Reviewerly/exHarmony huggingface dataset:
How can COVID-19 Change the Way of Learning and Teaching in Higher Education?

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LibGuides: Research Data Management: RDM Policies & Procedures

Research guide to serve as a portal to data repositories, agency and funder requirements, tutorials, and DMPTool. Detailed in this document are the policy and the procedures for submitting research data sets for ingest into the Library's repository, RADAR.
Interpolating between images using optimal mass transport

Optimal mass transport (OMT) is an optimization problem that obtains the way to move mass, or values, from one function to another, in the most efficient way, or at the lowest cost. This technique ...
Density Matrix Simulation of Quantum Error Correction

Quantum error correction will be integral in developing full scale quantum computers, but as of yet beneficial quantum error correction has not been demonstrated experimentally. An important question is therefore what prerequisites need to be met to achieve this. Results of density matrix simulations of the performance of the seven qubit Steane code in a quantum computing setting are presented. The full density matrix was kept throughout the whole simulations, which means that all errors can be accounted for. In particular, the importance of the circuit depth, i.e. the number of gates in series before error correction is applied, for the overall performance was investigated. It was found that the depth of the circuit has a large impact on the threshold error rate for which error correction becomes beneficial. A gain parameter was defined, which describes the largest constant factor by which errors can be suppressed. It was shown that there is a trade-off between the threshold error and the gain; The highest threshold value was found to be around p_th~10^-4, which is in line with other estimates, but the maximum gain for this value was only 3. To achieve a gain of 100, an error rate of p_err~2x10^-9 is required. In addition, performance statistics such as run-time as a function of circuit depth and width for the matlab code used for simulations are presented. (Less)
Creating a Blog Site Using Stackbit

I have written 200 blogs at the time of this writing. It had become a habit to write technical articles. I had good traction on Medium, but once dev.to was launched, I started republishing my articles there as well. I got a lot of followers and views in dev.to.
PEMBELAJARAN MATEMATIKA BERBASIS PERANGKAT LUNAK (SOFTWARE) BAGI SISWA SEKOLAH MENENGAH PERTAMA (SMP) DI KECAMATAN MERAWANG KABUPATEN BANGKA

The 2013 curriculum is being implemented by junior high schools so that education in junior high schools can shift future challenges, such as advances in information technology, convergence of science and technology, the influence of technology on quality, investment and transformation in the education sector. Merawang District, located in Bangka Regency, has schools at all levels of education. However, there is a phenomenon of teacher-student ratios which are classified as low for high school education and are included in the lower average (Regional Statistics of Merawang District 2016, BPS). This will certainly have an impact on meeting the demands of the 2013 curriculum. This dedication activity was carried out at SMP Negeri 1 Merawang and MTs Sabilul Muhtadiin with the survey method as a preparatory stage, the introduction of software-based mathematics learning as the implementation and evaluation stage. The purpose of learning is to hone students' soft skills through the introduction of the Microsoft Office Excel Add-In Program as a visual media application of mathematics learning. Based on the results of the pre-test and post-test conducted to students, using the statistical test paired samples test showed that there was an influence before and after learning of software-based mathematics (software) for students of SMP Negeri 1 Merawang and MTs Sabilul Muhtadiin.
DISTANCE LEARNING – A CHALLENGE FOR GEORGIAN HIGHER EDUCATIONAL INSTITUTIONS

T. Nakashidze-Makharadze, N. Makaradze, M. GurgenidzeBatumi Shota Rustaveli State University (GEORGIA)
PENGARUH EFISIENSI PENGELOLAAN KEARSIPAN TERHADAP PRODUKTIVITAS KERJA PEGAWAI DI KANTOR LURAH LANTORA KECAMATAN POLEWALI KABUPATEN POLEWALI MANDAR

This research was motivated by the problems found in the Lantora Urban Village Office, Polewali Subdistrict, Polewali Mandar District, namely there are still some indications that lead to low employee work productivity because the efficiency of archival management has not been maximized. This can be seen from the existence of archives that are not stored in place, stacked in filing cabinets and warehouses, causing the archive to be quickly damaged and difficult to find. As a result, there are still jobs that are not completed on time so that the results of work achieved are not maximized. Therefore, it is necessary to have efficient, good and orderly archival management so that it can make it easier for employees to store and find. Archive arrangement is one aspect that must be applied in achieving office goals in order to support increased office work productivity.
Periodic Q-Learning.

