the prestige economy of academia. In this post, Mark Hahnel presents findings from the largest continuous survey of academic attitudes to open data and suggests that as well promoting data sharing, it may also have inadvertently fed into the publish or perish culture of research.
Get Started with Microsoft Azure

This book will cover all Microsoft Azure Container services and support services needed to secure, back up, and maintain containerized applications on Microsoft Azure. In this chapter, we will focus on setting up our Microsoft Azure cloud environment and all the tools needed to deploy containers in Azure.
E-resources & Services and Its Importance for Users of Academic Library

Due to the advancement of Information and Communication Technology (ICT) has forced the libraries to change from traditional into the digital library and its functioning, storing, organizing, and processing of information in electronic format. The libraries have witnessed a paradigm shift to automation, digital library, open source management, and institutional repositories. etc. due to the technology revolution. This paper also discusses the meaning and definition of E-resources, services, need and importance of e-resources for users of the academic library.
LibGuides: Quantum Computing: Basic Information on Quantum Computing

Taking technology to a new level, quantum computing promises efficient problem solving not feasible on classical computers.
Languages of games and play: Automating game design & enabling live programming

In game development, the maximum number of game design iterations determines the achievable quality. This thesis explores what informs the design and construction of good games in order to help speed-up game development processes, and create better games more quickly. On the one hand, we study how Domain-Specific Languages (DSLs) can help automate game design by offering developers and designers abstractions and notations that raise their productivity, reduce iteration times, and improve the quality of player experiences and a game’s source code. On the other hand, we explore how generic language technology can be leveraged and developed, in particular for constructing DSLs for live programming and automating game design. Chapter 2 presents a systematic mapping study on the state-of-the-art of ‘Languages of Games and Play’. We survey language-centric approaches for tackling challenges and solving problems related to game design and development. Our map provides a good starting point for anyone who wishes to learn more about the topic. Chapters 3, 4 and 5 describe Micro-Machinations, a DSL for game-economic mechanics. We propose techniques for its analysis, live programming and pattern-based generation. Chapter 6 demonstrates how generic language technology can be developed for constructing DSLs for live programming. We contribute two techniques: textual model differencing and run-time model patching. Finally, Chapter 7 reports preliminary results on improving tool support for automated game level design.
Penerapan Sistem Penjualan Online Dengan Collaborative Filtering Pada Kuker Hesti

is one of the businesses engaged in the sale of pastries. The information system carried out by the store Kuker Hesti is still conventional, it still uses brochures to introduce its products, it is only done by offering and waiting for customers to arrive and the customer cannot choose the product that suits his needs in the sense of selling without an information system. Information about the types of cakes obtained by consumers by coming directly to the store so it is still less effective. Therefore, a website-based online sales information system is needed so that the products sold by stores are better known to the public. This website uses collaborative filtering methods to recommend and display quality and favorite methods, the PHP programming language, MySQL as its database, and RAD as a method of analysis and design. The purpose of designing this online sales website is to understand the sales system and online sales strategy to increase profits and ease of transactions.
FINE GRAINED TWO SECURITY CAPABILITIES - CLOUD COMPUTING SERVICES PRIMARILY BASED ON NETWORKS

For net primarily based Cloud Computing Services we tend to introduce Fine Grained 2 issue Access management. The Basic Concept behind the Fine Grained 2 issue access management is getting the permission from 2 parties during this case we tend to consider 2 parties as user secret key and lightweight device. In 2 issue access system an attribute based management mechanism is enforced from the assistance of user secret key and light-weight security device. User must satisfy with this 2 for obtaining access to system. If anyone fails user can’t get the access to the system. The access control system denies the access of the user to the system if multiple user have same attribute set price
Ecobehavior dalam Pengelolaan Sungai dengan Analisis Neural Network

Abstract . The using of neural network methods is an alternative analysis to predict community behavior in river protection. Therefore this study aims to describe the factors that must be considered in the use of Neural network analysis in compiling eco behavior models in river management. This study uses a neural network analysis with a backpropagation approach. The data presented in the analysis were 210 respondents representing the farming community managing land along the river. This research is located in Soppeng Regency, South Sulawesi. The stages of the study are 1) Compiling a backpropagation architecture, 2) Conducting a validation of the model and 3) Conducting a test of the model to obtain the accuracy of the model. The results of the study that describe ten factors as input in the analysis of neural networks are not accurately used in the eco behavior model. This is based on an accuracy value of 48.57%. Therefore, as an effort to develop eco behavior models with Neural network analysis, it should be done in-depth by arranging diverse architectures. Keywords: accuracy, backpropagation, behavior
Natural Heuristic Methods for Underwater Vehicle Path Planning

Vehicle routing and path planning become more challenging underwater where visibility is limited, and landscape variations are more significant. The search for optimal paths can be complicated further by uncertain environments such as water flow and unknown geographical features. This chapter describes the characteristics of underwater navigation, reviews the main problems of underwater navigation and common path planning methods. Then, the firefly algorithm is used to solve the path planning problem, and the algorithm is improved according to the characteristics of underwater path planning. Finally, aiming at different underwater navigation scenes, the application effects of the improved firefly algorithm are compared and analyzed.
A STUDY ON THE TECHNICAL AWARENESS ABOUT SMARTPHONES IN THE PRESENT ERA