The use of target networks is a common practice in deep reinforcement learning for stabilizing the training; however, theoretical understanding of this technique is still limited. In this paper, we study the so-called periodic Q-learning algorithm (PQ-learning for short), which resembles the technique used in deep Q-learning for solving infinite-horizon discounted Markov decision processes (DMDP) in the tabular setting. PQ-learning maintains two separate Q-value estimates - the online estimate and target estimate. The online estimate follows the standard Q-learning update, while the target estimate is updated periodically. In contrast to the standard Q-learning, PQ-learning enjoys a simple finite time analysis and achieves better sample complexity for finding an epsilon-optimal policy. Our result provides a preliminary justification of the effectiveness of utilizing target estimates or networks in Q-learning algorithms.
Round-Up of Topology

The concepts of topology and of topological space took shape in the mid 1800s with the study of $$\mathbb {R}$$ and more generally Euclidean space, together with the properties of continuous maps on such spaces. Associated to the notion of topological space is the primitive concept of open set, from which the concept of neighbourhood descends, and then closed sets, closure, interior, frontier and boundary points, limit points and isolated points, etc.. The purpose of this Chapter is to present this preliminary matter.
AUDIT TATA KELOLA SISTEM INFORMASI PADA PT PELAYARAN BATAM SAMUDRA PADA DOMAIN PO8, AI2 DAN ME1

PT Pelayaran Batam Samudra is a company engaged in the field of shipping agents, crew formalities, and ship chandling. The problem occurs in the SAFI (Solution for Accounting Finance and Inventory) information system in the purchasing section, the list of items that have been previously inputted does not appear automatically when it will be reused so it becomes uneffective because the list of items must be re-inputted. An information system governance audit is conducted to find out at what level of maturity the system that being used in the company. The method used in this study is Framework Cobit 4.1 with 3 sub domains, PO8, AI2, and ME1. From the result of this study, the average level of PT PBS information system maturity is at 2 – Repeatable but Intuitive.
Design of Healthy Youth Edition Teens Based Game

In Indonesia, there are many promiscuity cases such as brawl, drug dealers and free sex among students. Therefore, the importance of having the social skills to dare to take a firm stance, to reject the negative offer of the environment needs to be owned by a teenager. In addition to the importance of self-awareness, to keep teenagers in Indonesia is not easy to fall into a healthy association it is also necessary to help socialize and provide education about healthy association for today's teenagers. Through the design of the game Teen Society, adolescents aged 11-24 years provided education about healthy association through mobile games.
Pengembangan Alat Ukur Instrumen Tes Kemampuan Berbahasa Untuk Siswa Kelas IV SDN Juwet 2 Kediri

his research is motivated by the interesting learning device innovations that support the learning process. The purpose of this study was to determine the process of developing language test instruments on Indonesian language content for grade IV students based on K13, as well as feasible and practical. The method used by Reseach and Development research models is the Borg & Gall research model. The subjects of this research trial were material, language, media, practitioners and students of SDN Juwet 2, Kediri Regency. Data collection instruments in the form of questionnaires, unstructured interviews, and documentation. The data analysis technique uses descriptive qualitative and quantitative. The results of the study stated that the learning tools fulfilled the criteria with the results of 95.84% by the material experts, 89.58% of the language, 81.54% of the media, 90.27% of the practitioners, and the practicality criteria with the results of 74.5% by the limited trial students, 82.15% students are on a broad trial. Based on the exposure to the above assessment results, learning tools categorized as Very Eligible and Very Good are used in the field to support learning and help students to learn independently.
The Use Of Augmented Reality Technology In Museums: A Case Study On The Educational Museum Of The Faculty Of Arts, Tanta University

The study aimed to explore augmented reality technology and its use in museums as one of the main emerging technologies that enhance the experience of museum visitors, by relying on the case study methodology where the technology was applied to a sample of the educational museum collections of the Faculty of Arts, Tanta University, using the Zapper application of augmented reality. The more augmented reality technology is integrated into museum services, the more educational, experimental, historical, knowledge, cultural, social and economic values ​​increase, and the greater the satisfaction of the visitors. Smartphones are the museums' preferred augmented reality platform for ease of implementation, low costs, reliability and the ability to run efficient augmented reality applications. And that the use of the Zapper application for augmented reality was appropriate in providing an innovative way to introduce the educational museum collections of the Faculty of Arts, Tanta University. Where a variety of digital information about the museum's collections has been presented, including photo albums, video clips, audio clips, links to related sites from international museums ... etc., which appear as soon as a smartphone camera preview the artifact codes through the application. The main problems of the application were the impact of the speed of previewing the codes and retrieving the associated information with the Internet speed available in the museum.
A PERSONALIZED TOOL FOR RECOMMENDATION OF SUITABLE COURSES IN AN E-LEARNING SYSTEM USING AN EXPERT SYSTEM

The article deals with an personalized tool for recommending suitable courses in e-learning systems using expert system. Some e-learning systems contain a large number of different courses divided into different categories. It is often difficult for users to find preferred courses in a short time. Therefore, we propose a personalized tool that is used to recommend suitable e-learning courses. Courses will be recommended to the user based on their preferences and expert system. The expert system will propose suitable courses based on the various parameters that e-learning courses contain. A part of the expert system will be a knowledge base that can be modified for various types of e-learning systems. The output of the personalized tool will be a list of recommended courses for users based on their preferences. The user can then choose preferred courses to study based on a list of recommended courses from personalized tool. In paper, the particular steps of the proposed personalized tool are described. The proposed tool is experimentally verified.
The א Calculus.

Motivated by a need for a model of reversible computation appropriate for a Brownian molecular architecture, the $\aleph$ calculus is introduced. This novel model is declarative, concurrent, and term-based--encapsulating all information about the program data and state within a single structure in order to obviate the need for a von Neumann-style discrete computational 'machine', a challenge in a molecular environment. The name is inspired by the Greek for 'not forgotten', due to the emphasis on (reversibly) learning and un-learning knowledge of different variables. To demonstrate its utility for this purpose, as well as its elegance as a programming language, a number of examples are presented; two of these examples, addition/subtraction and squaring/square-rooting, are furnished with designs for abstract molecular implementations. A natural by-product of these examples and accompanying syntactic sugar is the design of a fully-fledged programming language, alethe, which is also presented along with an interpreter. Efficiently simulating $\aleph$ on a deterministic computer necessitates some static analysis of programs within the alethe interpreter in order to render the declarative programs sequential. Finally, work towards a type system appropriate for such a reversible, declarative model of computation is presented.
Quantum Colour Dynamics

The abbreviation for Quantum ChromoDynamics is QCD, but the term Quantum Colour Dynamics tells already more appropriate what has been created: a shamefully childish fantasy.
LIBRARIES ON TOUR! MOBILE DEVICES FOR EDUCATIONAL EQUITY AND SOCIAL INCLUSION

Spaces generate things, things generate spaces.The pandemic that broke out in 2020 highlighted old and new fragilities in the distribution of facilities in our cities and revealed the limited capillarity of those social infrastructures that would grant the population a fair and sufficient access to medical, psychological and educational services. The persistence of social distancing measures has particularly affected culture and education, sometimes excluding the groups that were already marginalised — often, but not only, belonging to social minorities.Smart mobile devices and portable reading room could bring new opportunities for learning in peripheral neighbourhoods, especially contributing to expand literacy in low-income communities, or providing continuity to services usually present in the quarter. The idea is not a novelty and pop-up libraries are now a consolidate reality, counting numerous examples. Still, many documented initiatives are episodic and performed in enclosed spaces. Set in public areas, their visibility and overall impact increase.The lockdown experience also showed the sometimes underestimated potentiality of attributing new uses to anonymous, interstitial urban spaces. Benefitting from an easy assemblage and transport, and moderate costs, small scale temporary installations and micro-objects could even operate there and participate in testing new possibilities, both in terms of use of the public space and re-definition of the educational practices. Their informal nature opens to the unexpected, to resignification, experimentation and play.The United States pavilion at the 13th Venice Architecture Biennale in 2012 presented the exhibition “Spontaneous Interventions: Design Actions for the Common Good”, entirely dedicated to a selection of actionable strategies, small-scale projects, pop-up interventions conceived to make cities more sustainable, accessible, and inclusive. The projects extended beyond conventional practices and disciplinary boundaries, addressing architecture, urban and product design, landscape, social practices, social sciences and education studies, digital technologies. The exhibition was awarded with a “Special Mention” for its progressive character and relevance.Similar interventions are diffused worldwide, demonstrating the special effort private enterprises and citizens’s associations put in completing the public services and compensating for their gaps, especially with reference to educational programmes.Moving from a selection of case studies and cutting edge projects — “The UniProject” by Street Lab, “Trailer for Research and Activation” by Studio Bazar, “The A47 Mobile Art Library” by Productora, to name just a few —, the paper will develop a reflection on the way in which architecture and designpractices are contributing to offer sustainable solutions for a more democratic, fair, widespread access to high quality public services for children education and life-long learning.
Three-dimensional human tracking of a mobile robot using two cameras by skeleton extraction using OpenPose

In this paper, a new stereo vision framework that combines the processing results of two cameras and obtains only the three-dimensional (3D) information necessary for each task is used. Under this framework, in a complex environment where there are multiple people, we aim to realize 3D tracking of a specific person by performing person detection using OpenPose. The human region image is divided into upper body and lower body from skeleton information extracted by OpenPose. A specific person is tracked by identifying the person based on the color of the clothes. In this paper, we propose a tracking method and the effectiveness of the tracking method is verified quantitatively by experiments.
User Responses Of The Development Of Language Laboratory System