The year 2019 marks the era of the highest use of digital media and smart gadgets compared to any in the past. More than half of the world uses smart phones and internet today for numerous activities like education, shopping & bill-desks, socializing and entertainment along with the regular communication process. The number of smart phone users was forecast to grow from 2.1 billion in 2016 to around 2.5 billion in 2019. There has been a constant increase in the smart phone penetration rate. Over 40% of the world’s population is projected to use a smart phone by the end of 2019, from the 10% which was the statistics back in 2011. Knowledge is expanding and is available to both learners and professionals very easily. However the ultimate question which arises is; is the world population able to seep in the best technical knowledge available to them and how many are actually aware about all the technical features and benefits their smart gadgets offer? This study tries to understand the awareness ratio of the same between the age group of 15 to 70 years which is further segmented to understand the smartphone usage ratio according to the age. It helps to understand the major features which are popular in the masses and the lack of knowledge of the other important features. It helps to analyse how many people know the complete use of smart phones based on gender, age, kind of use, operating system knowledge along with other features and how many choose smart phones over a laptop or a desk top. Overall the research concludes that the technical awareness among all sections should be given equal importance along with smart phone inventions.
LibGuides: Management: Books and videos

Find information and resources for studies in Convention & Event Management, Human Resource Management & Project Management.
PERANCANGAN SISTEM INFORMASI MANAJEMEN UNTUK PELAKSANA PROYEK INFRASTRUKTUR TEKNOLOGI INFORMASI

Project management is used to accommodate the interests of owners, consultants and contractors. Each stage in project implementation goes through a process of planning, scheduling and monitoring. Implementation of a management information system is needed in an infrastructure project management, especially for controlling budget, schedule and project resources given that infrastructure projects are not only in the supply of goods but also in installation services. Management information systems, especially in terms of implementing contractors, assist in the administration and preparation of reports. The management information system design uses the Zachman Framework framework, The design concept uses UML (Unitied Modeling Language), which consists of: Use Case Diagrams, Activity Diagrams and Sequence Diagrams. The results of this study are in the form of design and implementation of information technology infrastructure project management information systems.Keywords: Design, Project, System
An Efficient Key-Exposure Approach for Improving Security in Cloud Storage

The security issue of key presentation is one of the serious issues in distributed storage evaluating. To beat this issue, at first the key-introduction flexibility conspire had been proposed. Anyway in this plan, the information from the cloud can be unlawfully gotten to later than the key-presentation timeframe utilizing a similar mystery key cap had been accommodated evaluating the cloud information. A creative worldview called solid key-presentation strong evaluating for secure distributed storage which permits to set a specific time span for the key introduction. This jelly the security of the cloud prior as well as later than the key introduction timeframe. The security verification and test results show that our proposed plan accomplishes anticipated security without influencing its proficiency.
DIAGNOSTIC TOOLS FOR DETERMINING THE LEVEL OF FORMATION OF THE AXIOLOGICAL-MOTIVATIONAL COMPONENT OF SELF-EDUCATIONAL COMPETENCE OF FUTURE CYBERSECURITY SPECIALISTS

The article is devoted to the problem of formation of axiological-motivational component of self-educational competence of future cybersecurity specialists. It is stated that the development of this component is of great importance not only for the professional success, but also for self-development in all other spheres. In this context is necessary to identify the indicators, according to which it will be possible to measure the general level of the development of the component in question. The evaluation of the initial development level of the component in question is the first stage in the research work, the aim of which is to find the efficient ways of developing the axiological-motivational component in particular and self-educational competence in general, as only by comparing the data of the initial stage and the final stage the conclusion about the success of the experiment can be made. The article presents the grounding and choice of the diagnostic materials for determining the level of formation of each of the indicators (innovative and humanistic orientation of a personality, understanding of self-educational competence as a professional value, ability to emotionally experience the values of self-educational activity etc.) of the personal criterion (which corresponds to the axiological-motivational component). On the results of the initial stage measurements of this component the article states that the main problem connected with the development of the axiological-motivational component is the lack of theoretical knowledge about and practical skills of self-educational activity. This conclusion directs further research.&#x0D; Key words: Axiological-motivational component, self-educational competence, diagnostic tools, questionnaires.
A Structural Language for Multilevel Dynamics in the Design of Robot Soccer Systems

Relational structure is ubiquitous in complex systems but very hard to implement in machines. Traditionally relational structures were hand-crafted using logic-based methods including various relational approaches to pattern recognition. Today the hope is that machines will find relational structures automatically by techniques of deep learning. Both approaches require new methods for representing relational structure for dynamic complex multilevel systems. We use the platform of robot soccer to investigate these ideas. This paper follows a previous paper which presented new dynamic structures for evolving tactics and strategies in team robotics. Here the notation is extended to include structures of structures of structures. For example a red defender robot r1 may closely mark a blue attacker robot b2 to create a structure . This may be part of another structure , b3; Rdefenders_dilemma > as another robot b3 joins in to change the relational structure. This approach is illustrated by a RoboCup simulation game. Our next step is to build a competitive player to show that the ideas are operational and may give tactical and strategic advantages.