The data collection of room loans, inventory, and books is an important activity as a means of documentation at the language laboratory of  Del Institute of Technology. Using manual process of the borrowing and data collection, possibility of data loss may occur. Moreover, it is also laborious and inefficient in terms of time. An information system is designed to improve the existing manual system in a computerized way that it can be accessed via desktop or mobile. Using agile software in the development the information system, the application can provide complete and efficient loan information stored in a database server. Based on the user responses, the system is built in a more effective, simpler, faster, and a more structurized way.
Envelhecimento e Covid-19: Notas sobre fake news e inovação social

This article analyzes some interfaces of health and aging in the context of the Covid-19 pandemic, examining dimensions of the use of new information and communication technologies (NICTs) and appropriate digital tools by people and groups that disseminate false information, called fake news, especially on ways of preventing and coping with the disease. This is an exploratory study of a social and qualitative nature. It is evident that there is a denial of scientific knowledge, compromises access to quality information, social life, especially the elderly. And, in view this, there is a need to innovate socially the communication processes, the production of knowledge and education, to combat misinformation and guarantee social participation of these people.
Student Teamwork on Programming Projects. What can GitHub logs show us

Teamwork, often mediated by version control systems such as Git and Apache Subversion (SVN), is central to professional programming. As a consequence, many colleges are incorporating both collaboration and online development environments into their curricula even in introductory courses. In this research, we collected GitHub logs from two programming projects in two offerings of a CS2 Java programming course for computer science majors. Students worked in pairs for both projects (one optional, the other mandatory) in each year. We used the students' GitHub history to classify the student teams into three groups, collaborative, cooperative, or solo-submit, based on the division of labor. We then calculated different metrics for students' teamwork including the total number and the average number of commits in different parts of the projects and used these metrics to predict the students' teamwork style. Our findings show that we can identify the students' teamwork style automatically from their submission logs. This work helps us to better understand novices' habits while using version control systems. These habits can identify the harmful working styles among them and might lead to the development of automatic scaffolds for teamwork and peer support in the future.
Design and development of biometric voting system using fingerprint and facial recognition

The election process adopted in Nigeria is mostly paper based or manual. This manually handled process can be time-consuming, and prone to security breaches and electoral fraud. Consequently, this work proposes a biometrically authenticated voting system to provide inexpensive solution to the electoral process in Nigeria. In particular, the biometric database is constructed by filling it with the audio fingerprints and the associated metadata of many audio clips, and then the fingerprint of an unknown clip (or the distorted version of the clip brought by compression or standard audio processing) is extracted and compared to that of the clip in the database. If the fingerprint of the unknown clip is in the database, it will be correctly identified by the matching procedures. The project is implemented with biometric system i.e. fingerprint scanning and facial recognition. Accordingly, this is used to ensure enhanced security, and to avoid fake, repeated voting. Results obtained showed that the proposed system is fast, accurate, reliable, and cost effective, thus a viable option to replace the manual voting process.&#x0D; Keywords: Biometrics, electoral process, facial recognition, finger print scanning
GEO-SPATIAL DATA ANALYSIS OVER OPEN STREET MAP USING LATENT SEMANTIC ANALYSIS AND GENETIC ALGORITHM

The expansion or improvements of metropolitan areas and rural area is moderately speedily going on, particularly the metropolis of India like (Delhi, Mumbai and more), in addition, amplify the requirement of information retrieval about the said location like transportation infrastructure, commodities, hospitality, business opportunities, and agricultural aspects. Escalating demand for such resources is very essential for the sake of progression and development for masses therefore, to omit the obstacles or to remit decrease the level of service. The proposed scheme uses Machine Learning Techniques i.e. Latent Semantic Analysis and Genetic Algorithm which inculcates for swift and prompt information espionage or information retrieval system from huge corpus or map repositories. However, the supervision model is prepared based on the investigation of service derived from the ratio of data volume and capacity in context to locations and references. The method used to obtain data from geometric data and land use are done with image interpretation and measurement vector data as XML from OpenStreetMap. The result of the study presents a level of accuracy of approx 79% the scheme mainly uses geometrical data available on OSM to extract land use data for information retrieval effectively.
Formal reconstruction of notions of  belief, utterance and trust

Problem of epistemic activity and their relationship with language is very well known in philosophy. Undertaking this challenge in this article we shall present some logical constructions apparent in these issues. More precisely we want to describe some difficulties of formal reconstruction of the notion of belief and utterance and try to find broader perspective appointed by notion of trust. To realize this goals article shows how non-formal assumption about doxa affects on its formal construction. Then, logic of utterances—mainly based on Conversational Implicatures theory—and its relation to doxastic systems is discussed and, finally, article shows that more accurate description of these two notions needs broader perspective created by BIT system proposed by Ch-J. Liau.